/* * 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.*; /// 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. public class b2PulleyJoint extends b2Joint { public override function GetAnchor1():b2Vec2{ return m_body1.GetWorldPoint(m_localAnchor1); } public override function GetAnchor2():b2Vec2{ return m_body2.GetWorldPoint(m_localAnchor2); } public override function GetReactionForce() :b2Vec2 { //b2Vec2 F = m_force * m_u2; var F:b2Vec2 = m_u2.Copy(); F.Multiply(m_force); return F; } public override function GetReactionTorque() :Number { return 0.0; } public function GetGroundAnchor1() :b2Vec2 { //return m_ground.m_xf.position + m_groundAnchor1; var a:b2Vec2 = m_ground.m_xf.position.Copy(); a.Add(m_groundAnchor1); return a; } public function GetGroundAnchor2() :b2Vec2 { //return m_ground.m_xf.position + m_groundAnchor2; var a:b2Vec2 = m_ground.m_xf.position.Copy(); a.Add(m_groundAnchor2); return a; } public function GetLength1() :Number { var p:b2Vec2 = m_body1.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); } public function GetLength2() :Number { var p:b2Vec2 = m_body2.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); } public function GetRatio():Number{ return m_ratio; } //--------------- Internals Below ------------------- public function b2PulleyJoint(def:b2PulleyJointDef){ // parent super(def); var tMat:b2Mat22; var tX:Number; var tY:Number; m_ground = m_body1.m_world.m_groundBody; //m_groundAnchor1 = def->groundAnchor1 - m_ground->m_xf.position; m_groundAnchor1.x = def.groundAnchor1.x - m_ground.m_xf.position.x; m_groundAnchor1.y = def.groundAnchor1.y - m_ground.m_xf.position.y; //m_groundAnchor2 = def->groundAnchor2 - m_ground->m_xf.position; m_groundAnchor2.x = def.groundAnchor2.x - m_ground.m_xf.position.x; m_groundAnchor2.y = def.groundAnchor2.y - m_ground.m_xf.position.y; //m_localAnchor1 = def->localAnchor1; m_localAnchor1.SetV(def.localAnchor1); //m_localAnchor2 = def->localAnchor2; m_localAnchor2.SetV(def.localAnchor2); //b2Settings.b2Assert(def.ratio != 0.0); m_ratio = def.ratio; m_constant = def.length1 + m_ratio * def.length2; m_maxLength1 = b2Math.b2Min(def.maxLength1, m_constant - m_ratio * b2_minPulleyLength); m_maxLength2 = b2Math.b2Min(def.maxLength2, (m_constant - b2_minPulleyLength) / m_ratio); m_force = 0.0; m_limitForce1 = 0.0; m_limitForce2 = 0.0; } public override function InitVelocityConstraints(step:b2TimeStep) : void{ var b1:b2Body = m_body1; var b2:b2Body = m_body2; var tMat:b2Mat22; //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X:Number = m_localAnchor1.x - b1.m_sweep.localCenter.x; var r1Y:Number = m_localAnchor1.y - b1.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(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; var r2X:Number = m_localAnchor2.x - b2.m_sweep.localCenter.x; var r2Y:Number = 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->m_sweep.c + r1; var p1X:Number = b1.m_sweep.c.x + r1X; var p1Y:Number = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->m_sweep.c + r2; var p2X:Number = b2.m_sweep.c.x + r2X; var p2Y:Number = b2.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_force = 0.0; } else { m_state = e_atUpperLimit; m_positionImpulse = 0.0; } if (length1 < m_maxLength1) { m_limitState1 = e_inactiveLimit; m_limitForce1 = 0.0; } else { m_limitState1 = e_atUpperLimit; m_limitPositionImpulse1 = 0.0; } if (length2 < m_maxLength2) { m_limitState2 = e_inactiveLimit; m_limitForce2 = 0.0; } else { m_limitState2 = e_atUpperLimit; m_limitPositionImpulse2 = 0.0; } // 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 = b1.m_invMass + b1.m_invI * cr1u1 * cr1u1; m_limitMass2 = b2.m_invMass + b2.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) { // Warm starting. //b2Vec2 P1 = step.dt * (-m_force - m_limitForce1) * m_u1; //b2Vec2 P1 = step.dt * (-m_force - m_limitForce1) * m_u1; var P1X:Number = step.dt * (-m_force - m_limitForce1) * m_u1.x; var P1Y:Number = step.dt * (-m_force - m_limitForce1) * m_u1.y; //b2Vec2 P2 = step.dt * (-m_ratio * m_force - m_limitForce2) * m_u2; //b2Vec2 P2 = step.dt * (-m_ratio * m_force - m_limitForce2) * m_u2; var P2X:Number = step.dt * (-m_ratio * m_force - m_limitForce2) * m_u2.x; var P2Y:Number = step.dt * (-m_ratio * m_force - m_limitForce2) * 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 { m_force = 0.0; m_limitForce1 = 0.0; m_limitForce2 = 0.0; } } public override function SolveVelocityConstraints(step:b2TimeStep) : void{ var b1:b2Body = m_body1; var b2:b2Body = m_body2; var tMat:b2Mat22; //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X:Number = m_localAnchor1.x - b1.m_sweep.localCenter.x; var r1Y:Number = m_localAnchor1.y - b1.