/* * 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. */ package Box2D.Dynamics.Joints{ import Box2D.Common.Math.*; import Box2D.Common.*; import Box2D.Dynamics.*; import Box2D.Common.b2internal; use namespace b2internal; /** * 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. * @see b2PulleyJointDef */ public class b2PulleyJoint extends b2Joint { /** @inheritDoc */ public override function GetAnchorA():b2Vec2{ return m_bodyA.GetWorldPoint(m_localAnchor1); } /** @inheritDoc */ public override function GetAnchorB():b2Vec2{ return m_bodyB.GetWorldPoint(m_localAnchor2); } /** @inheritDoc */ public override function GetReactionForce(inv_dt:number) :b2Vec2 { //b2Vec2 P = m_impulse * m_u2; //return inv_dt * P; return new b2Vec2(inv_dt * m_impulse * m_u2.x, inv_dt * m_impulse * m_u2.y); } /** @inheritDoc */ public override function GetReactionTorque(inv_dt:number) :number { //B2_NOT_USED(inv_dt); return 0.0; } /** * Get the first ground anchor. */ public function GetGroundAnchorA() :b2Vec2 { //return m_ground.m_xf.position + m_groundAnchor1; var a:b2Vec2 = m_ground.m_xf.position.Copy(); a.Add(m_groundAnchor1); return a; } /** * Get the second ground anchor. */ public function GetGroundAnchorB() :b2Vec2 { //return m_ground.m_xf.position + m_groundAnchor2; var a:b2Vec2 = m_ground.m_xf.position.Copy(); a.Add(m_groundAnchor2); return a; } /** * Get the current length of the segment attached to body1. */ public function GetLength1() :number { var p:b2Vec2 = m_bodyA.GetWorldPoint(m_localAnchor1); //b2Vec2 s = m_ground->m_xf.position + m_groundAnchor1; var sX:number = m_ground.m_xf.position.x + m_groundAnchor1.x; var sY:number = m_ground.m_xf.position.y + m_groundAnchor1.y; //b2Vec2 d = p - s; var dX:number = p.x - sX; var dY:number = p.y - sY; //return d.Length(); return Math.sqrt(dX*dX + dY*dY); } /** * Get the current length of the segment attached to body2. */ public function GetLength2() :number { var p:b2Vec2 = m_bodyB.GetWorldPoint(m_localAnchor2); //b2Vec2 s = m_ground->m_xf.position + m_groundAnchor2; var sX:number = m_ground.m_xf.position.x + m_groundAnchor2.x; var sY:number = m_ground.m_xf.position.y + m_groundAnchor2.y; //b2Vec2 d = p - s; var dX:number = p.x - sX; var dY:number = p.y - sY; //return d.Length(); return Math.sqrt(dX*dX + dY*dY); } /** * Get the pulley ratio. */ public function GetRatio():number{ return m_ratio; } //--------------- Internals Below ------------------- /** @private */ public function b2PulleyJoint(def:b2PulleyJointDef){ // parent super(def); var tMat:b2Mat22; var tX:number; var tY:number; m_ground = m_bodyA.m_world.m_groundBody; //m_groundAnchor1 = def->groundAnchorA - m_ground->m_xf.position; m_groundAnchor1.x = def.groundAnchorA.x - m_ground.m_xf.position.x; m_groundAnchor1.y = def.groundAnchorA.y - m_ground.m_xf.position.y; //m_groundAnchor2 = def->groundAnchorB - m_ground->m_xf.position; m_groundAnchor2.x = def.groundAnchorB.x - m_ground.m_xf.position.x; m_groundAnchor2.y = def.groundAnchorB.y - m_ground.m_xf.position.y; //m_localAnchor1 = def->localAnchorA; m_localAnchor1.SetV(def.localAnchorA); //m_localAnchor2 = def->localAnchorB; m_localAnchor2.SetV(def.localAnchorB); //b2Settings.b2Assert(def.ratio != 0.0); m_ratio = def.ratio; m_constant = def.lengthA + m_ratio * def.lengthB; m_maxLength1 = b2Math.Min(def.maxLengthA, m_constant - m_ratio * b2_minPulleyLength); m_maxLength2 = b2Math.Min(def.maxLengthB, (m_constant - b2_minPulleyLength) / m_ratio); m_impulse = 0.0; m_limitImpulse1 = 0.0; m_limitImpulse2 = 0.0; } public override function InitVelocityConstraints(step:b2TimeStep) : void{ var bA:b2Body = m_bodyA; var bB:b2Body = m_bodyB; var tMat:b2Mat22; //b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; var r1X:number = m_localAnchor1.x - bA.m_sweep.localCenter.x; var r1Y:number = m_localAnchor1.y - bA.m_sweep.localCenter.y; var tX:number = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; var r2X:number = m_localAnchor2.x - bB.m_sweep.localCenter.x; var r2Y:number = m_localAnchor2.y - bB.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 = bA->m_sweep.c + r1; var p1X:number = bA.m_sweep.c.x + r1X; var p1Y:number = bA.m_sweep.c.y + r1Y; //b2Vec2 p2 = bB->m_sweep.c + r2; var p2X:number = bB.m_sweep.c.x + r2X; var p2Y:number = bB.m_sweep.c.y + r2Y; //b2Vec2 s1 = m_ground->m_xf.position + m_groundAnchor1; var s1X:number = m_ground.m_xf.position.x + m_groundAnchor1.x; var s1Y:number = m_ground.m_xf.position.y + m_groundAnchor1.y; //b2Vec2 s2 = m_ground->m_xf.position + m_groundAnchor2; var s2X:number = m_ground.m_xf.position.x + m_groundAnchor2.x; var s2Y:number = m_ground.m_xf.position.y + m_groundAnchor2.y; // Get the pulley axes. //m_u1 = p1 - s1; m_u1.Set(p1X - s1X, p1Y - s1Y); //m_u2 = p2 - s2; m_u2.Set(p2X - s2X, p2Y - s2Y); var length1:number = m_u1.Length(); var length2:number = m_u2.Length(); if (length1 > b2Settings.b2_linearSlop) { //m_u1 *= 1.0f / length1; m_u1.Multiply(1.0 / length1); } else { m_u1.SetZero(); } if (length2 > b2Settings.b2_linearSlop) { //m_u2 *= 1.0f / length2; m_u2.Multiply(1.0 / length2); } else { m_u2.SetZero(); } var C:number = m_constant - length1 - m_ratio * length2; if (C > 0.0) { m_state = e_inactiveLimit; m_impulse = 0.0; } else { m_state = e_atUpperLimit; } if (length1 < m_maxLength1) { m_limitState1 = e_inactiveLimit; m_limitImpulse1 = 0.0; } else { m_limitState1 = e_atUpperLimit; } if (length2 < m_maxLength2) { m_limitState2 = e_inactiveLimit; m_limitImpulse2 = 0.0; } else { m_limitState2 = e_atUpperLimit; } // Compute effective mass. //var cr1u1:number = b2Cross(r1, m_u1); var cr1u1:number = r1X * m_u1.y - r1Y * m_u1.x; //var cr2u2:number = b2Cross(r2, m_u2); var cr2u2:number = r2X * m_u2.y - r2Y * m_u2.x; m_limitMass1 = bA.m_invMass + bA.m_invI * cr1u1 * cr1u1; m_limitMass2 = bB.m_invMass + bB.m_invI * cr2u2 * cr2u2; m_pulleyMass = m_limitMass1 + m_ratio * m_ratio * m_limitMass2; //b2Settings.b2Assert(m_limitMass1 > Number.MIN_VALUE); //b2Settings.b2Assert(m_limitMass2 > Number.MIN_VALUE); //b2Settings.b2Assert(m_pulleyMass > Number.MIN_VALUE); m_limitMass1 = 1.0 / m_limitMass1; m_limitMass2 = 1.0 / m_limitMass2; m_pulleyMass = 1.0 / m_pulleyMass; if (step.warmStarting) { // Scale impulses to support variable time steps. m_impulse *= step.dtRatio; m_limitImpulse1 *= step.dtRatio; m_limitImpulse2 *= step.dtRatio; // Warm starting. //b2Vec2 P1 = (-m_impulse - m_limitImpulse1) * m_u1; var P1X:number = (-m_impulse - m_limitImpulse1) * m_u1.x; var P1Y:number = (-m_impulse - m_limitImpulse1) * m_u1.y; //b2Vec2 P2 = (-m_ratio * m_impulse - m_limitImpulse2) * m_u2; var P2X:number = (-m_ratio * m_impulse - m_limitImpulse2) * m_u2.x; var P2Y:number = (-m_ratio * m_impulse - m_limitImpulse2) * m_u2.y; //bA.m_linearVelocity += bA.m_invMass * P1; bA.m_linearVelocity.x += bA.m_invMass * P1X; bA.m_linearVelocity.y += bA.m_invMass * P1Y; //bA.m_angularVelocity += bA.m_invI * b2Cross(r1, P1); bA.m_angularVelocity += bA.m_invI * (r1X * P1Y - r1Y * P1X); //bB.m_linearVelocity += bB.m_invMass * P2; bB.m_linearVelocity.x += bB.m_invMass * P2X; bB.m_linearVelocity.y += bB.m_invMass * P2Y; //bB.m_angularVelocity += bB.m_invI * b2Cross(r2, P2); bB.m_angularVelocity += bB.m_invI * (r2X * P2Y - r2Y * P2X); } else { m_impulse = 0.0; m_limitImpulse1 = 0.0; m_limitImpulse2 = 0.0; } } public override function SolveVelocityConstraints(step:b2TimeStep) : void { //B2_NOT_USED(step) var bA:b2Body = m_bodyA; var bB:b2Body = m_bodyB; var tMat:b2Mat22; //b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; var r1X:number = m_localAnchor1.x - bA.m_sweep.localCenter.x; var r1Y:number = m_localAnchor1.y - bA.m_sweep.localCenter.y; var tX:number = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; var r2X:number = m_localAnchor2.x - bB.m_sweep.localCenter.x; var r2Y:number = m_localAnchor2.y - bB.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:number; var v1Y:number; var v2X:number; var v2Y:number; var P1X:number; var P1Y:number; var P2X:number; var P2Y:number; var Cdot:number; var impulse:number; var oldImpulse:number; if (m_state == e_atUpperLimit) { //b2Vec2 v1 = bA->m_linearVelocity + b2Cross(bA->m_angularVelocity, r1); v1X = bA.m_linearVelocity.x + (-bA.m_angularVelocity * r1Y); v1Y = bA.m_linearVelocity.y + (bA.m_angularVelocity * r1X); //b2Vec2 v2 = bB->m_linearVelocity + b2Cross(bB->m_angularVelocity, r2); v2X = bB.m_linearVelocity.x + (-bB.m_angularVelocity * r2Y); v2Y = bB.m_linearVelocity.y + (bB.m_angularVelocity * r2X); //Cdot = -b2Dot(m_u1, v1) - m_ratio * b2Dot(m_u2, v2); Cdot = -(m_u1.x * v1X + m_u1.y * v1Y) - m_ratio * (m_u2.x * v2X + m_u2.y * v2Y); impulse = m_pulleyMass * (-Cdot); oldImpulse = m_impulse; m_impulse = b2Math.Max(0.0, m_impulse + impulse); impulse = m_impulse - oldImpulse; //b2Vec2 P1 = -impulse * m_u1; P1X = -impulse * m_u1.x; P1Y = -impulse * m_u1.y; //b2Vec2 P2 = - m_ratio * impulse * m_u2; P2X = -m_ratio * impulse * m_u2.x; P2Y = -m_ratio * impulse * m_u2.y; //bA.m_linearVelocity += bA.m_invMass * P1; bA.m_linearVelocity.x += bA.m_invMass * P1X; bA.m_linearVelocity.y += bA.m_invMass * P1Y; //bA.m_angularVelocity += bA.m_invI * b2Cross(r1, P1); bA.m_angularVelocity += bA.m_invI * (r1X * P1Y - r1Y * P1X); //bB.m_linearVelocity += bB.m_invMass * P2; bB.m_linearVelocity.x += bB.m_invMass * P2X; bB.m_linearVelocity.y += bB.m_invMass * P2Y; //bB.m_angularVelocity += bB.m_invI * b2Cross(r2, P2); bB.m_angularVelocity += bB.m_invI * (r2X * P2Y - r2Y * P2X); } if (m_limitState1 == e_atUpperLimit) { //b2Vec2 v1 = bA->m_linearVelocity + b2Cross(bA->m_angularVelocity, r1); v1X = bA.m_linearVelocity.x + (-bA.m_angularVelocity * r1Y); v1Y = bA.m_linearVelocity.y + (bA.m_angularVelocity * r1X); //float32 Cdot = -b2Dot(m_u1, v1); Cdot = -(m_u1.x * v1X + m_u1.y * v1Y); impulse = -m_limitMass1 * Cdot; oldImpulse = m_limitImpulse1; m_limitImpulse1 = b2Math.Max(0.0, m_limitImpulse1 + impulse); impulse = m_limitImpulse1 - oldImpulse; //b2Vec2 P1 = -impulse * m_u1; P1X = -impulse * m_u1.x; P1Y = -impulse * m_u1.y; //bA.m_linearVelocity += bA->m_invMass * P1; bA.m_linearVelocity.x += bA.m_invMass * P1X; bA.m_linearVelocity.y += bA.m_invMass * P1Y; //bA.m_angularVelocity += bA->m_invI * b2Cross(r1, P1); bA.m_angularVelocity += bA.m_invI * (r1X * P1Y - r1Y * P1X); } if (m_limitState2 == e_atUpperLimit) { //b2Vec2 v2 = bB->m_linearVelocity + b2Cross(bB->m_angularVelocity, r2); v2X = bB.m_linearVelocity.x + (-bB.m_angularVelocity * r2Y); v2Y = bB.m_linearVelocity.y + (bB.m_angularVelocity * r2X); //float32 Cdot = -b2Dot(m_u2, v2); Cdot = -(m_u2.x * v2X + m_u2.y * v2Y); impulse = -m_limitMass2 * Cdot; oldImpulse = m_limitImpulse2; m_limitImpulse2 = b2Math.Max(0.0, m_limitImpulse2 + impulse); impulse = m_limitImpulse2 - oldImpulse; //b2Vec2 P2 = -impulse * m_u2; P2X = -impulse * m_u2.x; P2Y = -impulse * m_u2.y; //bB->m_linearVelocity += bB->m_invMass * P2; bB.m_linearVelocity.x += bB.m_invMass * P2X; bB.m_linearVelocity.y += bB.m_invMass * P2Y; //bB->m_angularVelocity += bB->m_invI * b2Cross(r2, P2); bB.m_angularVelocity += bB.m_invI * (r2X * P2Y - r2Y * P2X); } } public override function SolvePositionConstraints(baumgarte:number):Boolean { //B2_NOT_USED(baumgarte) var bA:b2Body = m_bodyA; var bB:b2Body = m_bodyB; var tMat:b2Mat22; //b2Vec2 s1 = m_ground->m_xf.position + m_groundAnchor1; var s1X:number = m_ground.m_xf.position.x + m_groundAnchor1.x; var s1Y:number = m_ground.m_xf.position.y + m_groundAnchor1.y; //b2Vec2 s2 = m_ground->m_xf.position + m_groundAnchor2; var s2X:number = m_ground.m_xf.position.x + m_groundAnchor2.x; var s2Y:number = m_ground.m_xf.position.y + m_groundAnchor2.y; // temp vars var r1X:number; var r1Y:number; var r2X:number; var r2Y:number; var p1X:number; var p1Y:number; var p2X:number; var p2Y:number; var length1:number; var length2:number; var C:number; var impulse:number; var oldImpulse:number; var oldLimitPositionImpulse:number; var tX:number; var linearError:number = 0.0; if (m_state == e_atUpperLimit) { //b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; r1X = m_localAnchor1.x - bA.m_sweep.localCenter.x; r1Y = m_localAnchor1.y - bA.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(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; r2X = m_localAnchor2.x - bB.m_sweep.localCenter.x; r2Y = m_localAnchor2.y - bB.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 = bA->m_sweep.c + r1; p1X = bA.m_sweep.c.x + r1X; p1Y = bA.m_sweep.c.y + r1Y; //b2Vec2 p2 = bB->m_sweep.c + r2; p2X = bB.m_sweep.c.x + r2X; p2Y = bB.m_sweep.c.y + r2Y; // Get the pulley axes. //m_u1 = p1 - s1; m_u1.Set(p1X - s1X, p1Y - s1Y); //m_u2 = p2 - s2; m_u2.Set(p2X - s2X, p2Y - s2Y); length1 = m_u1.Length(); length2 = m_u2.Length(); if (length1 > b2Settings.b2_linearSlop) { //m_u1 *= 1.0f / length1; m_u1.Multiply( 1.0 / length1 ); } else { m_u1.SetZero(); } if (length2 > b2Settings.b2_linearSlop) { //m_u2 *= 1.0f / length2; m_u2.Multiply( 1.0 / length2 ); } else { m_u2.SetZero(); } C = m_constant - length1 - m_ratio * length2; linearError = b2Math.Max(linearError, -C); C = b2Math.Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -m_pulleyMass * C; p1X = -impulse * m_u1.x; p1Y = -impulse * m_u1.y; p2X = -m_ratio * impulse * m_u2.x; p2Y = -m_ratio * impulse * m_u2.y; bA.m_sweep.c.x += bA.m_invMass * p1X; bA.m_sweep.c.y += bA.m_invMass * p1Y; bA.m_sweep.a += bA.m_invI * (r1X * p1Y - r1Y * p1X); bB.m_sweep.c.x += bB.m_invMass * p2X; bB.m_sweep.c.y += bB.m_invMass * p2Y; bB.m_sweep.a += bB.m_invI * (r2X * p2Y - r2Y * p2X); bA.SynchronizeTransform(); bB.SynchronizeTransform(); } if (m_limitState1 == e_atUpperLimit) { //b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; r1X = m_localAnchor1.x - bA.m_sweep.localCenter.x; r1Y = m_localAnchor1.y - bA.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 = bA->m_sweep.c + r1; p1X = bA.m_sweep.c.x + r1X; p1Y = bA.m_sweep.c.y + r1Y; //m_u1 = p1 - s1; m_u1.Set(p1X - s1X, p1Y - s1Y); length1 = m_u1.Length(); if (length1 > b2Settings.b2_linearSlop) { //m_u1 *= 1.0 / length1; m_u1.x *= 1.0 / length1; m_u1.y *= 1.0 / length1; } else { m_u1.SetZero(); } C = m_maxLength1 - length1; linearError = b2Math.Max(linearError, -C); C = b2Math.Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -m_limitMass1 * C; //P1 = -impulse * m_u1; p1X = -impulse * m_u1.x; p1Y = -impulse * m_u1.y; bA.m_sweep.c.x += bA.m_invMass * p1X; bA.m_sweep.c.y += bA.m_invMass * p1Y; //bA.m_rotation += bA.m_invI * b2Cross(r1, P1); bA.m_sweep.a += bA.m_invI * (r1X * p1Y - r1Y * p1X); bA.SynchronizeTransform(); } if (m_limitState2 == e_atUpperLimit) { //b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; r2X = m_localAnchor2.x - bB.m_sweep.localCenter.x; r2Y = m_localAnchor2.y - bB.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 = bB->m_position + r2; p2X = bB.m_sweep.c.x + r2X; p2Y = bB.m_sweep.c.y + r2Y; //m_u2 = p2 - s2; m_u2.Set(p2X - s2X, p2Y - s2Y); length2 = m_u2.Length(); if (length2 > b2Settings.b2_linearSlop) { //m_u2 *= 1.0 / length2; m_u2.x *= 1.0 / length2; m_u2.y *= 1.0 / length2; } else { m_u2.SetZero(); } C = m_maxLength2 - length2; linearError = b2Math.Max(linearError, -C); C = b2Math.Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -m_limitMass2 * C; //P2 = -impulse * m_u2; p2X = -impulse * m_u2.x; p2Y = -impulse * m_u2.y; //bB.m_sweep.c += bB.m_invMass * P2; bB.m_sweep.c.x += bB.m_invMass * p2X; bB.m_sweep.c.y += bB.m_invMass * p2Y; //bB.m_sweep.a += bB.m_invI * b2Cross(r2, P2); bB.m_sweep.a += bB.m_invI * (r2X * p2Y - r2Y * p2X); bB.SynchronizeTransform(); } return linearError < b2Settings.b2_linearSlop; } private var m_ground:b2Body; private var m_groundAnchor1:b2Vec2 = new b2Vec2(); private var m_groundAnchor2:b2Vec2 = new b2Vec2(); private var m_localAnchor1:b2Vec2 = new b2Vec2(); private var m_localAnchor2:b2Vec2 = new b2Vec2(); private var m_u1:b2Vec2 = new b2Vec2(); private var m_u2:b2Vec2 = new b2Vec2(); private var m_constant:number; private var m_ratio:number; private var m_maxLength1:number; private var m_maxLength2:number; // Effective masses private var m_pulleyMass:number; private var m_limitMass1:number; private var m_limitMass2:number; // Impulses for accumulation/warm starting. private var m_impulse:number; private var m_limitImpulse1:number; private var m_limitImpulse2:number; private var m_state:int; private var m_limitState1:int; private var m_limitState2:int; // static static public const b2_minPulleyLength:number = 2.0; }; }