BEPUphysics.Constraints.TwoEntity.JointLimits.LinearAxisLimit.Update C# (CSharp) Method

Update() public method

Performs the frame's configuration step.
public Update ( float dt ) : void
dt float Timestep duration.
return void
        public override void Update(float dt)
        {
            //Compute the 'pre'-jacobians
            Matrix3x3.Transform(ref localAnchorA, ref connectionA.orientationMatrix, out worldOffsetA);
            Matrix3x3.Transform(ref localAnchorB, ref connectionB.orientationMatrix, out worldOffsetB);
            Vector3.Add(ref worldOffsetA, ref connectionA.position, out worldAnchorA);
            Vector3.Add(ref worldOffsetB, ref connectionB.position, out worldAnchorB);
            Vector3.Subtract(ref worldAnchorB, ref connectionA.position, out rA);
            Matrix3x3.Transform(ref localAxis, ref connectionA.orientationMatrix, out worldAxis);

            //Compute error
#if !WINDOWS
            Vector3 separation = new Vector3();
#else
            Vector3 separation;
#endif
            separation.X = worldAnchorB.X - worldAnchorA.X;
            separation.Y = worldAnchorB.Y - worldAnchorA.Y;
            separation.Z = worldAnchorB.Z - worldAnchorA.Z;

            Vector3.Dot(ref separation, ref worldAxis, out unadjustedError);

            //Compute error
            if (unadjustedError < minimum)
                unadjustedError = minimum - unadjustedError;
            else if (unadjustedError > maximum)
                unadjustedError = maximum - unadjustedError;
            else
            {
                unadjustedError = 0;
                isActiveInSolver = false;
                accumulatedImpulse = 0;
                isLimitActive = false;
                return;
            }
            isLimitActive = true;

            unadjustedError = -unadjustedError;
            //Adjust Error
            if (unadjustedError > 0)
                error = MathHelper.Max(0, unadjustedError - margin);
            else if (unadjustedError < 0)
                error = MathHelper.Min(0, unadjustedError + margin);

            //Compute jacobians
            jLinearA = worldAxis;
            jLinearB.X = -jLinearA.X;
            jLinearB.Y = -jLinearA.Y;
            jLinearB.Z = -jLinearA.Z;
            Vector3.Cross(ref rA, ref jLinearA, out jAngularA);
            Vector3.Cross(ref worldOffsetB, ref jLinearB, out jAngularB);

            //Compute bias
            float errorReductionParameter;
            springSettings.ComputeErrorReductionAndSoftness(dt, out errorReductionParameter, out softness);

            biasVelocity = MathHelper.Clamp(errorReductionParameter * error, -maxCorrectiveVelocity, maxCorrectiveVelocity);
            if (bounciness > 0)
            {
                //Compute currently relative velocity for bounciness.
                float relativeVelocity, dot;
                Vector3.Dot(ref jLinearA, ref connectionA.linearVelocity, out relativeVelocity);
                Vector3.Dot(ref jAngularA, ref connectionA.angularVelocity, out dot);
                relativeVelocity += dot;
                Vector3.Dot(ref jLinearB, ref connectionB.linearVelocity, out dot);
                relativeVelocity += dot;
                Vector3.Dot(ref jAngularB, ref connectionB.angularVelocity, out dot);
                relativeVelocity += dot;
                if (unadjustedError > 0 && -relativeVelocity > bounceVelocityThreshold)
                    biasVelocity = Math.Max(biasVelocity, -relativeVelocity * bounciness);
                else if (unadjustedError < 0 && relativeVelocity > bounceVelocityThreshold)
                    biasVelocity = Math.Min(biasVelocity, -relativeVelocity * bounciness);
            }


            //compute mass matrix
            float entryA, entryB;
            Vector3 intermediate;
            if (connectionA.isDynamic)
            {
                Matrix3x3.Transform(ref jAngularA, ref connectionA.inertiaTensorInverse, out intermediate);
                Vector3.Dot(ref intermediate, ref jAngularA, out entryA);
                entryA += connectionA.inverseMass;
            }
            else
                entryA = 0;
            if (connectionB.isDynamic)
            {
                Matrix3x3.Transform(ref jAngularB, ref connectionB.inertiaTensorInverse, out intermediate);
                Vector3.Dot(ref intermediate, ref jAngularB, out entryB);
                entryB += connectionB.inverseMass;
            }
            else
                entryB = 0;
            massMatrix = 1 / (entryA + entryB + softness);


            
        }