C# Class BEPUphysics.Constraints.TwoEntity.Motors.TwistMotor

Attempts to achieve some defined relative twist angle between the entities.
Inheritance: BEPUphysics.Constraints.TwoEntity.Motors.Motor, I1DImpulseConstraintWithError, I1DJacobianConstraint
Afficher le fichier Open project: Indiefreaks/igf Class Usage Examples

Protected Properties

Свойство Type Description
biasVelocity float

Méthodes publiques

Méthode Description
ExclusiveUpdate ( ) : void

Performs any pre-solve iteration work that needs exclusive access to the members of the solver updateable. Usually, this is used for applying warmstarting impulses.

GetAngularJacobianA ( System.Vector3 &jacobian ) : void

Gets the angular jacobian entry for the first connected entity.

GetAngularJacobianB ( System.Vector3 &jacobian ) : void

Gets the angular jacobian entry for the second connected entity.

GetLinearJacobianA ( System.Vector3 &jacobian ) : void

Gets the linear jacobian entry for the first connected entity.

GetLinearJacobianB ( System.Vector3 &jacobian ) : void

Gets the linear jacobian entry for the second connected entity.

GetMassMatrix ( float &outputMassMatrix ) : void

Gets the mass matrix of the constraint.

SetupJointTransforms ( System.Vector3 worldTwistAxisA, System.Vector3 worldTwistAxisB ) : void

Sets up the joint transforms by automatically creating perpendicular vectors to complete the bases.

SolveIteration ( ) : float

Solves for velocity.

TwistMotor ( ) : System

Constructs a new constraint which prevents the connected entities from twisting relative to each other. To finish the initialization, specify the connections (ConnectionA and ConnectionB) as well as the BasisA and BasisB. This constructor sets the constraint's IsActive property to false by default.

TwistMotor ( Entity connectionA, Entity connectionB, System.Vector3 axisA, System.Vector3 axisB ) : System

Constructs a new constraint which prevents the connected entities from twisting relative to each other.

Update ( float dt ) : void

Do any necessary computations to prepare the constraint for this frame.

Private Methods

Méthode Description
GetDistanceFromGoal ( float angle ) : float

Method Details

ExclusiveUpdate() public méthode

Performs any pre-solve iteration work that needs exclusive access to the members of the solver updateable. Usually, this is used for applying warmstarting impulses.
public ExclusiveUpdate ( ) : void
Résultat void

GetAngularJacobianA() public méthode

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

GetAngularJacobianB() public méthode

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

GetLinearJacobianA() public méthode

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

GetLinearJacobianB() public méthode

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

GetMassMatrix() public méthode

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

SetupJointTransforms() public méthode

Sets up the joint transforms by automatically creating perpendicular vectors to complete the bases.
public SetupJointTransforms ( System.Vector3 worldTwistAxisA, System.Vector3 worldTwistAxisB ) : void
worldTwistAxisA System.Vector3 Twist axis in world space to attach to entity A.
worldTwistAxisB System.Vector3 Twist axis in world space to attach to entity B.
Résultat void

SolveIteration() public méthode

Solves for velocity.
public SolveIteration ( ) : float
Résultat float

TwistMotor() public méthode

Constructs a new constraint which prevents the connected entities from twisting relative to each other. To finish the initialization, specify the connections (ConnectionA and ConnectionB) as well as the BasisA and BasisB. This constructor sets the constraint's IsActive property to false by default.
public TwistMotor ( ) : System
Résultat System

TwistMotor() public méthode

Constructs a new constraint which prevents the connected entities from twisting relative to each other.
public TwistMotor ( Entity connectionA, Entity connectionB, System.Vector3 axisA, System.Vector3 axisB ) : System
connectionA Entity First connection of the pair.
connectionB Entity Second connection of the pair.
axisA System.Vector3 Twist axis attached to the first connected entity.
axisB System.Vector3 Twist axis attached to the second connected entity.
Résultat System

Update() public méthode

Do any necessary computations to prepare the constraint for this frame.
public Update ( float dt ) : void
dt float Simulation step length.
Résultat void

Property Details

biasVelocity protected_oe property

Velocity needed to get closer to the goal.
protected float biasVelocity
Résultat float