C# 클래스 BEPUphysics.Constraints.TwoEntity.Joints.SwivelHingeAngularJoint

Constrains two bodies so that they can rotate relative to each other like a modified door hinge. Instead of removing two degrees of freedom, only one is removed so that the second connection to the constraint can twist.
상속: BEPUphysics.Constraints.TwoEntity.Joints.Joint, I1DImpulseConstraintWithError, I1DJacobianConstraint
파일 보기 프로젝트 열기: Indiefreaks/igf 1 사용 예제들

공개 메소드들

메소드 설명
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 ( 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

Solves for velocity.

SwivelHingeAngularJoint ( ) : System

Constructs a new constraint which allows relative angular motion around a hinge axis and a twist axis. To finish the initialization, specify the connections (ConnectionA and ConnectionB) as well as the WorldHingeAxis and WorldTwistAxis (or their entity-local versions). This constructor sets the constraint's IsActive property to false by default.

SwivelHingeAngularJoint ( Entity connectionA, Entity connectionB, Vector3 worldHingeAxis, Vector3 worldTwistAxis ) : System

Constructs a new constraint which allows relative angular motion around a hinge axis and a twist axis.

Update ( float dt ) : void

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

메소드 상세

ExclusiveUpdate() 공개 메소드

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
리턴 void

GetAngularJacobianA() 공개 메소드

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.
리턴 void

GetAngularJacobianB() 공개 메소드

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.
리턴 void

GetLinearJacobianA() 공개 메소드

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.
리턴 void

GetLinearJacobianB() 공개 메소드

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.
리턴 void

GetMassMatrix() 공개 메소드

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

SolveIteration() 공개 메소드

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

SwivelHingeAngularJoint() 공개 메소드

Constructs a new constraint which allows relative angular motion around a hinge axis and a twist axis. To finish the initialization, specify the connections (ConnectionA and ConnectionB) as well as the WorldHingeAxis and WorldTwistAxis (or their entity-local versions). This constructor sets the constraint's IsActive property to false by default.
public SwivelHingeAngularJoint ( ) : System
리턴 System

SwivelHingeAngularJoint() 공개 메소드

Constructs a new constraint which allows relative angular motion around a hinge axis and a twist axis.
public SwivelHingeAngularJoint ( Entity connectionA, Entity connectionB, Vector3 worldHingeAxis, Vector3 worldTwistAxis ) : System
connectionA Entity First connection of the pair.
connectionB Entity Second connection of the pair.
worldHingeAxis Vector3 Hinge axis attached to connectionA. /// The connected entities will be able to rotate around this axis relative to each other.
worldTwistAxis Vector3 Twist axis attached to connectionB. /// The connected entities will be able to rotate around this axis relative to each other.
리턴 System

Update() 공개 메소드

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