/* * Copyright (c) 2006-2007 Erin Catto http: * * 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, and must not be * misrepresented the original software. * 3. This notice may not be removed or altered from any source distribution. */ var b2PulleyJoint = Class.create(); Object.extend(b2PulleyJoint.prototype, b2Joint.prototype); Object.extend(b2PulleyJoint.prototype, { GetAnchor1: function(){ //return this.m_body1->m_position + b2Mul(this.m_body1->m_R, this.m_localAnchor1); var tMat = this.m_body1.m_R; return new b2Vec2( this.m_body1.m_position.x + (tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y), this.m_body1.m_position.y + (tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y)); }, GetAnchor2: function(){ //return this.m_body2->m_position + b2Mul(this.m_body2->m_R, this.m_localAnchor2); var tMat = this.m_body2.m_R; return new b2Vec2( this.m_body2.m_position.x + (tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y), this.m_body2.m_position.y + (tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y)); }, GetGroundPoint1: function(){ //return this.m_ground->m_position + this.m_groundAnchor1; return new b2Vec2(this.m_ground.m_position.x + this.m_groundAnchor1.x, this.m_ground.m_position.y + this.m_groundAnchor1.y); }, GetGroundPoint2: function(){ return new b2Vec2(this.m_ground.m_position.x + this.m_groundAnchor2.x, this.m_ground.m_position.y + this.m_groundAnchor2.y); }, GetReactionForce: function(invTimeStep){ //b2Vec2 F(0.0f, 0.0f); return new b2Vec2(); }, GetReactionTorque: function(invTimeStep){ return 0.0; }, GetLength1: function(){ var tMat; //b2Vec2 p = this.m_body1->m_position + b2Mul(this.m_body1->m_R, this.m_localAnchor1); tMat = this.m_body1.m_R; var pX = this.m_body1.m_position.x + (tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y); var pY = this.m_body1.m_position.y + (tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y); //b2Vec2 s = this.m_ground->m_position + this.m_groundAnchor1; //b2Vec2 d = p - s; var dX = pX - (this.m_ground.m_position.x + this.m_groundAnchor1.x); var dY = pY - (this.m_ground.m_position.y + this.m_groundAnchor1.y); return Math.sqrt(dX*dX + dY*dY); }, GetLength2: function(){ var tMat; //b2Vec2 p = this.m_body2->m_position + b2Mul(this.m_body2->m_R, this.m_localAnchor2); tMat = this.m_body2.m_R; var pX = this.m_body2.m_position.x + (tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y); var pY = this.m_body2.m_position.y + (tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y); //b2Vec2 s = this.m_ground->m_position + this.m_groundAnchor2; //b2Vec2 d = p - s; var dX = pX - (this.m_ground.m_position.x + this.m_groundAnchor2.x); var dY = pY - (this.m_ground.m_position.y + this.m_groundAnchor2.y); return Math.sqrt(dX*dX + dY*dY); }, GetRatio: function(){ return this.m_ratio; }, //--------------- Internals Below ------------------- initialize: function(def){ // The constructor for b2Joint // initialize instance variables for references this.m_node1 = new b2JointNode(); this.m_node2 = new b2JointNode(); // this.m_type = def.type; this.m_prev = null; this.m_next = null; this.m_body1 = def.body1; this.m_body2 = def.body2; this.m_collideConnected = def.collideConnected; this.m_islandFlag = false; this.m_userData = def.userData; // // initialize instance variables for references this.m_groundAnchor1 = new b2Vec2(); this.m_groundAnchor2 = new b2Vec2(); this.m_localAnchor1 = new b2Vec2(); this.m_localAnchor2 = new b2Vec2(); this.m_u1 = new