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SKPhysics: Made a rope, why does it break?

I've been experimenting with sprite kit a little bit, building a prototype for an idea I have. I've been connecting a string of physics bodies together using an SKPhysicsJointPin, to make a rope (actually more like a bike chain, but it's good enough). Also in the scene are a number of balls, and I can drop them when I tap them. This leads to the following:

scene with some balls

However, when I drop more balls, the chain seems to be unable to handle it, and 'breaks':

scene with more balls and broken chain

Here is a movie showing the phenomenon

What's happening? The documentation never suggests SKPhysicsJointPin has a limited maximum strength or elasticity or similar. Is this a 'bug' in sprite kit, or am I using the wrong approach?

like image 521
Emiel Avatar asked Jul 18 '14 12:07

Emiel


People also ask

Why does a rope break?

Where tension breaks are found, the rope has been subjected to overloading, either for its original strength (new rope) or for its remaining strength in the case of a used rope. Tension breaks frequently are caused by the sudden application of a load to a slack rope, thereby setting up incalculable impact stresses.

Why does a rope snap?

This is because the rope is not perfectly flat so there is component of tension component of tension that acts lengthwise along the rope. This force will gradually fray the rope over time, which if you imagine it on a molecular scale would be the bonds breaking in the atom of the rope due to being tugged.

Does a rope break?

Ropes don't BREAK! Ropes don't break by overload, but they do by cutting and abrasion - so take care, not all landings are this forgiving!

What forces act on a rope?

Tension is defined as the force transmitted through a rope, string or wire when pulled by forces acting from opposite sides. The tension force is directed over the length of the wire and pulls energy equally on the bodies at the ends.


1 Answers

I faced a similar elasticity bug with a rope simulation and could finally come up with a workaround.

Here's my rope interface:

#import <SpriteKit/SpriteKit.h>

@interface ALRope : NSObject

@property(nonatomic, readonly) NSArray *ropeRings;

@property(nonatomic) int ringCount;

@property(nonatomic) CGFloat ringScale;

@property(nonatomic) CGFloat ringsDistance;

@property(nonatomic) CGFloat jointsFrictionTorque;

@property(nonatomic) CGFloat ringsZPosition;

@property(nonatomic) CGPoint startRingPosition;

@property(nonatomic) CGFloat ringFriction;

@property(nonatomic) CGFloat ringRestitution;

@property(nonatomic) CGFloat ringMass;


@property(nonatomic) BOOL shouldEnableJointsAngleLimits;

@property(nonatomic) CGFloat jointsLowerAngleLimit;

@property(nonatomic) CGFloat jointsUpperAngleLimit;



-(instancetype)initWithRingTexture:(SKTexture *)ringTexture;


-(void)buildRopeWithScene:(SKScene *)scene;

-(void)adjustRingPositions;

-(SKSpriteNode *)startRing;

-(SKSpriteNode *)lastRing;

@end

Rope Implementation:

#import "ALRope.h"

@implementation ALRope

{
    SKTexture *_ringTexture;

    NSMutableArray *_ropeRings;
}

static CGFloat const RINGS_DISTANCE_DEFAULT = 0;

static CGFloat const JOINTS_FRICTION_TORQUE_DEFAULT = 0;

static CGFloat const RING_SCALE_DEFAULT = 1;

static int const RING_COUNT_DEFAULT = 30;

static CGFloat const RINGS_Z_POSITION_DEFAULT = 1;

static BOOL const SHOULD_ENABLE_JOINTS_ANGLE_LIMITS_DEFAULT = NO;

static CGFloat const JOINT_LOWER_ANGLE_LIMIT_DEFAULT = -M_PI / 3;

static CGFloat const JOINT_UPPER_ANGLE_LIMIT_DEFAULT = M_PI / 3;

static CGFloat const RING_FRICTION_DEFAULT = 0;

static CGFloat const RING_RESTITUTION_DEFAULT = 0;

static CGFloat const RING_MASS_DEFAULT = -1;


-(instancetype)initWithRingTexture:(SKTexture *)ringTexture
{
    if(self = [super init]) {
        _ringTexture = ringTexture;

