/* * Copyright (c) 2012 Ju Hyung Lee * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software * and associated documentation files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or * substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ Joint = function(type, body1, body2, collideConnected) { if (arguments.length == 0) return; if (Joint.id_counter == undefined) Joint.id_counter = 0; this.id = Joint.id_counter++; this.type = type; this.body1 = body1; this.body2 = body2; // Allow collision between to cennected body this.collideConnected = collideConnected; // Constraint force limit this.maxForce = 9999999999; // Is breakable ? this.breakable = false; } Joint.TYPE_ANGLE = 0; Joint.TYPE_REVOLUTE = 1; Joint.TYPE_WELD = 2; Joint.TYPE_WHEEL = 3; Joint.TYPE_PRISMATIC = 4; Joint.TYPE_DISTANCE = 5; Joint.TYPE_ROPE = 6; Joint.TYPE_MOUSE = 7; Joint.LINEAR_SLOP = 0.0008; Joint.ANGULAR_SLOP = deg2rad(2); Joint.MAX_LINEAR_CORRECTION = 0.5; Joint.MAX_ANGULAR_CORRECTION = deg2rad(8); Joint.LIMIT_STATE_INACTIVE = 0; Joint.LIMIT_STATE_AT_LOWER = 1; Joint.LIMIT_STATE_AT_UPPER = 2; Joint.LIMIT_STATE_EQUAL_LIMITS = 3; Joint.prototype.getWorldAnchor1 = function() { return this.body1.getWorldPoint(this.anchor1); } Joint.prototype.getWorldAnchor2 = function() { return this.body2.getWorldPoint(this.anchor2); } Joint.prototype.setWorldAnchor1 = function(anchor1) { this.anchor1 = this.body1.getLocalPoint(anchor1); } Joint.prototype.setWorldAnchor2 = function(anchor2) { this.anchor2 = this.body2.getLocalPoint(anchor2); }