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File:addBox2D\Dynamics\Joints\b2RevoluteJointDef.js


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 // CLASS CONSTRUCTOR

    /**
     * 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.
     *
     * @class b2RevoluteJointDef
     * @constructor
     * @extends {b2JointDef}
     * @module  Joints
     */
    function b2RevoluteJointDef() {

        /**
         *Invoke parent class constructor function reference.
         */
        this.constructor( b2Joint.e_revoluteJoint );

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     // property DECLARATIONS

        /**
         * The local anchor point relative to bodyA's origin.
         *
         * @public
         * @property  localAnchorA
         * @type      {b2Vec2}
         */
        this.localAnchorA = new b2Vec2;

        /**
         * The local anchor point relative to bodyB's origin.
         *
         * @public
         * @property  localAnchorB
         * @type      {b2Vec2}
         */
        this.localAnchorB = new b2Vec2;

     // property INITIALISATIONS

        /**
         * @public
         * @property  type
         * @type      {int}
         */
        // @this.constructor( b2Joint.e_revoluteJoint ) above

        /**
         * The bodyB angle minus bodyA angle in the reference state
         * (radians).
         *
         * @public
         * @property  referenceAngle
         * @type      {float}
         * @default   0.0
         */
        this.referenceAngle = 0.0;

        /**
         * A flag to enable joint limits.
         *
         * @public
         * @property  lowerAngle
         * @type      {boolean}
         * @default   false
         */
        this.enableLimit = false;

        /**
         * A flag to enable the joint motor.
         *
         * @public
         * @property  enableMotor
         * @type      {boolean}
         * @default   false
         */
        this.enableMotor = false;

        /**
         * The lower angle for the joint limit (radians).
         *
         * @public
         * @property  lowerAngle
         * @type      {float}
         * @default   0.0
         */
        this.lowerAngle = 0.0;

        /**
         * The upper angle for the joint limit (radians).
         *
         * @public
         * @property  upperAngle
         * @type      {float}
         * @default   0.0
         */
        this.upperAngle = 0.0;

        /**
         * The maximum motor torque used to achieve the desired motor
         * speed. Usually in N-m.
         *
         * @public
         * @property  maxMotorTorque
         * @type      {float}
         * @default   0.0
         */
        this.maxMotorTorque = 0.0;

        /**
         * The desired motor speed. Usually in radians per second.
         *
         * @public
         * @property  motorSpeed
         * @type      {float}
         * @default   0.0
         */
        this.motorSpeed = 0.0;


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    } b2RevoluteJointDef.prototype = p = new b2JointDef; Box2D.b2RevoluteJointDef = b2RevoluteJointDef;

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 // INSTANCE METHODS

    /**
     * @public
     * @method  initialize
     * @param   {b2Body} bodyA
     * @param   {b2Body} bodyB
     * @param   {b2Vec2} anchor
     * @return  {void}
     */
    p.initialize = function ( bodyA, bodyB, anchor ) {
        this.bodyA = bodyA;
        this.bodyB = bodyB;
        this.bodyA.getLocalPoint( anchor, this.localAnchorA );
        this.bodyB.getLocalPoint( anchor, this.localAnchorB );
        this.referenceAngle = this.bodyB.getAngle() - this.bodyA.getAngle();
    };