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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'; /// 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 };