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@awayfl/poki-player

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AVM Player for poki games

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/* * 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 { __extends } from "tslib"; import { b2JointDef, b2Joint } from '../Joints'; import { b2Vec2 } from '../../Common/Math'; var b2PrismaticJointDef = /** @class */ (function (_super) { __extends(b2PrismaticJointDef, _super); function b2PrismaticJointDef() { var _this = _super.call(this) || this; /// The local anchor point relative to body1's origin. _this.localAnchor1 = new b2Vec2(); /// The local anchor point relative to body2's origin. _this.localAnchor2 = new b2Vec2(); /// The local translation axis in body1. _this.localAxis1 = new b2Vec2(); _this.type = b2Joint.e_prismaticJoint; //localAnchor1.SetZero(); //localAnchor2.SetZero(); _this.localAxis1.Set(1.0, 0.0); _this.referenceAngle = 0.0; _this.enableLimit = false; _this.lowerTranslation = 0.0; _this.upperTranslation = 0.0; _this.enableMotor = false; _this.maxMotorForce = 0.0; _this.motorSpeed = 0.0; return _this; } b2PrismaticJointDef.prototype.Initialize = function (b1, b2, anchor, axis) { this.body1 = b1; this.body2 = b2; this.localAnchor1 = this.body1.GetLocalPoint(anchor); this.localAnchor2 = this.body2.GetLocalPoint(anchor); this.localAxis1 = this.body1.GetLocalVector(axis); this.referenceAngle = this.body2.GetAngle() - this.body1.GetAngle(); }; return b2PrismaticJointDef; }(b2JointDef)); export { b2PrismaticJointDef };