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(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; var r2X:Number = m_localAnchor2.x - b2.m_sweep.localCenter.x; var r2Y:Number = 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: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 force:Number; var oldForce:Number; if (m_state == 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); //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(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); force = -step.inv_dt * m_pulleyMass * Cdot; oldForce = m_force; m_force = b2Math.b2Max(0.0, m_force + force); force = m_force - oldForce; //b2Vec2 P1 = -step.dt * force * m_u1; P1X = -step.dt * force * m_u1.x; P1Y = -step.dt * force * m_u1.y; //b2Vec2 P2 = -step.dt * m_ratio * force * m_u2; P2X = -step.dt * m_ratio * force * m_u2.x; P2Y = -step.dt * m_ratio * force * 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 (m_limitState1 == 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(m_u1, v1); Cdot = -(m_u1.x * v1X + m_u1.y * v1Y); force = -step.inv_dt * m_limitMass1 * Cdot; oldForce = m_limitForce1; m_limitForce1 = b2Math.b2Max(0.0, m_limitForce1 + force); force = m_limitForce1 - oldForce; //b2Vec2 P1 = -step.dt * force * m_u1; P1X = -step.dt * force * m_u1.x; P1Y = -step.dt * force * 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 (m_limitState2 == 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(m_u2, v2); Cdot = -(m_u2.x * v2X + m_u2.y * v2Y); force = -step.inv_dt * m_limitMass2 * Cdot; oldForce = m_limitForce2; m_limitForce2 = b2Math.b2Max(0.0, m_limitForce2 + force); force = m_limitForce2 - oldForce; //b2Vec2 P2 = -step.dt * force * m_u2; P2X = -step.dt * force * m_u2.x; P2Y = -step.dt * force * 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); } } public override function SolvePositionConstraints():Boolean{ var b1:b2Body = m_body1; var b2:b2Body = m_body2; 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(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; r1X = m_localAnchor1.x - b1.m_sweep.localCenter.x; r1Y = 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->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; r2X = m_localAnchor2.x - b2.m_sweep.localCenter.x; r2Y = 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->m_sweep.c + r1; p1X = b1.m_sweep.c.x + r1X; p1Y = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->m_sweep.c + r2; p2X = b2.m_sweep.c.x + r2X; p2Y = b2.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.b2Max(linearError, -C); C = b2Math.b2Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -m_pulleyMass * C; oldImpulse = m_positionImpulse; m_positionImpulse = b2Math.b2Max(0.0, m_positionImpulse + impulse); impulse = m_positionImpulse - oldImpulse; p1X = -impulse * m_u1.x; p1Y = -impulse * m_u1.y; p2X = -m_ratio * impulse * m_u2.x; p2Y = -m_ratio * impulse * 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 (m_limitState1 == e_atUpperLimit) { //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; r1X = m_localAnchor1.x - b1.m_sweep.localCenter.x; r1Y = 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->m_sweep.c + r1; p1X = b1.m_sweep.c.x + r1X; p1Y = b1.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.b2Max(linearError, -C); C = b2Math.b2Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -m_limitMass1 * C; oldLimitPositionImpulse = m_limitPositionImpulse1; m_limitPositionImpulse1 = b2Math.b2Max(0.0, m_limitPositionImpulse1 + impulse); impulse = m_limitPositionImpulse1 - oldLimitPositionImpulse; //P1 = -impulse * m_u1; p1X = -impulse * m_u1.x; p1Y = -impulse * 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 (m_limitState2 == e_atUpperLimit) { //b2Vec2 r2 = b2Mul(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; r2X = m_localAnchor2.x - b2.m_sweep.localCenter.x; r2Y = 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->m_position + r2; p2X = b2.m_sweep.c.x + r2X; p2Y = b2.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.b2Max(linearError, -C); C = b2Math.b2Clamp(C + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); impulse = -m_limitMass2 * C; oldLimitPositionImpulse = m_limitPositionImpulse2; m_limitPositionImpulse2 = b2Math.b2Max(0.0, m_limitPositionImpulse2 + impulse); impulse = m_limitPositionImpulse2 - oldLimitPositionImpulse; //P2 = -impulse * m_u2; p2X = -impulse * m_u2.x; p2Y = -impulse * 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; } public var m_ground:b2Body; public var m_groundAnchor1:b2Vec2 = new b2Vec2(); public var m_groundAnchor2:b2Vec2 = new b2Vec2(); public var m_localAnchor1:b2Vec2 = new b2Vec2(); public var m_localAnchor2:b2Vec2 = new b2Vec2(); public var m_u1:b2Vec2 = new b2Vec2(); public var m_u2:b2Vec2 = new b2Vec2(); public var m_constant:Number; public var m_ratio:Number; public var m_maxLength1:Number; public var m_maxLength2:Number; // Effective masses public var m_pulleyMass:Number; public var m_limitMass1:Number; public var m_limitMass2:Number; // Impulses for accumulation/warm starting. public var m_force:Number; public var m_limitForce1:Number; public var m_limitForce2:Number; // Position impulses for accumulation. public var m_positionImpulse:Number; public var m_limitPositionImpulse1:Number; public var m_limitPositionImpulse2:Number; public var m_state:int; public var m_limitState1:int; public var m_limitState2:int; // static static public const b2_minPulleyLength:Number = 2.0; }; }