the path to connect
the RigidBody to connect
the attachment point on the RigidBody in body coordinates
Private
attach_attachment point in body coords of this.body_
Private
path_path that joint is attached to
Private
ppt_last position along the path
Static
IDCounter used for naming SimObjects.
Adds RigidBodyCollisions for this Connector to an array of collisions.
the array of collisions to which to add the RigidBodyCollision for this Connector.
simulation time when this collision is detected
distance accuracy: how close we must be to the point of collision in order to be able to handle it.
Aligns two attachment points on the body to be on the path.
the second attachment point on the RigidBody in body coordinates
Returns a rectangle that contains this SimObject in world coordinates.
rectangle that contains this SimObject in world coordinates
Returns the expiration time, when this SimObject should be removed from the SimList. This is intended for temporary SimObjects that illustrate, for example, contact forces or collisions.
the expiration time, in time frame of the Simulation clock
Name of this SimObject, either the language-independent name for scripting purposes or the localized name for display to user.
The language-independent name should be the same as the English version but capitalized and with spaces and dashes replaced by underscore, see Util.toName, nameEquals.
The name should give an idea of the role of the SimObject in the simulation. This allows us to to treat an object in a special way depending on its name. For example, we might use the name to decide what type of DisplayObject to create to represent the SimObject.
Optional
opt_localized: booleantrue
means return the localized version of the name;
default is false
which means return the language independent name.
name of this SimObject
Returns the distance between attachment points of the bodies in the direction of the normal vector. This is equal to the dot product of the normal vector and the vector between the two attachment points.
normal distance between attachment points of the bodies
Returns the NumericalPath to which this PathJoint attaches the RigidBody.
the NumericalPath to which this PathJoint attaches the RigidBody.
Whether this implements the MassObject interface.
Whether this implements the MassObject interface.
Whether this SimObject has the given name, adjusting for transformation to the language-independent form of the name, as is done by Util.toName.
the English or language-independent version of the name
whether this SimObject has the given name (adjusted to language-independent form)
Sets the expiration time, when this SimObject should be removed from the SimList. This is intended for temporary SimObjects that illustrate, for example, contact forces or collisions.
the expiration time, in time frame of the Simulation clock
Returns true if the given SimObject is similar to this SimObject for display purposes. SimObjects are similar when they are the same type and nearly the same size and location. Mainly used when showing forces - to avoid adding too many objects to the display. See SimList.getSimilar.
the SimObject to compare to
Optional
_opt_tolerance: numberthe amount the object components can differ by
true if this SimObject is similar to obj
for display purposes
Returns a minimal string representation of this object, usually giving just identity information like the class name and name of the object.
For an object whose main purpose is to represent another Printable object, it is
recommended to include the result of calling toStringShort
on that other object.
For example, calling toStringShort()
on a DisplayShape might return something like
this:
DisplayShape{polygon:Polygon{'chain3'}}
a minimal string representation of this object.
Updates the collision to reflect current state (position, velocity, etc.) of bodies involved.
the RigidBodyCollision to update
Generated using TypeDoc
Represents a bilateral contact point between a RigidBody and a NumericalPath.
Bilateral means that force can be applied to push or pull in the direction of the normal for the contact (in contrast to a contact force which can only push and never pull). The normal vector is determined by the NumericalPath. The normal vector specifies the direction along which the PathJoint operates: forces are calculated (by the engine2D physics engine) to keep the distance in the normal direction at zero between the two attachment points of the PathJoint.
A PathJoint is immutable: it cannot be changed after it is constructed.
A single PathJoint by itself will give a 'sliding track' type of connection. The attachment points must have zero distance between them as measured in the direction of the normal for the PathJoint, but in the direction orthogonal to the normal the attachment points are free to move.
Note that some slippage of a PathJoint can occur over time, especially when there is very fast rotation.