/*
* 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.
*/

package classes.Box2D.Dynamics.Joints{


import classes.Box2D.Common.Math.*;
import classes.Box2D.Dynamics.*;


/// A joint edge is used to connect bodies and joints together
/// in a joint graph where each body is a node and each joint
/// is an edge. A joint edge belongs to a doubly linked list
/// maintained in each attached body. Each joint has two joint
/// nodes, one for each attached body.

public class b2JointEdge
{
	
	public var other:b2Body;		///< provides quick access to the other body attached.
	public var joint:b2Joint;		///< the joint
	public var prev:b2JointEdge;	///< the previous joint edge in the body's joint list
	public var next:b2JointEdge;	///< the next joint edge in the body's joint list
	
}

}