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@awayfl/awayfl-player

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

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import { b2JointDef } from '../Joints'; import { b2Vec2 } from '../../Common/Math'; import { b2Body } from '../b2Body'; /** * 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. * @see b2RevoluteJoint */ export declare class b2RevoluteJointDef extends b2JointDef { constructor(); /** * Initialize the bodies, anchors, and reference angle using the world * anchor. */ Initialize(bA: b2Body, bB: b2Body, anchor: b2Vec2): void; /** * The local anchor point relative to bodyA's origin. */ localAnchorA: b2Vec2; /** * The local anchor point relative to bodyB's origin. */ localAnchorB: b2Vec2; /** * The bodyB angle minus bodyA angle in the reference state (radians). */ referenceAngle: number; /** * A flag to enable joint limits. */ enableLimit: boolean; /** * The lower angle for the joint limit (radians). */ lowerAngle: number; /** * The upper angle for the joint limit (radians). */ upperAngle: number; /** * A flag to enable the joint motor. */ enableMotor: boolean; /** * The desired motor speed. Usually in radians per second. */ motorSpeed: number; /** * The maximum motor torque used to achieve the desired motor speed. * Usually in N-m. */ maxMotorTorque: number; } //# sourceMappingURL=b2RevoluteJointDef.d.ts.map