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@awayfl/poki-player

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AVM Player for poki games

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/* * 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 { __extends } from "tslib"; import { b2Joint } from '../Joints'; import { b2Vec2, b2Math } from '../../Common/Math'; 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. var b2PulleyJoint = /** @class */ (function (_super) { __extends(b2PulleyJoint, _super); //--------------- Internals Below ------------------- function b2PulleyJoint(def) { var _this = // parent _super.call(this, def) || this; _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(); var tMat; var tX; var tY; _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; return _this; } b2PulleyJoint.prototype.GetAnchor1 = function () { return this.m_body1.GetWorldPoint(this.m_localAnchor1); }; b2PulleyJoint.prototype.GetAnchor2 = function () { return this.m_body2.GetWorldPoint(this.m_localAnchor2); }; b2PulleyJoint.prototype.GetReactionForce = function () { //b2Vec2 F = this.m_force * this.m_u2; var F = this.m_u2.Copy(); F.Multiply(this.m_force); return F; }; b2PulleyJoint.prototype.GetReactionTorque = function () { return 0.0; }; b2PulleyJoint.prototype.GetGroundAnchor1 = function () { //return this.m_ground.m_xf.position + this.m_groundAnchor1; var a = this.m_ground.m_xf.position.Copy(); a.Add(this.m_groundAnchor1); return a; }; b2PulleyJoint.prototype.GetGroundAnchor2 = function () { //return this.m_ground.m_xf.position + this.m_groundAnchor2; var a = this.m_ground.m_xf.position.Copy(); a.Add(this.m_groundAnchor2); return a; }; b2PulleyJoint.prototype.GetLength1 = function () { var p = this.m_body1.GetWorldPoint(this.m_localAnchor1); //b2Vec2 s = this.m_ground->this.m_xf.position + this.m_groundAnchor1; var sX = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; var sY = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; //b2Vec2 d = p - s; var dX = p.x - sX; var dY = p.y - sY; //return d.Length(); return Math.sqrt(dX * dX + dY * dY); }; b2PulleyJoint.prototype.GetLength2 = function () { var p = this.m_body2.GetWorldPoint(this.m_localAnchor2); //b2Vec2 s = this.m_ground->this.m_xf.position + this.m_groundAnchor2; var sX = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; var sY = this.m_ground.m_xf.position.y + this.m_groundAnchor2.y; //b2Vec2 d = p - s; var dX = p.x - sX; var dY = p.y - sY; //return d.Length(); return Math.sqrt(dX * dX + dY * dY); }; b2PulleyJoint.prototype.GetRatio = function () { return this.m_ratio; }; b2PulleyJoint.prototype.InitVelocityConstraints = function (step) { var b1 = this.m_body1; var b2 = this.m_body2; var tMat; //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; var r1Y = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; var 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; var r2X = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; var 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; var p1X = b1.m_sweep.c.x + r1X; var p1Y = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->this.m_sweep.c + r2; var p2X = b2.m_sweep.c.x + r2X; var p2Y = b2.m_sweep.c.y + r2Y; //b2Vec2 s1 = this.m_ground->this.m_xf.position + this.m_groundAnchor1; var s1X = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; var s1Y = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; //b2Vec2 s2 = this.m_ground->this.m_xf.position + this.m_groundAnchor2; var s2X = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; var s2Y = 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); 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(); } var C = 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); var cr1u1 = r1X * this.m_u1.y - r1Y * this.m_u1.x; //var cr2u2:number = 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; 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; var P1X = step.dt * (-this.m_force - this.m_limitForce1) * this.m_u1.x; var P1Y = 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; var P2X = step.dt * (-this.m_ratio * this.m_force - this.m_limitForce2) * this.m_u2.x; var P2Y = 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; } }; b2PulleyJoint.prototype.SolveVelocityConstraints = function (step) { var b1 = this.m_body1; var b2 = this.m_body2; var tMat; //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; var r1Y = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; var 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; var r2X = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; var 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; // temp vars var v1X; var v1Y; var v2X; var v2Y; var P1X; var P1Y; var P2X; var P2Y; var Cdot; var force; var oldForce; 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); } }; b2PulleyJoint.prototype.SolvePositionConstraints = function () { var b1 = this.m_body1; var b2 = this.m_body2; var tMat; //b2Vec2 s1 = this.m_ground->this.m_xf.position + this.m_groundAnchor1; var s1X = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; var s1Y = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; //b2Vec2 s2 = this.m_ground->this.m_xf.position + this.m_groundAnchor2; var s2X = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; var s2Y = this.m_ground.m_xf.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 oldImpulse; var oldLimitPositionImpulse; var tX; var linearError = 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; }; // static b2PulleyJoint.b2_minPulleyLength = 2.0; return b2PulleyJoint; }(b2Joint)); export { b2PulleyJoint };