/* * 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 { b2JointDef, b2PulleyJoint, b2Joint } from '../Joints'; import { b2Body } from '../b2Body'; import { b2Vec2 } from '../../Common/Math'; /// Pulley joint definition. This requires two ground anchors, /// two dynamic body anchor points, max lengths for each side, /// and a pulley ratio. export class b2PulleyJointDef extends b2JointDef { constructor() { super(); this.type = b2Joint.e_pulleyJoint; this.groundAnchor1.Set(-1.0, 1.0); this.groundAnchor2.Set(1.0, 1.0); this.localAnchor1.Set(-1.0, 0.0); this.localAnchor2.Set(1.0, 0.0); this.length1 = 0.0; this.maxLength1 = 0.0; this.length2 = 0.0; this.maxLength2 = 0.0; this.ratio = 1.0; this.collideConnected = true; } public Initialize(b1: b2Body, b2: b2Body, ga1: b2Vec2, ga2: b2Vec2, anchor1: b2Vec2, anchor2: b2Vec2, r: number): void { this.body1 = b1; this.body2 = b2; this.groundAnchor1.SetV(ga1); this.groundAnchor2.SetV(ga2); this.localAnchor1 = this.body1.GetLocalPoint(anchor1); this.localAnchor2 = this.body2.GetLocalPoint(anchor2); //b2Vec2 d1 = anchor1 - ga1; const d1X: number = anchor1.x - ga1.x; const d1Y: number = anchor1.y - ga1.y; //length1 = d1.Length(); this.length1 = Math.sqrt(d1X * d1X + d1Y * d1Y); //b2Vec2 d2 = anchor2 - ga2; const d2X: number = anchor2.x - ga2.x; const d2Y: number = anchor2.y - ga2.y; //length2 = d2.Length(); this.length2 = Math.sqrt(d2X * d2X + d2Y * d2Y); this.ratio = r; //b2Settings.b2Assert(ratio > Number.MIN_VALUE); const C: number = this.length1 + this.ratio * this.length2; this.maxLength1 = C - this.ratio * b2PulleyJoint.b2_minPulleyLength; this.maxLength2 = (C - b2PulleyJoint.b2_minPulleyLength) / this.ratio; } /// The first ground anchor in world coordinates. This point never moves. public groundAnchor1: b2Vec2 = new b2Vec2(); /// The second ground anchor in world coordinates. This point never moves. public groundAnchor2: b2Vec2 = new b2Vec2(); /// The local anchor point relative to body1's origin. public localAnchor1: b2Vec2 = new b2Vec2(); /// The local anchor point relative to body2's origin. public localAnchor2: b2Vec2 = new b2Vec2(); /// The a reference length for the segment attached to body1. public length1: number; /// The maximum length of the segment attached to body1. public maxLength1: number; /// The a reference length for the segment attached to body2. public length2: number; /// The maximum length of the segment attached to body2. public maxLength2: number; /// The pulley ratio, used to simulate a block-and-tackle. public ratio: number; }