        //apply defaults
        _startRingPosition = CGPointMake(0, 0);
        _ringsDistance = RINGS_DISTANCE_DEFAULT;
        _jointsFrictionTorque = JOINTS_FRICTION_TORQUE_DEFAULT;
        _ringScale = RING_SCALE_DEFAULT;
        _ringCount = RING_COUNT_DEFAULT;
        _ringsZPosition = RINGS_Z_POSITION_DEFAULT;
        _shouldEnableJointsAngleLimits = SHOULD_ENABLE_JOINTS_ANGLE_LIMITS_DEFAULT;
        _jointsLowerAngleLimit = JOINT_LOWER_ANGLE_LIMIT_DEFAULT;
        _jointsUpperAngleLimit = JOINT_UPPER_ANGLE_LIMIT_DEFAULT;
        _ringFriction = RING_FRICTION_DEFAULT;
        _ringRestitution = RING_RESTITUTION_DEFAULT;
        _ringMass = RING_MASS_DEFAULT;
    }
    return self;
}


-(void)buildRopeWithScene:(SKScene *)scene
{
    _ropeRings = [NSMutableArray new];
    SKSpriteNode *firstRing = [self addRopeRingWithPosition:_startRingPosition underScene:scene];

    SKSpriteNode *lastRing = firstRing;
    CGPoint position;
    for (int i = 1; i < _ringCount; i++) {
        position = CGPointMake(lastRing.position.x, lastRing.position.y - lastRing.size.height - _ringsDistance);
        lastRing = [self addRopeRingWithPosition:position underScene:scene];
    }

    [self addJointsWithScene:scene];
}

-(SKSpriteNode *)addRopeRingWithPosition:(CGPoint)position underScene:(SKScene *)scene
{
    SKSpriteNode *ring = [SKSpriteNode spriteNodeWithTexture:_ringTexture];
    ring.xScale = ring.yScale = _ringScale;
    ring.position = position;
    ring.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ring.size.height / 2];
    ring.physicsBody.allowsRotation = YES;
    ring.physicsBody.friction = _ringFriction;
    ring.physicsBody.restitution = _ringRestitution;
    if(_ringMass > 0) {
        ring.physicsBody.mass = _ringMass;
    }

    [scene addChild:ring];
    [_ropeRings addObject:ring];
    return ring;
}

-(void)addJointsWithScene:(SKScene *)scene
{
    for (int i = 1; i < _ropeRings.count; i++) {
        SKSpriteNode *nodeA = [_ropeRings objectAtIndex:i-1];
        SKSpriteNode *nodeB = [_ropeRings objectAtIndex:i];
        SKPhysicsJointPin *joint = [SKPhysicsJointPin jointWithBodyA:nodeA.physicsBody
                                                               bodyB:nodeB.physicsBody
                                                              anchor:CGPointMake(nodeA.position.x,
                                                                                 nodeA.position.y - (nodeA.size.height + _ringsDistance) / 2)];
        joint.frictionTorque = _jointsFrictionTorque;
        joint.shouldEnableLimits = _shouldEnableJointsAngleLimits;
        if(_shouldEnableJointsAngleLimits) {
            joint.lowerAngleLimit = _jointsLowerAngleLimit;
            joint.upperAngleLimit = _jointsUpperAngleLimit;
        }
        [scene.physicsWorld addJoint:joint];
    }
}

//workaround for elastic effect should be called from didSimulatePhysics
-(void)adjustRingPositions
{
    //based on zRotations of all rings and the position of start ring adjust the rest of the rings positions starting from top to bottom
    for (int i = 1; i < _ropeRings.count; i++) {
        SKSpriteNode *nodeA = [_ropeRings objectAtIndex:i-1];
        SKSpriteNode *nodeB = [_ropeRings objectAtIndex:i];
        CGFloat thetaA = nodeA.zRotation - M_PI / 2,
        thetaB = nodeB.zRotation + M_PI / 2,
        jointRadius = (_ringsDistance + nodeA.size.height) / 2,
        xJoint = jointRadius * cosf(thetaA) + nodeA.position.x,
        yJoint = jointRadius * sinf(thetaA) + nodeA.position.y,
        theta = thetaB - M_PI,
        xB = jointRadius * cosf(theta) + xJoint,
        yB = jointRadius * sinf(theta) + yJoint;
        nodeB.position = CGPointMake(xB, yB);
    }
}

