the first body; can be an immoveable object like Scrim or an infinite mass Polygon
attachment point in body coords for body1
the second body; must be moveable with finite mass
attachment point in body coords for body2
the maximum length of the rope (or fixed length of rod)
1 means rope, 2 means rod.
Private
body2_second body
Private
distOne of the bodies can be a Scrim which has zero distance tolerance, so find the max distance tolerance of the bodies.
Private
veloOne of the bodies can be a Scrim which has zero velocity tolerance, so find the max velocity tolerance of the bodies.
Static
IDCounter used for naming SimObjects.
Static
ropeFor naming objects.
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.
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
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
Rope connects two RigidBodys and limits the distance between the two attachment points on the bodies. A Rope can either be flexible so that the limit only occurs when it reaches its full length, or it can be a rigid inextensible rod. A Rope generates collisions or contact when the rope becomes tight. A flexible rope becomes tight when its length is close to or exceeds its rest length. A rigid rod is always tight and so is always generating collisions and contacts, similar to a Joint.
Ropes are immutable: they cannot be changed after they are constructed.
Rope uses 'curved edge physics' for calculating contact forces. See the paper Curved Edge Physics by Erik Neumann. The objects attached to a rope move in circles around each other, and so some extra contact force is needed to prevent the rope from being stretched beyond its length. The same analysis as used for curved edges applies here, except that we have the equivalent of two concave edges, so the radius used is negative.
align()
If this is an inextensible rod, then
align()
moves the bodies so that their attachment points are exactly rest length apart. If this is a flexible rope, thenalign()
moves the bodies only if the distance is more than the rope's rest length (minus half of the contact distance tolerance). Moves the second body to align with the first body, maintaining the angle between them if possible.