C# Class BEPUphysics.Constraints.TwoEntity.JointLimits.SwingLimit

Keeps the angle between the axes attached to two entities below some maximum value.
Inheritance: JointLimit, I1DImpulseConstraintWithError, I1DJacobianConstraint
Datei anzeigen Open project: Indiefreaks/igf Class Usage Examples

Public Methods

Method Description
ExclusiveUpdate ( ) : void
GetAngularJacobianA ( Vector3 &jacobian ) : void

Gets the angular jacobian entry for the first connected entity.

GetAngularJacobianB ( Vector3 &jacobian ) : void

Gets the angular jacobian entry for the second connected entity.

GetLinearJacobianA ( Vector3 &jacobian ) : void

Gets the linear jacobian entry for the first connected entity.

GetLinearJacobianB ( Vector3 &jacobian ) : void

Gets the linear jacobian entry for the second connected entity.

GetMassMatrix ( float &outputMassMatrix ) : void

Gets the mass matrix of the constraint.

SolveIteration ( ) : float

Applies the sequential impulse.

SwingLimit ( ) : System

Constructs a new constraint which attempts to restrict the maximum relative angle of two entities to some value. To finish the initialization, specify the connections (ConnectionA and ConnectionB) as well as the WorldAxisA, WorldAxisB (or their entity-local versions) and the MaximumAngle. This constructor sets the constraint's IsActive property to false by default.

SwingLimit ( Entity connectionA, Entity connectionB, Vector3 axisA, Vector3 axisB, float maximumAngle ) : System

Constructs a new constraint which attempts to restrict the maximum relative angle of two entities to some value.

Update ( float dt ) : void

Initializes the constraint for this frame.

Method Details

ExclusiveUpdate() public method

public ExclusiveUpdate ( ) : void
return void

GetAngularJacobianA() public method

Gets the angular jacobian entry for the first connected entity.
public GetAngularJacobianA ( Vector3 &jacobian ) : void
jacobian Vector3 Angular jacobian entry for the first connected entity.
return void

GetAngularJacobianB() public method

Gets the angular jacobian entry for the second connected entity.
public GetAngularJacobianB ( Vector3 &jacobian ) : void
jacobian Vector3 Angular jacobian entry for the second connected entity.
return void

GetLinearJacobianA() public method

Gets the linear jacobian entry for the first connected entity.
public GetLinearJacobianA ( Vector3 &jacobian ) : void
jacobian Vector3 Linear jacobian entry for the first connected entity.
return void

GetLinearJacobianB() public method

Gets the linear jacobian entry for the second connected entity.
public GetLinearJacobianB ( Vector3 &jacobian ) : void
jacobian Vector3 Linear jacobian entry for the second connected entity.
return void

GetMassMatrix() public method

Gets the mass matrix of the constraint.
public GetMassMatrix ( float &outputMassMatrix ) : void
outputMassMatrix float Constraint's mass matrix.
return void

SolveIteration() public method

Applies the sequential impulse.
public SolveIteration ( ) : float
return float

SwingLimit() public method

Constructs a new constraint which attempts to restrict the maximum relative angle of two entities to some value. To finish the initialization, specify the connections (ConnectionA and ConnectionB) as well as the WorldAxisA, WorldAxisB (or their entity-local versions) and the MaximumAngle. This constructor sets the constraint's IsActive property to false by default.
public SwingLimit ( ) : System
return System

SwingLimit() public method

Constructs a new constraint which attempts to restrict the maximum relative angle of two entities to some value.
public SwingLimit ( Entity connectionA, Entity connectionB, Vector3 axisA, Vector3 axisB, float maximumAngle ) : System
connectionA Entity First connection of the pair.
connectionB Entity Second connection of the pair.
axisA Vector3 Axis attached to the first connected entity.
axisB Vector3 Axis attached to the second connected entity.
maximumAngle float Maximum angle between the axes allowed.
return System

Update() public method

Initializes the constraint for this frame.
public Update ( float dt ) : void
dt float Time since the last frame.
return void