@awayfl/poki-player
Version:
AVM Player for poki games
64 lines (63 loc) • 2.94 kB
JavaScript
/*
* 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';
/// 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.
var b2RevoluteJointDef = /** @class */ (function (_super) {
__extends(b2RevoluteJointDef, _super);
function b2RevoluteJointDef() {
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();
_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;
return _this;
}
/// Initialize the bodies, anchors, and reference angle using the world
/// anchor.
b2RevoluteJointDef.prototype.Initialize = function (b1, b2, anchor) {
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();
};
return b2RevoluteJointDef;
}(b2JointDef));
export { b2RevoluteJointDef };