/* * 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 { b2Joint, b2PulleyJointDef } from '../Joints'; import { b2Vec2, b2Math, b2Mat22 } from '../../Common/Math'; import { b2Body } from '../b2Body'; import { b2TimeStep } from '../b2TimeStep'; import { b2Settings } from '../../Common/b2Settings'; /// The pulley joint is connected to two bodies and two fixed ground points. /// The pulley supports a ratio such that: /// length1 + ratio * length2 <= constant /// Yes, the force transmitted is scaled by the ratio. /// The pulley also enforces a maximum length limit on both sides. This is /// useful to prevent one side of the pulley hitting the top. export class b2PulleyJoint extends b2Joint { public GetAnchor1(): b2Vec2 { return this.m_body1.GetWorldPoint(this.m_localAnchor1); } public GetAnchor2(): b2Vec2 { return this.m_body2.GetWorldPoint(this.m_localAnchor2); } public GetReactionForce(): b2Vec2 { //b2Vec2 F = this.m_force * this.m_u2; const F: b2Vec2 = this.m_u2.Copy(); F.Multiply(this.m_force); return F; } public GetReactionTorque(): number { return 0.0; } public GetGroundAnchor1(): b2Vec2 { //return this.m_ground.m_xf.position + this.m_groundAnchor1; const a: b2Vec2 = this.m_ground.m_xf.position.Copy(); a.Add(this.m_groundAnchor1); return a; } public GetGroundAnchor2(): b2Vec2 { //return this.m_ground.m_xf.position + this.m_groundAnchor2; const a: b2Vec2 = this.m_ground.m_xf.position.Copy(); a.Add(this.m_groundAnchor2); return a; } public GetLength1(): number { const p: b2Vec2 = this.m_body1.GetWorldPoint(this.m_localAnchor1); //b2Vec2 s = this.m_ground->this.m_xf.position + this.m_groundAnchor1; const sX: number = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; const sY: number = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; //b2Vec2 d = p - s; const dX: number = p.x - sX; const dY: number = p.y - sY; //return d.Length(); return Math.sqrt(dX * dX + dY * dY); } public GetLength2(): number { const p: b2Vec2 = this.m_body2.GetWorldPoint(this.m_localAnchor2); //b2Vec2 s = this.m_ground->this.m_xf.position + this.m_groundAnchor2; const sX: number = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; const sY: number = this.m_ground.m_xf.position.y + this.m_groundAnchor2.y; //b2Vec2 d = p - s; const dX: number = p.x - sX; const dY: number = p.y - sY; //return d.Length(); return Math.sqrt(dX * dX + dY * dY); } public GetRatio(): number { return this.m_ratio; } //--------------- Internals Below ------------------- constructor(def: b2PulleyJointDef) { // parent super(def); let tMat: b2Mat22; let tX: number; let tY: number; this.m_ground = this.m_body1.m_world.m_groundBody; //this.m_groundAnchor1 = def->groundAnchor1 - this.m_ground->this.m_xf.position; this.m_groundAnchor1.x = def.groundAnchor1.x - this.m_ground.m_xf.position.x; this.m_groundAnchor1.y = def.groundAnchor1.y - this.m_ground.m_xf.position.y; //this.m_groundAnchor2 = def->groundAnchor2 - this.m_ground->this.m_xf.position; this.m_groundAnchor2.x = def.groundAnchor2.x - this.m_ground.m_xf.position.x; this.m_groundAnchor2.y = def.groundAnchor2.y - this.m_ground.m_xf.position.y; //this.m_localAnchor1 = def->localAnchor1; this.m_localAnchor1.SetV(def.localAnchor1); //this.m_localAnchor2 = def->localAnchor2; this.m_localAnchor2.SetV(def.localAnchor2); //b2Settings.b2Assert(def.ratio != 0.0); this.m_ratio = def.ratio; this.m_constant = def.length1 + this.m_ratio * def.length2; this.m_maxLength1 = b2Math.b2Min(def.maxLength1, this.m_constant - this.m_ratio * b2PulleyJoint.b2_minPulleyLength); this.m_maxLength2 = b2Math.b2Min(def.maxLength2, (this.m_constant - b2PulleyJoint.b2_minPulleyLength) / this.m_ratio); this.m_force = 0.0; this.m_limitForce1 = 0.0; this.m_limitForce2 = 0.0; } public InitVelocityConstraints(step: b2TimeStep): void { const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; let tMat: b2Mat22; //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; let tX: number = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p1 = b1->this.m_sweep.c + r1; const p1X: number = b1.m_sweep.c.x + r1X; const p1Y: number = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->this.m_sweep.c + r2; const p2X: number = b2.m_sweep.c.x + r2X; const p2Y: number = b2.m_sweep.c.y + r2Y; //b2Vec2 s1 = this.m_ground->this.m_xf.position + this.m_groundAnchor1; const s1X: number = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; const s1Y: number = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; //b2Vec2 s2 = this.m_ground->this.m_xf.position + this.m_groundAnchor2; const s2X: number = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; const s2Y: number = this.m_ground.m_xf.position.y + this.m_groundAnchor2.y; // Get the pulley axes. //this.m_u1 = p1 - s1; this.m_u1.Set(p1X - s1X, p1Y - s1Y); //this.m_u2 = p2 - s2; this.m_u2.Set(p2X - s2X, p2Y - s2Y); const length1: number = this.m_u1.Length(); const length2: number = this.m_u2.Length(); if (length1 > b2Settings.b2_linearSlop) { //this.m_u1 *= 1.0f / length1; this.m_u1.Multiply(1.0 / length1); } else { this.m_u1.SetZero(); } if (length2 > b2Settings.b2_linearSlop) { //this.m_u2 *= 1.0f / length2; this.m_u2.Multiply(1.0 / length2); } else { this.m_u2.SetZero(); } const C: number = this.m_constant - length1 - this.m_ratio * length2; if (C > 0.0) { this.m_state = b2PulleyJoint.e_inactiveLimit; this.m_force = 0.0; } else { this.m_state = b2PulleyJoint.e_atUpperLimit; this.m_positionImpulse = 0.0; } if (length1 < this.m_maxLength1) { this.m_limitState1 = b2PulleyJoint.e_inactiveLimit; this.m_limitForce1 = 0.0; } else { this.m_limitState1 = b2PulleyJoint.e_atUpperLimit; this.m_limitPositionImpulse1 = 0.0; } if (length2 < this.m_maxLength2) { this.m_limitState2 = b2PulleyJoint.e_inactiveLimit; this.m_limitForce2 = 0.0; } else { this.m_limitState2 = b2PulleyJoint.e_atUpperLimit; this.m_limitPositionImpulse2 = 0.0; } // Compute effective mass. //var cr1u1:number = b2Cross(r1, this.m_u1); const cr1u1: number = r1X * this.m_u1.y - r1Y * this.m_u1.x; //var cr2u2:number = b2Cross(r2, this.m_u2); const cr2u2: number = r2X * this.m_u2.y - r2Y * this.m_u2.x; this.m_limitMass1 = b1.m_invMass + b1.m_invI * cr1u1 * cr1u1; this.m_limitMass2 = b2.m_invMass + b2.m_invI * cr2u2 * cr2u2; this.m_pulleyMass = this.m_limitMass1 + this.m_ratio * this.m_ratio * this.m_limitMass2; //b2Settings.b2Assert(this.m_limitMass1 > Number.MIN_VALUE); //b2Settings.b2Assert(this.m_limitMass2 > Number.MIN_VALUE); //b2Settings.b2Assert(this.m_pulleyMass > Number.MIN_VALUE); this.m_limitMass1 = 1.0 / this.m_limitMass1; this.m_limitMass2 = 1.0 / this.m_limitMass2; this.m_pulleyMass = 1.0 / this.m_pulleyMass; if (step.warmStarting) { // Warm starting. //b2Vec2 P1 = step.dt * (-this.m_force - this.m_limitForce1) * this.m_u1; //b2Vec2 P1 = step.dt * (-this.m_force - this.m_limitForce1) * this.m_u1; const P1X: number = step.dt * (-this.m_force - this.m_limitForce1) * this.m_u1.x; const P1Y: number = step.dt * (-this.m_force - this.m_limitForce1) * this.m_u1.y; //b2Vec2 P2 = step.dt * (-this.m_ratio * this.m_force - this.m_limitForce2) * this.m_u2; //b2Vec2 P2 = step.dt * (-this.m_ratio * this.m_force - this.m_limitForce2) * this.m_u2; const P2X: number = step.dt * (-this.m_ratio * this.m_force - this.m_limitForce2) * this.m_u2.x; const P2Y: number = step.dt * (-this.m_ratio * this.m_force - this.m_limitForce2) * this.m_u2.y; //b1.m_linearVelocity += b1.m_invMass * P1; b1.m_linearVelocity.x += b1.m_invMass * P1X; b1.m_linearVelocity.y += b1.m_invMass * P1Y; //b1.m_angularVelocity += b1.m_invI * b2Cross(r1, P1); b1.m_angularVelocity += b1.m_invI * (r1X * P1Y - r1Y * P1X); //b2.m_linearVelocity += b2.m_invMass * P2; b2.m_linearVelocity.x += b2.m_invMass * P2X; b2.m_linearVelocity.y += b2.m_invMass * P2Y; //b2.m_angularVelocity += b2.m_invI * b2Cross(r2, P2); b2.m_angularVelocity += b2.m_invI * (r2X * P2Y - r2Y * P2X); } else { this.m_force = 0.0; this.m_limitForce1 = 0.0; this.m_limitForce2 = 0.0; } } public SolveVelocityConstraints(step: b2TimeStep): void { const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; let tMat: b2Mat22; //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; let tX: number = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; // temp vars let v1X: number; let v1Y: number; let v2X: number; let v2Y: number; let P1X: number; let P1Y: number; let P2X: number; let P2Y: number; let Cdot: number; let force: number; let oldForce: number; if (this.m_state == b2PulleyJoint.e_atUpperLimit) { //b2Vec2 v1 = b1->this.m_linearVelocity + b2Cross(b1->this.m_angularVelocity, r1); v1X = b1.m_linearVelocity.x + (-b1.m_angularVelocity * r1Y); v1Y = b1.m_linearVelocity.y + (b1.m_angularVelocity * r1X); //b2Vec2 v2 = b2->this.m_linearVelocity + b2Cross(b2->this.m_angularVelocity, r2); v2X = b2.m_linearVelocity.x + (-b2.m_angularVelocity * r2Y); v2Y = b2.m_linearVelocity.y + (b2.m_angularVelocity * r2X); //Cdot = -b2Dot(this.m_u1, v1) - this.m_ratio * b2Dot(this.m_u2, v2); Cdot = -(this.m_u1.x * v1X + this.m_u1.y * v1Y) - this.m_ratio * (this.m_u2.x * v2X + this.m_u2.y * v2Y); force = -step.inv_dt * this.m_pulleyMass * Cdot; oldForce = this.m_force; this.m_force = b2Math.b2Max(0.0, this.m_force + force); force = this.m_force - oldForce; //b2Vec2 P1 = -step.dt * force * this.m_u1; P1X = -step.dt * force * this.m_u1.x; P1Y = -step.dt * force * this.m_u1.y; //b2Vec2 P2 = -step.dt * this.m_ratio * force * this.m_u2; P2X = -step.dt * this.m_ratio * force * this.m_u2.x; P2Y = -step.dt * this.m_ratio * force * this.m_u2.y; //b1.m_linearVelocity += b1.m_invMass * P1; b1.m_linearVelocity.x += b1.m_invMass * P1X; b1.m_linearVelocity.y += b1.m_invMass * P1Y; //b1.m_angularVelocity += b1.m_invI * b2Cross(r1, P1); b1.m_angularVelocity += b1.m_invI * (r1X * P1Y - r1Y * P1X); //b2.m_linearVelocity += b2.m_invMass * P2; b2.m_linearVelocity.x += b2.m_invMass * P2X; b2.m_linearVelocity.y += b2.m_invMass * P2Y; //b2.m_angularVelocity += b2.m_invI * b2Cross(r2, P2); b2.m_angularVelocity += b2.m_invI * (r2X * P2Y - r2Y * P2X); } if (this.m_limitState1 == b2PulleyJoint.e_atUpperLimit) { //b2Vec2 v1 = b1->this.m_linearVelocity + b2Cross(b1->this.m_angularVelocity, r1); v1X = b1.m_linearVelocity.x + (-b1.m_angularVelocity * r1Y); v1Y = b1.m_linearVelocity.y + (b1.m_angularVelocity * r1X); //float32 Cdot = -b2Dot(this.m_u1, v1); Cdot = -(this.m_u1.x * v1X + this.m_u1.y * v1Y); force = -step.inv_dt * this.m_limitMass1 * Cdot; oldForce = this.m_limitForce1; this.m_limitForce1 = b2Math.b2Max(0.0, this.m_limitForce1 + force); force = this.m_limitForce1 - oldForce; //b2Vec2 P1 = -step.dt * force * this.m_u1; P1X = -step.dt * force * this.m_u1.x; P1Y = -step.dt * force * this.m_u1.y; //b1.m_linearVelocity += b1->this.m_invMass * P1; b1.m_linearVelocity.x += b1.m_invMass * P1X; b1.m_linearVelocity.y += b1.m_invMass * P1Y; //b1.m_angularVelocity += b1->this.m_invI * b2Cross(r1, P1); b1.m_angularVelocity += b1.m_invI * (r1X * P1Y - r1Y * P1X); } if (this.m_limitState2 == b2PulleyJoint.e_atUpperLimit) { //b2Vec2 v2 = b2->this.m_linearVelocity + b2Cross(b2->this.m_angularVelocity, r2); v2X = b2.m_linearVelocity.x + (-b2.m_angularVelocity * r2Y); v2Y = b2.m_linearVelocity.y + (b2.m_angularVelocity * r2X); //float32 Cdot = -b2Dot(this.m_u2, v2); Cdot = -(this.m_u2.x * v2X + this.m_u2.y * v2Y); force = -step.inv_dt * this.m_limitMass2 * Cdot; oldForce = this.m_limitForce2; this.m_limitForce2 = b2Math.b2Max(0.0, this.m_limitForce2 + force); force = this.m_limitForce2 - oldForce; //b2Vec2 P2 = -step.dt * force * this.m_u2; P2X = -step.dt * force * this.m_u2.x; P2Y = -step.dt * force * this.m_u2.y; //b2->this.m_linearVelocity += b2->this.m_invMass * P2; b2.m_linearVelocity.x += b2.m_invMass * P2X; b2.m_linearVelocity.y += b2.m_invMass * P2Y; //b2->this.m_angularVelocity += b2->this.m_invI * b2Cross(r2, P2); b2.m_angularVelocity += b2.m_invI * (r2X * P2Y - r2Y * P2X); } } public SolvePositionConstraints(): boolean { const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; let tMat: b2Mat22; //b2Vec2 s1 = this.m_ground->this.m_xf.position + this.m_groundAnchor1; const s1X: number = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; const s1Y: number = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; //b2Vec2 s2 = this.m_ground->this.m_xf.position + this.m_groundAnchor2; const s2X: number = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; const s2Y: number = this.m_ground.m_xf.position.y + this.m_groundAnchor2.y; // temp vars let r1X: number; let r1Y: number; let r2X: number; let r2Y: number; let p1X: number; let p1Y: number; let p2X: number; let p2Y: number; let length1: number; let length2: number; let C: number; let impulse: number; let oldImpulse: number; let oldLimitPositionImpulse: number; let tX: number; let linearError: number = 0.0; if (this.m_state == b2PulleyJoint.e_atUpperLimit) { //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; r1X = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; r1Y = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; r2X = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; r2Y = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p1 = b1->this.m_sweep.c + r1; p1X = b1.m_sweep.c.x + r1X; p1Y = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->this.m_sweep.c + r2; p2X = b2.m_sweep.c.x + r2X; p2Y = b2.m_sweep.c.y + r2Y; // Get the pulley axes. //this.m_u1 = p1 - s1; this.m_u1.Set(p1X - s1X, p1Y - s1Y); //this.m_u2 = p2 - s2; this.m_u2.Set(p2X - s2X, p2Y - s2Y); length1 = this.m_u1.Length(); length2 = this.m_u2.Length(); if (length1 > b2Settings.b2_linearSlop) { //this.m_u1 *= 1.0f / length1; this.m_u1.Multiply(1.0 / length1); } else { this.m_u1.SetZero(); } if (length2 > b2Settings.b2_linearSlop) { //this.m_u2 *= 1.0f / length2; this.m_u2.Multiply(1.0 / length2); } else { this.m_u2.SetZero(); } C = this.m_constant - length1 - this.m_ratio * length2; linearError = b2Math.b2Max(linearError, -C); C = b2Math.b2Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -this.m_pulleyMass * C; oldImpulse = this.m_positionImpulse; this.m_positionImpulse = b2Math.b2Max(0.0, this.m_positionImpulse + impulse); impulse = this.m_positionImpulse - oldImpulse; p1X = -impulse * this.m_u1.x; p1Y = -impulse * this.m_u1.y; p2X = -this.m_ratio * impulse * this.m_u2.x; p2Y = -this.m_ratio * impulse * this.m_u2.y; b1.m_sweep.c.x += b1.m_invMass * p1X; b1.m_sweep.c.y += b1.m_invMass * p1Y; b1.m_sweep.a += b1.m_invI * (r1X * p1Y - r1Y * p1X); b2.m_sweep.c.x += b2.m_invMass * p2X; b2.m_sweep.c.y += b2.m_invMass * p2Y; b2.m_sweep.a += b2.m_invI * (r2X * p2Y - r2Y * p2X); b1.SynchronizeTransform(); b2.SynchronizeTransform(); } if (this.m_limitState1 == b2PulleyJoint.e_atUpperLimit) { //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; r1X = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; r1Y = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 p1 = b1->this.m_sweep.c + r1; p1X = b1.m_sweep.c.x + r1X; p1Y = b1.m_sweep.c.y + r1Y; //this.m_u1 = p1 - s1; this.m_u1.Set(p1X - s1X, p1Y - s1Y); length1 = this.m_u1.Length(); if (length1 > b2Settings.b2_linearSlop) { //this.m_u1 *= 1.0 / length1; this.m_u1.x *= 1.0 / length1; this.m_u1.y *= 1.0 / length1; } else { this.m_u1.SetZero(); } C = this.m_maxLength1 - length1; linearError = b2Math.b2Max(linearError, -C); C = b2Math.b2Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -this.m_limitMass1 * C; oldLimitPositionImpulse = this.m_limitPositionImpulse1; this.m_limitPositionImpulse1 = b2Math.b2Max(0.0, this.m_limitPositionImpulse1 + impulse); impulse = this.m_limitPositionImpulse1 - oldLimitPositionImpulse; //P1 = -impulse * this.m_u1; p1X = -impulse * this.m_u1.x; p1Y = -impulse * this.m_u1.y; b1.m_sweep.c.x += b1.m_invMass * p1X; b1.m_sweep.c.y += b1.m_invMass * p1Y; //b1.m_rotation += b1.m_invI * b2Cross(r1, P1); b1.m_sweep.a += b1.m_invI * (r1X * p1Y - r1Y * p1X); b1.SynchronizeTransform(); } if (this.m_limitState2 == b2PulleyJoint.e_atUpperLimit) { //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; r2X = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; r2Y = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p2 = b2->this.m_position + r2; p2X = b2.m_sweep.c.x + r2X; p2Y = b2.m_sweep.c.y + r2Y; //this.m_u2 = p2 - s2; this.m_u2.Set(p2X - s2X, p2Y - s2Y); length2 = this.m_u2.Length(); if (length2 > b2Settings.b2_linearSlop) { //this.m_u2 *= 1.0 / length2; this.m_u2.x *= 1.0 / length2; this.m_u2.y *= 1.0 / length2; } else { this.m_u2.SetZero(); } C = this.m_maxLength2 - length2; linearError = b2Math.b2Max(linearError, -C); C = b2Math.b2Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -this.m_limitMass2 * C; oldLimitPositionImpulse = this.m_limitPositionImpulse2; this.m_limitPositionImpulse2 = b2Math.b2Max(0.0, this.m_limitPositionImpulse2 + impulse); impulse = this.m_limitPositionImpulse2 - oldLimitPositionImpulse; //P2 = -impulse * this.m_u2; p2X = -impulse * this.m_u2.x; p2Y = -impulse * this.m_u2.y; //b2.m_sweep.c += b2.m_invMass * P2; b2.m_sweep.c.x += b2.m_invMass * p2X; b2.m_sweep.c.y += b2.m_invMass * p2Y; //b2.m_sweep.a += b2.m_invI * b2Cross(r2, P2); b2.m_sweep.a += b2.m_invI * (r2X * p2Y - r2Y * p2X); b2.SynchronizeTransform(); } return linearError < b2Settings.b2_linearSlop; } public m_ground: b2Body; public m_groundAnchor1: b2Vec2 = new b2Vec2(); public m_groundAnchor2: b2Vec2 = new b2Vec2(); public m_localAnchor1: b2Vec2 = new b2Vec2(); public m_localAnchor2: b2Vec2 = new b2Vec2(); public m_u1: b2Vec2 = new b2Vec2(); public m_u2: b2Vec2 = new b2Vec2(); public m_constant: number; public m_ratio: number; public m_maxLength1: number; public m_maxLength2: number; // Effective masses public m_pulleyMass: number; public m_limitMass1: number; public m_limitMass2: number; // Impulses for accumulation/warm starting. public m_force: number; public m_limitForce1: number; public m_limitForce2: number; // Position impulses for accumulation. public m_positionImpulse: number; public m_limitPositionImpulse1: number; public m_limitPositionImpulse2: number; public m_state: number /** int */; public m_limitState1: number /** int */; public m_limitState2: number /** int */; // static public static readonly b2_minPulleyLength: number = 2.0; }