-(SKSpriteNode *)startRing
{
    return _ropeRings[0];
}

-(SKSpriteNode *)lastRing
{
    return [_ropeRings lastObject];
}

@end

Scene code to showcase how to use the Rope:

#import "ALRopeDemoScene.h"
#import "ALRope.h"

@implementation ALRopeDemoScene
{
    __weak SKSpriteNode *_branch;

    CGPoint _touchLastPosition;

    BOOL _branchIsMoving;

    ALRope *_rope;
}

-(id)initWithSize:(CGSize)size {
    if (self = [super initWithSize:size]) {
        /* Setup your scene here */

        self.backgroundColor = [SKColor colorWithRed:0.2 green:0.5 blue:0.6 alpha:1.0];

        [self buildScene];
    }
    return self;
}

-(void) buildScene {
    SKSpriteNode *branch = [SKSpriteNode spriteNodeWithImageNamed:@"Branch"];
    _branch = branch;
    branch.position = CGPointMake(CGRectGetMaxX(self.frame) - branch.size.width / 2,
                                  CGRectGetMidY(self.frame) + 200);
    branch.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(2, 10)];
    branch.physicsBody.dynamic = NO;
    [self addChild:branch];
    _rope = [[ALRope alloc] initWithRingTexture:[SKTexture textureWithImageNamed:@"rope_ring"]];

    //configure rope params if needed
    //    _rope.ringCount = ...;//default is 30
    //    _rope.ringScale = ...;//default is 1
    //    _rope.ringsDistance = ...;//default is 0
    //    _rope.jointsFrictionTorque = ...;//default is 0
    //    _rope.ringsZPosition = ...;//default is 1
    //    _rope.ringFriction = ...;//default is 0
    //    _rope.ringRestitution = ...;//default is 0
    //    _rope.ringMass = ...;//ignored unless mass > 0; default -1
    //    _rope.shouldEnableJointsAngleLimits = ...;//default is NO
    //    _rope.jointsLowerAngleLimit = ...;//default is -M_PI/3
    //    _rope.jointsUpperAngleLimit = ...;//default is M_PI/3

    _rope.startRingPosition = CGPointMake(branch.position.x - 100, branch.position.y);//default is (0, 0)

    [_rope buildRopeWithScene:self];

    //attach rope to branch
    SKSpriteNode *startRing = [_rope startRing];
    CGPoint jointAnchor = CGPointMake(startRing.position.x, startRing.position.y + startRing.size.height / 2);
    SKPhysicsJointPin *joint = [SKPhysicsJointPin jointWithBodyA:branch.physicsBody bodyB:startRing.physicsBody anchor:jointAnchor];
    [self.physicsWorld addJoint:joint];
}

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *touch = [touches anyObject];
    CGPoint location = [touch locationInNode:self];
    if(CGRectContainsPoint(_branch.frame, location)) {
        _branchIsMoving = YES;
        _touchLastPosition = location;
    }
}

-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
    _branchIsMoving = NO;

}

-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{

    if(_branchIsMoving) {
        UITouch *touch = [touches anyObject];
        CGPoint location = [touch locationInNode:self],
        branchCurrentPosition = _branch.position;
        CGFloat dx = location.x - _touchLastPosition.x,
        dy = location.y - _touchLastPosition.y;
        _branch.position = CGPointMake(branchCurrentPosition.x + dx, branchCurrentPosition.y + dy);
        _touchLastPosition = location;
    }
}

-(void)didSimulatePhysics
{
    //workaround for elastic effect
    [_rope adjustRingPositions];
}


@end

Notice the [rope adjustRingPositions] call from [scene didSimulatePhysics]. That was the actual workaround for the elastic bug.

Complete demo code is here. I hope this helps!

like image 159
ALTN Avatar answered Oct 08 '22 13:10

ALTN