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planck-js

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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development

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/* * Planck.js * * Copyright (c) Erin Catto, Ali Shakiba * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ import { SettingsInternal as Settings } from "../../Settings"; import { clamp } from "../../common/Math"; import { Vec2, Vec2Value } from "../../common/Vec2"; import { Vec3 } from "../../common/Vec3"; import { Mat22 } from "../../common/Mat22"; import { Mat33 } from "../../common/Mat33"; import { Rot } from "../../common/Rot"; import { Joint, JointOpt, JointDef } from "../Joint"; import { Body } from "../Body"; import { TimeStep } from "../Solver"; /** @internal */ const _ASSERT = typeof ASSERT === "undefined" ? false : ASSERT; /** @internal */ const _CONSTRUCTOR_FACTORY = typeof CONSTRUCTOR_FACTORY === "undefined" ? false : CONSTRUCTOR_FACTORY; /** @internal */ const math_abs = Math.abs; // todo: use string? /** @internal */ enum LimitState { inactiveLimit = 0, atLowerLimit = 1, atUpperLimit = 2, equalLimits = 3, } /** * Revolute joint definition. This requires defining an anchor point where the * bodies are joined. The definition uses local anchor points so that the * initial configuration can violate the constraint slightly. You also need to * specify the initial relative angle for joint limits. This helps when saving * and loading a game. * * The local anchor points are measured from the body's origin rather than the * center of mass because: 1. you might not know where the center of mass will * be. 2. if you add/remove shapes from a body and recompute the mass, the * joints will be broken. */ export interface RevoluteJointOpt extends JointOpt { /** * The lower angle for the joint limit (radians). */ lowerAngle?: number; /** * The upper angle for the joint limit (radians). */ upperAngle?: number; /** * The maximum motor torque used to achieve the desired motor speed. Usually * in N-m. */ maxMotorTorque?: number; /** * The desired motor speed. Usually in radians per second. */ motorSpeed?: number; /** * A flag to enable joint limits. */ enableLimit?: boolean; /** * A flag to enable the joint motor. */ enableMotor?: boolean; } /** * Revolute joint definition. This requires defining an anchor point where the * bodies are joined. The definition uses local anchor points so that the * initial configuration can violate the constraint slightly. You also need to * specify the initial relative angle for joint limits. This helps when saving * and loading a game. * * The local anchor points are measured from the body's origin rather than the * center of mass because: 1. you might not know where the center of mass will * be. 2. if you add/remove shapes from a body and recompute the mass, the * joints will be broken. */ export interface RevoluteJointDef extends JointDef, RevoluteJointOpt { /** * The local anchor point relative to bodyA's origin. */ localAnchorA: Vec2Value; /** * The local anchor point relative to bodyB's origin. */ localAnchorB: Vec2Value; /** * The bodyB angle minus bodyA angle in the reference state (radians). */ referenceAngle?: number; /** @internal */ anchorA?: Vec2Value; /** @internal */ anchorB?: Vec2Value; } /** @internal */ const DEFAULTS = { lowerAngle : 0.0, upperAngle : 0.0, maxMotorTorque : 0.0, motorSpeed : 0.0, enableLimit : false, enableMotor : false }; declare module "./RevoluteJoint" { /** @hidden @deprecated Use new keyword. */ // @ts-expect-error function RevoluteJoint(def: RevoluteJointDef): RevoluteJoint; /** @hidden @deprecated Use new keyword. */ // @ts-expect-error function RevoluteJoint(def: RevoluteJointOpt, bodyA: Body, bodyB: Body, anchor: Vec2Value): RevoluteJoint; } /** * A revolute joint constrains two bodies to share a common point while they are * free to rotate about the point. The relative rotation about the shared point * is the joint angle. You can limit the relative rotation with a joint limit * that specifies a lower and upper angle. You can use a motor to drive the * relative rotation about the shared point. A maximum motor torque is provided * so that infinite forces are not generated. */ // @ts-expect-error export class RevoluteJoint extends Joint { static TYPE = "revolute-joint" as const; /** @internal */ m_type: "revolute-joint"; /** @internal */ m_localAnchorA: Vec2; /** @internal */ m_localAnchorB: Vec2; /** @internal */ m_referenceAngle: number; /** @internal */ m_impulse: Vec3; /** @internal */ m_motorImpulse: number; /** @internal */ m_lowerAngle: number; /** @internal */ m_upperAngle: number; /** @internal */ m_maxMotorTorque: number; /** @internal */ m_motorSpeed: number; /** @internal */ m_enableLimit: boolean; /** @internal */ m_enableMotor: boolean; // Solver temp /** @internal */ m_rA: Vec2; /** @internal */ m_rB: Vec2; /** @internal */ m_localCenterA: Vec2; /** @internal */ m_localCenterB: Vec2; /** @internal */ m_invMassA: number; /** @internal */ m_invMassB: number; /** @internal */ m_invIA: number; /** @internal */ m_invIB: number; // effective mass for point-to-point constraint. /** @internal */ m_mass: Mat33; // effective mass for motor/limit angular constraint. /** @internal */ m_motorMass: number; /** @internal */ m_limitState: number; constructor(def: RevoluteJointDef); constructor(def: RevoluteJointOpt, bodyA: Body, bodyB: Body, anchor?: Vec2Value); constructor(def: RevoluteJointDef, bodyA?: Body, bodyB?: Body, anchor?: Vec2Value) { // @ts-ignore if (_CONSTRUCTOR_FACTORY && !(this instanceof RevoluteJoint)) { return new RevoluteJoint(def, bodyA, bodyB, anchor); } def = def ?? {} as RevoluteJointDef; super(def, bodyA, bodyB); bodyA = this.m_bodyA; bodyB = this.m_bodyB; this.m_mass = new Mat33(); this.m_limitState = LimitState.inactiveLimit; this.m_type = RevoluteJoint.TYPE; if (Vec2.isValid(anchor)) { this.m_localAnchorA = bodyA.getLocalPoint(anchor); } else if (Vec2.isValid(def.localAnchorA)) { this.m_localAnchorA = Vec2.clone(def.localAnchorA); } else { this.m_localAnchorA = Vec2.zero(); } if (Vec2.isValid(anchor)) { this.m_localAnchorB = bodyB.getLocalPoint(anchor); } else if (Vec2.isValid(def.localAnchorB)) { this.m_localAnchorB = Vec2.clone(def.localAnchorB); } else { this.m_localAnchorB = Vec2.zero(); } if (Number.isFinite(def.referenceAngle)) { this.m_referenceAngle = def.referenceAngle; } else { this.m_referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } this.m_impulse = new Vec3(); this.m_motorImpulse = 0.0; this.m_lowerAngle = def.lowerAngle ?? DEFAULTS.lowerAngle; this.m_upperAngle = def.upperAngle ?? DEFAULTS.upperAngle; this.m_maxMotorTorque = def.maxMotorTorque ?? DEFAULTS.maxMotorTorque; this.m_motorSpeed = def.motorSpeed ?? DEFAULTS.motorSpeed; this.m_enableLimit = def.enableLimit ?? DEFAULTS.enableLimit; this.m_enableMotor = def.enableMotor ?? DEFAULTS.enableMotor; // Point-to-point constraint // C = p2 - p1 // Cdot = v2 - v1 // = v2 + cross(w2, r2) - v1 - cross(w1, r1) // J = [-I -r1_skew I r2_skew ] // Identity used: // w k % (rx i + ry j) = w * (-ry i + rx j) // Motor constraint // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // K = invI1 + invI2 } /** @internal */ _serialize(): object { return { type: this.m_type, bodyA: this.m_bodyA, bodyB: this.m_bodyB, collideConnected: this.m_collideConnected, lowerAngle: this.m_lowerAngle, upperAngle: this.m_upperAngle, maxMotorTorque: this.m_maxMotorTorque, motorSpeed: this.m_motorSpeed, enableLimit: this.m_enableLimit, enableMotor: this.m_enableMotor, localAnchorA: this.m_localAnchorA, localAnchorB: this.m_localAnchorB, referenceAngle: this.m_referenceAngle, }; } /** @internal */ static _deserialize(data: any, world: any, restore: any):RevoluteJoint { data = {...data}; data.bodyA = restore(Body, data.bodyA, world); data.bodyB = restore(Body, data.bodyB, world); const joint = new RevoluteJoint(data); return joint; } /** @hidden */ _reset(def: Partial<RevoluteJointDef>): void { if (def.anchorA) { this.m_localAnchorA.setVec2(this.m_bodyA.getLocalPoint(def.anchorA)); } else if (def.localAnchorA) { this.m_localAnchorA.setVec2(def.localAnchorA); } if (def.anchorB) { this.m_localAnchorB.setVec2(this.m_bodyB.getLocalPoint(def.anchorB)); } else if (def.localAnchorB) { this.m_localAnchorB.setVec2(def.localAnchorB); } if (Number.isFinite(def.referenceAngle)) { this.m_referenceAngle = def.referenceAngle; } if (def.enableLimit !== undefined) { this.m_enableLimit = def.enableLimit; } if (Number.isFinite(def.lowerAngle)) { this.m_lowerAngle = def.lowerAngle; } if (Number.isFinite(def.upperAngle)) { this.m_upperAngle = def.upperAngle; } if (Number.isFinite(def.maxMotorTorque)) { this.m_maxMotorTorque = def.maxMotorTorque; } if (Number.isFinite(def.motorSpeed)) { this.m_motorSpeed = def.motorSpeed; } if (def.enableMotor !== undefined) { this.m_enableMotor = def.enableMotor; } } /** * The local anchor point relative to bodyA's origin. */ getLocalAnchorA(): Vec2 { return this.m_localAnchorA; } /** * The local anchor point relative to bodyB's origin. */ getLocalAnchorB(): Vec2 { return this.m_localAnchorB; } /** * Get the reference angle. */ getReferenceAngle(): number { return this.m_referenceAngle; } /** * Get the current joint angle in radians. */ getJointAngle(): number { const bA = this.m_bodyA; const bB = this.m_bodyB; return bB.m_sweep.a - bA.m_sweep.a - this.m_referenceAngle; } /** * Get the current joint angle speed in radians per second. */ getJointSpeed(): number { const bA = this.m_bodyA; const bB = this.m_bodyB; return bB.m_angularVelocity - bA.m_angularVelocity; } /** * Is the joint motor enabled? */ isMotorEnabled(): boolean { return this.m_enableMotor; } /** * Enable/disable the joint motor. */ enableMotor(flag: boolean): void { if (flag == this.m_enableMotor) return; this.m_bodyA.setAwake(true); this.m_bodyB.setAwake(true); this.m_enableMotor = flag; } /** * Get the current motor torque given the inverse time step. Unit is N*m. */ getMotorTorque(inv_dt: number): number { return inv_dt * this.m_motorImpulse; } /** * Set the motor speed in radians per second. */ setMotorSpeed(speed: number): void { if (speed == this.m_motorSpeed) return; this.m_bodyA.setAwake(true); this.m_bodyB.setAwake(true); this.m_motorSpeed = speed; } /** * Get the motor speed in radians per second. */ getMotorSpeed(): number { return this.m_motorSpeed; } /** * Set the maximum motor torque, usually in N-m. */ setMaxMotorTorque(torque: number): void { if (torque == this.m_maxMotorTorque) return; this.m_bodyA.setAwake(true); this.m_bodyB.setAwake(true); this.m_maxMotorTorque = torque; } getMaxMotorTorque(): number { return this.m_maxMotorTorque; } /** * Is the joint limit enabled? */ isLimitEnabled(): boolean { return this.m_enableLimit; } /** * Enable/disable the joint limit. */ enableLimit(flag: boolean): void { if (flag != this.m_enableLimit) { this.m_bodyA.setAwake(true); this.m_bodyB.setAwake(true); this.m_enableLimit = flag; this.m_impulse.z = 0.0; } } /** * Get the lower joint limit in radians. */ getLowerLimit(): number { return this.m_lowerAngle; } /** * Get the upper joint limit in radians. */ getUpperLimit(): number { return this.m_upperAngle; } /** * Set the joint limits in radians. */ setLimits(lower: number, upper: number): void { if (_ASSERT) console.assert(lower <= upper); if (lower != this.m_lowerAngle || upper != this.m_upperAngle) { this.m_bodyA.setAwake(true); this.m_bodyB.setAwake(true); this.m_impulse.z = 0.0; this.m_lowerAngle = lower; this.m_upperAngle = upper; } } /** * Get the anchor point on bodyA in world coordinates. */ getAnchorA(): Vec2 { return this.m_bodyA.getWorldPoint(this.m_localAnchorA); } /** * Get the anchor point on bodyB in world coordinates. */ getAnchorB(): Vec2 { return this.m_bodyB.getWorldPoint(this.m_localAnchorB); } /** * Get the reaction force given the inverse time step. Unit is N. */ getReactionForce(inv_dt: number): Vec2 { return Vec2.neo(this.m_impulse.x, this.m_impulse.y).mul(inv_dt); } /** * Get the reaction torque due to the joint limit given the inverse time step. * Unit is N*m. */ getReactionTorque(inv_dt: number): number { return inv_dt * this.m_impulse.z; } initVelocityConstraints(step: TimeStep): void { this.m_localCenterA = this.m_bodyA.m_sweep.localCenter; this.m_localCenterB = this.m_bodyB.m_sweep.localCenter; this.m_invMassA = this.m_bodyA.m_invMass; this.m_invMassB = this.m_bodyB.m_invMass; this.m_invIA = this.m_bodyA.m_invI; this.m_invIB = this.m_bodyB.m_invI; const aA = this.m_bodyA.c_position.a; const vA = this.m_bodyA.c_velocity.v; let wA = this.m_bodyA.c_velocity.w; const aB = this.m_bodyB.c_position.a; const vB = this.m_bodyB.c_velocity.v; let wB = this.m_bodyB.c_velocity.w; const qA = Rot.neo(aA); const qB = Rot.neo(aB); this.m_rA = Rot.mulVec2(qA, Vec2.sub(this.m_localAnchorA, this.m_localCenterA)); this.m_rB = Rot.mulVec2(qB, Vec2.sub(this.m_localAnchorB, this.m_localCenterB)); // J = [-I -r1_skew I r2_skew] // [ 0 -1 0 1] // r_skew = [-ry; rx] // Matlab // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB] // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB] // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB] const mA = this.m_invMassA; const mB = this.m_invMassB; const iA = this.m_invIA; const iB = this.m_invIB; const fixedRotation = (iA + iB === 0.0); this.m_mass.ex.x = mA + mB + this.m_rA.y * this.m_rA.y * iA + this.m_rB.y * this.m_rB.y * iB; this.m_mass.ey.x = -this.m_rA.y * this.m_rA.x * iA - this.m_rB.y * this.m_rB.x * iB; this.m_mass.ez.x = -this.m_rA.y * iA - this.m_rB.y * iB; this.m_mass.ex.y = this.m_mass.ey.x; this.m_mass.ey.y = mA + mB + this.m_rA.x * this.m_rA.x * iA + this.m_rB.x * this.m_rB.x * iB; this.m_mass.ez.y = this.m_rA.x * iA + this.m_rB.x * iB; this.m_mass.ex.z = this.m_mass.ez.x; this.m_mass.ey.z = this.m_mass.ez.y; this.m_mass.ez.z = iA + iB; this.m_motorMass = iA + iB; if (this.m_motorMass > 0.0) { this.m_motorMass = 1.0 / this.m_motorMass; } if (this.m_enableMotor == false || fixedRotation) { this.m_motorImpulse = 0.0; } if (this.m_enableLimit && fixedRotation == false) { const jointAngle = aB - aA - this.m_referenceAngle; if (math_abs(this.m_upperAngle - this.m_lowerAngle) < 2.0 * Settings.angularSlop) { this.m_limitState = LimitState.equalLimits; } else if (jointAngle <= this.m_lowerAngle) { if (this.m_limitState != LimitState.atLowerLimit) { this.m_impulse.z = 0.0; } this.m_limitState = LimitState.atLowerLimit; } else if (jointAngle >= this.m_upperAngle) { if (this.m_limitState != LimitState.atUpperLimit) { this.m_impulse.z = 0.0; } this.m_limitState = LimitState.atUpperLimit; } else { this.m_limitState = LimitState.inactiveLimit; this.m_impulse.z = 0.0; } } else { this.m_limitState = LimitState.inactiveLimit; } if (step.warmStarting) { // Scale impulses to support a variable time step. this.m_impulse.mul(step.dtRatio); this.m_motorImpulse *= step.dtRatio; const P = Vec2.neo(this.m_impulse.x, this.m_impulse.y); vA.subMul(mA, P); wA -= iA * (Vec2.crossVec2Vec2(this.m_rA, P) + this.m_motorImpulse + this.m_impulse.z); vB.addMul(mB, P); wB += iB * (Vec2.crossVec2Vec2(this.m_rB, P) + this.m_motorImpulse + this.m_impulse.z); } else { this.m_impulse.setZero(); this.m_motorImpulse = 0.0; } this.m_bodyA.c_velocity.v = vA; this.m_bodyA.c_velocity.w = wA; this.m_bodyB.c_velocity.v = vB; this.m_bodyB.c_velocity.w = wB; } solveVelocityConstraints(step: TimeStep): void { const vA = this.m_bodyA.c_velocity.v; let wA = this.m_bodyA.c_velocity.w; const vB = this.m_bodyB.c_velocity.v; let wB = this.m_bodyB.c_velocity.w; const mA = this.m_invMassA; const mB = this.m_invMassB; const iA = this.m_invIA; const iB = this.m_invIB; const fixedRotation = (iA + iB === 0.0); // Solve motor constraint. if (this.m_enableMotor && this.m_limitState != LimitState.equalLimits && fixedRotation == false) { const Cdot = wB - wA - this.m_motorSpeed; let impulse = -this.m_motorMass * Cdot; const oldImpulse = this.m_motorImpulse; const maxImpulse = step.dt * this.m_maxMotorTorque; this.m_motorImpulse = clamp(this.m_motorImpulse + impulse, -maxImpulse, maxImpulse); impulse = this.m_motorImpulse - oldImpulse; wA -= iA * impulse; wB += iB * impulse; } // Solve limit constraint. if (this.m_enableLimit && this.m_limitState != LimitState.inactiveLimit && fixedRotation == false) { const Cdot1 = Vec2.zero(); Cdot1.addCombine(1, vB, 1, Vec2.crossNumVec2(wB, this.m_rB)); Cdot1.subCombine(1, vA, 1, Vec2.crossNumVec2(wA, this.m_rA)); const Cdot2 = wB - wA; const Cdot = new Vec3(Cdot1.x, Cdot1.y, Cdot2); const impulse = Vec3.neg(this.m_mass.solve33(Cdot)); if (this.m_limitState == LimitState.equalLimits) { this.m_impulse.add(impulse); } else if (this.m_limitState == LimitState.atLowerLimit) { const newImpulse = this.m_impulse.z + impulse.z; if (newImpulse < 0.0) { const rhs = Vec2.combine(-1, Cdot1, this.m_impulse.z, Vec2.neo(this.m_mass.ez.x, this.m_mass.ez.y)); const reduced = this.m_mass.solve22(rhs); impulse.x = reduced.x; impulse.y = reduced.y; impulse.z = -this.m_impulse.z; this.m_impulse.x += reduced.x; this.m_impulse.y += reduced.y; this.m_impulse.z = 0.0; } else { this.m_impulse.add(impulse); } } else if (this.m_limitState == LimitState.atUpperLimit) { const newImpulse = this.m_impulse.z + impulse.z; if (newImpulse > 0.0) { const rhs = Vec2.combine(-1, Cdot1, this.m_impulse.z, Vec2.neo(this.m_mass.ez.x, this.m_mass.ez.y)); const reduced = this.m_mass.solve22(rhs); impulse.x = reduced.x; impulse.y = reduced.y; impulse.z = -this.m_impulse.z; this.m_impulse.x += reduced.x; this.m_impulse.y += reduced.y; this.m_impulse.z = 0.0; } else { this.m_impulse.add(impulse); } } const P = Vec2.neo(impulse.x, impulse.y); vA.subMul(mA, P); wA -= iA * (Vec2.crossVec2Vec2(this.m_rA, P) + impulse.z); vB.addMul(mB, P); wB += iB * (Vec2.crossVec2Vec2(this.m_rB, P) + impulse.z); } else { // Solve point-to-point constraint const Cdot = Vec2.zero(); Cdot.addCombine(1, vB, 1, Vec2.crossNumVec2(wB, this.m_rB)); Cdot.subCombine(1, vA, 1, Vec2.crossNumVec2(wA, this.m_rA)); const impulse = this.m_mass.solve22(Vec2.neg(Cdot)); this.m_impulse.x += impulse.x; this.m_impulse.y += impulse.y; vA.subMul(mA, impulse); wA -= iA * Vec2.crossVec2Vec2(this.m_rA, impulse); vB.addMul(mB, impulse); wB += iB * Vec2.crossVec2Vec2(this.m_rB, impulse); } this.m_bodyA.c_velocity.v = vA; this.m_bodyA.c_velocity.w = wA; this.m_bodyB.c_velocity.v = vB; this.m_bodyB.c_velocity.w = wB; } /** * This returns true if the position errors are within tolerance. */ solvePositionConstraints(step: TimeStep): boolean { const cA = this.m_bodyA.c_position.c; let aA = this.m_bodyA.c_position.a; const cB = this.m_bodyB.c_position.c; let aB = this.m_bodyB.c_position.a; const qA = Rot.neo(aA); const qB = Rot.neo(aB); let angularError = 0.0; let positionError = 0.0; const fixedRotation = (this.m_invIA + this.m_invIB == 0.0); // Solve angular limit constraint. if (this.m_enableLimit && this.m_limitState != LimitState.inactiveLimit && fixedRotation == false) { const angle = aB - aA - this.m_referenceAngle; let limitImpulse = 0.0; if (this.m_limitState == LimitState.equalLimits) { // Prevent large angular corrections const C = clamp(angle - this.m_lowerAngle, -Settings.maxAngularCorrection, Settings.maxAngularCorrection); limitImpulse = -this.m_motorMass * C; angularError = math_abs(C); } else if (this.m_limitState == LimitState.atLowerLimit) { let C = angle - this.m_lowerAngle; angularError = -C; // Prevent large angular corrections and allow some slop. C = clamp(C + Settings.angularSlop, -Settings.maxAngularCorrection, 0.0); limitImpulse = -this.m_motorMass * C; } else if (this.m_limitState == LimitState.atUpperLimit) { let C = angle - this.m_upperAngle; angularError = C; // Prevent large angular corrections and allow some slop. C = clamp(C - Settings.angularSlop, 0.0, Settings.maxAngularCorrection); limitImpulse = -this.m_motorMass * C; } aA -= this.m_invIA * limitImpulse; aB += this.m_invIB * limitImpulse; } // Solve point-to-point constraint. { qA.setAngle(aA); qB.setAngle(aB); const rA = Rot.mulVec2(qA, Vec2.sub(this.m_localAnchorA, this.m_localCenterA)); const rB = Rot.mulVec2(qB, Vec2.sub(this.m_localAnchorB, this.m_localCenterB)); const C = Vec2.zero(); C.addCombine(1, cB, 1, rB); C.subCombine(1, cA, 1, rA); positionError = C.length(); const mA = this.m_invMassA; const mB = this.m_invMassB; const iA = this.m_invIA; const iB = this.m_invIB; const K = new Mat22(); K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y; K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y; K.ey.x = K.ex.y; K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x; const impulse = Vec2.neg(K.solve(C)); cA.subMul(mA, impulse); aA -= iA * Vec2.crossVec2Vec2(rA, impulse); cB.addMul(mB, impulse); aB += iB * Vec2.crossVec2Vec2(rB, impulse); } this.m_bodyA.c_position.c.setVec2(cA); this.m_bodyA.c_position.a = aA; this.m_bodyB.c_position.c.setVec2(cB); this.m_bodyB.c_position.a = aB; return positionError <= Settings.linearSlop && angularError <= Settings.angularSlop; } }