@awayfl/poki-player
Version:
AVM Player for poki games
78 lines (64 loc) • 2.68 kB
text/typescript
/*
* 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';
export class b2PrismaticJointDef extends b2JointDef {
constructor() {
super();
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;
}
public Initialize(b1: b2Body, b2: b2Body, anchor: b2Vec2, axis: b2Vec2): void {
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();
}
/// 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 local translation axis in body1.
public localAxis1: b2Vec2 = new b2Vec2();
/// The constrained angle between the bodies: body2_angle - body1_angle.
public referenceAngle: number;
/// Enable/disable the joint limit.
public enableLimit: boolean;
/// The lower translation limit, usually in meters.
public lowerTranslation: number;
/// The upper translation limit, usually in meters.
public upperTranslation: number;
/// Enable/disable the joint motor.
public enableMotor: boolean;
/// The maximum motor torque, usually in N-m.
public maxMotorForce: number;
/// The desired motor speed in radians per second.
public motorSpeed: number;
}