b2Vec2(); this.m_u2 = new b2Vec2(); // // parent //super(def); var tMat; var tX; var tY; this.m_ground = this.m_body1.m_world.m_groundBody; //this.m_groundAnchor1 = def.groundPoint1 - this.m_ground.m_position; this.m_groundAnchor1.x = def.groundPoint1.x - this.m_ground.m_position.x; this.m_groundAnchor1.y = def.groundPoint1.y - this.m_ground.m_position.y; //this.m_groundAnchor2 = def.groundPoint2 - this.m_ground.m_position; this.m_groundAnchor2.x = def.groundPoint2.x - this.m_ground.m_position.x; this.m_groundAnchor2.y = def.groundPoint2.y - this.m_ground.m_position.y; //this.m_localAnchor1 = b2MulT(this.m_body1.m_R, def.anchorPoint1 - this.m_body1.m_position); tMat = this.m_body1.m_R; tX = def.anchorPoint1.x - this.m_body1.m_position.x; tY = def.anchorPoint1.y - this.m_body1.m_position.y; this.m_localAnchor1.x = tX*tMat.col1.x + tY*tMat.col1.y; this.m_localAnchor1.y = tX*tMat.col2.x + tY*tMat.col2.y; //this.m_localAnchor2 = b2MulT(this.m_body2.m_R, def.anchorPoint2 - this.m_body2.m_position); tMat = this.m_body2.m_R; tX = def.anchorPoint2.x - this.m_body2.m_position.x; tY = def.anchorPoint2.y - this.m_body2.m_position.y; this.m_localAnchor2.x = tX*tMat.col1.x + tY*tMat.col1.y; this.m_localAnchor2.y = tX*tMat.col2.x + tY*tMat.col2.y; this.m_ratio = def.ratio; //var d1 = def.groundPoint1 - def.anchorPoint1; tX = def.groundPoint1.x - def.anchorPoint1.x; tY = def.groundPoint1.y - def.anchorPoint1.y; var d1Len = Math.sqrt(tX*tX + tY*tY); //var d2 = def.groundPoint2 - def.anchorPoint2; tX = def.groundPoint2.x - def.anchorPoint2.x; tY = def.groundPoint2.y - def.anchorPoint2.y; var d2Len = Math.sqrt(tX*tX + tY*tY); var length1 = b2Math.b2Max(0.5 * b2PulleyJoint.b2_minPulleyLength, d1Len); var length2 = b2Math.b2Max(0.5 * b2PulleyJoint.b2_minPulleyLength, d2Len); this.m_constant = length1 + this.m_ratio * length2; this.m_maxLength1 = b2Math.b2Clamp(def.maxLength1, length1, this.m_constant - this.m_ratio * b2PulleyJoint.b2_minPulleyLength); this.m_maxLength2 = b2Math.b2Clamp(def.maxLength2, length2, (this.m_constant - b2PulleyJoint.b2_minPulleyLength) / this.m_ratio); this.m_pulleyImpulse = 0.0; this.m_limitImpulse1 = 0.0; this.m_limitImpulse2 = 0.0; }, PrepareVelocitySolver: function(){ var b1 = this.m_body1; var b2 = this.m_body2; var tMat; //b2Vec2 r1 = b2Mul(b1->m_R, this.m_localAnchor1); tMat = b1.m_R; var r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y; var r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y; //b2Vec2 r2 = b2Mul(b2->m_R, this.m_localAnchor2); tMat = b2.m_R; var r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y; var r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y; //b2Vec2 p1 = b1->m_position + r1; var p1X = b1.m_position.x + r1X; var p1Y = b1.m_position.y + r1Y; //b2Vec2 p2 = b2->m_position + r2; var p2X = b2.m_position.x + r2X; var p2Y = b2.m_position.y + r2Y; //b2Vec2 s1 = this.m_ground->m_position + this.m_groundAnchor1; var s1X = this.m_ground.m_position.x + this.m_groundAnchor1.x; var s1Y = this.m_ground.m_position.y + this.m_groundAnchor1.y; //b2Vec2 s2 = this.m_ground->m_position + this.m_groundAnchor2; var s2X = this.m_ground.m_position.x + this.m_groundAnchor2.x; var s2Y = this.m_ground.m_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); var length1 = this.m_u1.Length(); var 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(); } if (length1 < this.m_maxLength1) { this.m_limitState1 = b2Joint.e_inactiveLimit; this.m_limitImpulse1 = 0.0; } else { this.m_limitState1 = b2Joint.e_atUpperLimit; this.m_limitPositionImpulse1 = 0.0; } if (length2 < this.m_maxLength2) { this.m_limitState2 = b2Joint.e_inactiveLimit; this.m_limitImpulse2 = 0.0; } else { this.m_limitState2 = b2Joint.e_atUpperLimit; this.m_limitPositionImpulse2 = 0.0; } // Compute effective mass. //var cr1u1 = b2Cross(r1, this.m_u1); var cr1u1 = r1X * this.m_u1.y - r1Y * this.m_u1.x; //var cr2u2 = b2Cross(r2, this.m_u2); var cr2u2 = 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; // Warm starting. //b2Vec2 P1 = (-this.m_pulleyImpulse - this.m_limitImpulse1) * this.m_u1; var P1X = (-this.m_pulleyImpulse - this.m_limitImpulse1) * this.m_u1.x; var P1Y = (-this.m_pulleyImpulse - this.m_limitImpulse1) * this.m_u1.y; //b2Vec2 P2 = (-this.m_ratio * this.m_pulleyImpulse - this.m_limitImpulse2) * this.m_u2; var P2X = (-this.m_ratio * this.m_pulleyImpulse - this.m_limitImpulse2) * this.m_u2.x; var P2Y = (-this.m_ratio * this.m_pulleyImpulse - this.m_limitImpulse2) * 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); }, SolveVelocityConstraints: function(step){ var b1 = this.m_body1; var b2 = this.m_body2; var tMat; //var r1 = b2Mul(b1.m_R, this.m_localAnchor1); tMat = b1.m_R; var r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y; var r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y; //var r2 = b2Mul(b2.m_R, this.m_localAnchor2); tMat = b2.m_R; var r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y; var r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y; // temp vars var v1X; var v1Y; var v2X; var v2Y; var P1X; var P1Y; var P2X; var P2Y; var Cdot; var impulse; var oldLimitImpulse; //{ //b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1); v1X = b1.m_linearVelocity.x + (-b1.m_angularVelocity * r1Y); v1Y = b1.m_linearVelocity.y + (b1.m_angularVelocity * r1X); //b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->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); impulse = -this.m_pulleyMass * Cdot; this.m_pulleyImpulse += impulse; //b2Vec2 P1 = -impulse * this.m_u1; P1X = -impulse * this.m_u1.x; P1Y = -impulse * this.m_u1.y; //b2Vec2 P2 = -this.m_ratio * impulse * this.m_u2; P2X = -this.m_ratio * impulse * this.m_u2.x; P2Y = -this.m_ratio * impulse * 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 == b2Joint.e_atUpperLimit) { //b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->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); impulse = -this.m_limitMass1 * Cdot; oldLimitImpulse = this.m_limitImpulse1; this.m_limitImpulse1 = b2Math.b2Max(0.0, this.m_limitImpulse1 + impulse); impulse = this.m_limitImpulse1 - oldLimitImpulse; //b2Vec2 P1 = -impulse * this.m_u1; P1X = -impulse * this.m_u1.x; P1Y = -impulse * this.m_u1.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); } if (this.m_limitState2 == b2Joint.e_atUpperLimit) { //b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->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); impulse = -this.m_limitMass2 * Cdot; oldLimitImpulse = this.m_limitImpulse2; this.m_limitImpulse2 = b2Math.b2Max(0.0, this.m_limitImpulse2 + impulse); impulse = this.m_limitImpulse2 - oldLimitImpulse; //b2Vec2 P2 = -impulse * this.m_u2; P2X = -impulse * this.m_u2.x; P2Y = -impulse * this.m_u2.y; //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); } }, SolvePositionConstraints: function(){ var b1 = this.m_body1; var b2 = this.m_body2; var tMat; //b2Vec2 s1 = this.m_ground->m_position + this.m_groundAnchor1; var s1X = this.m_ground.m_position.x + this.m_groundAnchor1.x; var s1Y = this.m_ground.m_position.y + this.m_groundAnchor1.y; //b2Vec2 s2 = this.m_ground->m_position + this.m_groundAnchor2; var s2X = this.m_ground.m_position.x + this.m_groundAnchor2.x; var s2Y = this.m_ground.m_position.y + this.m_groundAnchor2.y; // temp vars var r1X; var r1Y; var r2X; var r2Y; var p1X; var p1Y; var p2X; var p2Y; var length1; var length2; var C; var impulse; var oldLimitPositionImpulse; var linearError = 0.0; { //var r1 = b2Mul(b1.m_R, this.m_localAnchor1); tMat = b1.m_R; r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y; r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y; //var r2 = b2Mul(b2.m_R, this.m_localAnchor2); tMat = b2.m_R; r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y; r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y; //b2Vec2 p1 = b1->m_position + r1; p1X = b1.m_position.x + r1X; p1Y = b1.m_position.y + r1Y; //b2Vec2 p2 = b2->m_position + r2; p2X = b2.m_position.x + r2X; p2Y = b2.m_position.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, Math.abs(C)); C = b2Math.b2Clamp(C, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection); impulse = -this.m_pulleyMass * C; 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_position.x += b1.m_invMass * p1X; b1.m_position.y += b1.m_invMass * p1Y; b1.m_rotation += b1.m_invI * (r1X * p1Y - r1Y * p1X); b2.m_position.x += b2.m_invMass * p2X; b2.m_position.y += b2.m_invMass * p2Y; b2.m_rotation += b2.m_invI * (r2X * p2Y - r2Y * p2X); b1.m_R.Set(b1.m_rotation); b2.m_R.Set(b2.m_rotation); } if (this.m_limitState1 == b2Joint.e_atUpperLimit) { //b2Vec2 r1 = b2Mul(b1->m_R, this.m_localAnchor1); tMat = b1.m_R; r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y; r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y; //b2Vec2 p1 = b1->m_position + r1; p1X = b1.m_position.x + r1X; p1Y = b1.m_position.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_position.x += b1.m_invMass * p1X; b1.m_position.y += b1.m_invMass * p1Y; //b1.m_rotation += b1.m_invI * b2Cross(r1, P1); b1.m_rotation += b1.m_invI * (r1X * p1Y - r1Y * p1X); b1.m_R.Set(b1.m_rotation); } if (this.m_limitState2 == b2Joint.e_atUpperLimit) { //b2Vec2 r2 = b2Mul(b2->m_R, this.m_localAnchor2); tMat = b2.m_R; r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y; r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y; //b2Vec2 p2 = b2->m_position + r2; p2X = b2.m_position.x + r2X; p2Y = b2.m_position.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_position += b2.m_invMass * P2; b2.m_position.x += b2.m_invMass * p2X; b2.m_position.y += b2.m_invMass * p2Y; //b2.m_rotation += b2.m_invI * b2Cross(r2, P2); b2.m_rotation += b2.m_invI * (r2X * p2Y - r2Y * p2X); b2.m_R.Set(b2.m_rotation); } return linearError < b2Settings.b2_linearSlop; }, m_ground: null, m_groundAnchor1: new b2Vec2(), m_groundAnchor2: new b2Vec2(), m_localAnchor1: new b2Vec2(), m_localAnchor2: new b2Vec2(), m_u1: new b2Vec2(), m_u2: new b2Vec2(), m_constant: null, m_ratio: null, m_maxLength1: null, m_maxLength2: null, // Effective masses m_pulleyMass: null, m_limitMass1: null, m_limitMass2: null, // Impulses for accumulation/warm starting. m_pulleyImpulse: null, m_limitImpulse1: null, m_limitImpulse2: null, // Position impulses for accumulation. m_limitPositionImpulse1: null, m_limitPositionImpulse2: null, m_limitState1: 0, m_limitState2: 0 // static }); b2PulleyJoint.b2_minPulleyLength = b2Settings.b2_lengthUnitsPerMeter;