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MouseJointDef (libgdx API)
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&nbsp;<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/MouseJoint.html" title="class in com.badlogic.gdx.physics.box2d.joints"><B>PREV CLASS</B></A>&nbsp;
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  SUMMARY:&nbsp;<A HREF="#nested_classes_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef">NESTED</A>&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#methods_inherited_from_class_java.lang.Object">METHOD</A></FONT></TD>
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com.badlogic.gdx.physics.box2d.joints</FONT>
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Class MouseJointDef</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">com.badlogic.gdx.physics.box2d.JointDef</A>
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      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.joints.MouseJointDef</B>
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<DT><PRE>public class <B>MouseJointDef</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></DL>
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</PRE>
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Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
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<B>Nested Class Summary</B></FONT></TH>
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&nbsp;<A NAME="nested_classes_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left"><B>Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.JointType.html" title="enum in com.badlogic.gdx.physics.box2d">JointDef.JointType</A></CODE></TD>
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<B>Field Summary</B></FONT></TH>
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/MouseJointDef.html#dampingRatio">dampingRatio</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The damping ratio.</TD>
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/MouseJointDef.html#frequencyHz">frequencyHz</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The response speed.</TD>
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/MouseJointDef.html#maxForce">maxForce</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The maximum constraint force that can be exerted to move the candidate body.</TD>
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<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/MouseJointDef.html#target">target</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The initial world target point.</TD>
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&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyA">bodyA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyB">bodyB</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#collideConnected">collideConnected</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#type">type</A></CODE></TD>
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&nbsp;
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<B>Constructor Summary</B></FONT></TH>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/MouseJointDef.html#MouseJointDef()">MouseJointDef</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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<A NAME="target"><!-- --></A><H3>
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target</H3>
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public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>target</B></PRE>
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<DD>The initial world target point. This is assumed to coincide with the body anchor initially.
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<DL>
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</DL>
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<HR>
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<A NAME="maxForce"><!-- --></A><H3>
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maxForce</H3>
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<PRE>
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public float <B>maxForce</B></PRE>
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<DD>The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of
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 the weight (multiplier * mass * gravity).
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="frequencyHz"><!-- --></A><H3>
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frequencyHz</H3>
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<PRE>
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public float <B>frequencyHz</B></PRE>
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<DL>
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<DD>The response speed.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="dampingRatio"><!-- --></A><H3>
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dampingRatio</H3>
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<PRE>
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public float <B>dampingRatio</B></PRE>
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<DL>
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<DD>The damping ratio. 0 = no damping, 1 = critical damping.
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<P>
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<DL>
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</DL>
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<B>Constructor Detail</B></FONT></TH>
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<A NAME="MouseJointDef()"><!-- --></A><H3>
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MouseJointDef</H3>
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<PRE>
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public <B>MouseJointDef</B>()</PRE>
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&nbsp;<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/MouseJoint.html" title="class in com.badlogic.gdx.physics.box2d.joints"><B>PREV CLASS</B></A>&nbsp;
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                                Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
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