UNPKG

@awayfl/awayfl-player

Version:

Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

89 lines (74 loc) 3.23 kB
/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ import { b2JointDef, b2Joint } from '../Joints'; import { b2Body } from '../b2Body'; import { b2Vec2 } from '../../Common/Math'; /// Revolute joint definition. This requires defining an /// anchor point where the bodies are joined. The definition /// uses local anchor points so that the initial configuration /// can violate the constraint slightly. You also need to /// specify the initial relative angle for joint limits. This /// helps when saving and loading a game. /// The local anchor points are measured from the body's origin /// rather than the center of mass because: /// 1. you might not know where the center of mass will be. /// 2. if you add/remove shapes from a body and recompute the mass, /// the joints will be broken. export class b2RevoluteJointDef extends b2JointDef { constructor() { super(); this.type = b2Joint.e_revoluteJoint; this.localAnchor1.Set(0.0, 0.0); this.localAnchor2.Set(0.0, 0.0); this.referenceAngle = 0.0; this.lowerAngle = 0.0; this.upperAngle = 0.0; this.maxMotorTorque = 0.0; this.motorSpeed = 0.0; this.enableLimit = false; this.enableMotor = false; } /// Initialize the bodies, anchors, and reference angle using the world /// anchor. public Initialize(b1: b2Body, b2: b2Body, anchor: b2Vec2): void { this.body1 = b1; this.body2 = b2; this.localAnchor1 = this.body1.GetLocalPoint(anchor); this.localAnchor2 = this.body2.GetLocalPoint(anchor); this.referenceAngle = this.body2.GetAngle() - this.body1.GetAngle(); } /// The local anchor point relative to body1's origin. public localAnchor1: b2Vec2 = new b2Vec2(); /// The local anchor point relative to body2's origin. public localAnchor2: b2Vec2 = new b2Vec2(); /// The body2 angle minus body1 angle in the reference state (radians). public referenceAngle: number; /// A flag to enable joint limits. public enableLimit: boolean; /// The lower angle for the joint limit (radians). public lowerAngle: number; /// The upper angle for the joint limit (radians). public upperAngle: number; /// A flag to enable the joint motor. public enableMotor: boolean; /// The desired motor speed. Usually in radians per second. public motorSpeed: number; /// The maximum motor torque used to achieve the desired motor speed. /// Usually in N-m. public maxMotorTorque: number; }