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

Update() public method

Do any necessary computations to prepare the constraint for this frame.
public Update ( float dt ) : void
dt float Simulation step length.
return void
        public override void Update(float dt)
        {
            basisA.rotationMatrix = connectionA.orientationMatrix;
            basisB.rotationMatrix = connectionB.orientationMatrix;
            basisA.ComputeWorldSpaceAxes();
            basisB.ComputeWorldSpaceAxes();

            Quaternion rotation;
            Toolbox.GetQuaternionBetweenNormalizedVectors(ref basisB.primaryAxis, ref basisA.primaryAxis, out rotation);

            //Transform b's 'Y' axis so that it is perpendicular with a's 'X' axis for measurement.
            Vector3 twistMeasureAxis;
            Vector3.Transform(ref basisB.xAxis, ref rotation, out twistMeasureAxis);

            //By dotting the measurement vector with a 2d plane's axes, we can get a local X and Y value.
            float y, x;
            Vector3.Dot(ref twistMeasureAxis, ref basisA.yAxis, out y);
            Vector3.Dot(ref twistMeasureAxis, ref basisA.xAxis, out x);
            var angle = (float) Math.Atan2(y, x);

            float distanceFromCurrent, distanceFromMaximum;
            if (IsAngleValid(angle, out distanceFromCurrent, out distanceFromMaximum))
            {
                isActiveInSolver = false;
                accumulatedImpulse = 0;
                error = 0;
                isLimitActive = false;
                return;
            }
            isLimitActive = true;

            //Compute the jacobian.
            if (error > 0)
            {
                Vector3.Add(ref basisA.primaryAxis, ref basisB.primaryAxis, out jacobianB);
                if (jacobianB.LengthSquared() < Toolbox.Epsilon)
                {
                    //A nasty singularity can show up if the axes are aligned perfectly.
                    //In a 'real' situation, this is impossible, so just ignore it.
                    isActiveInSolver = false;
                    return;
                }

                jacobianB.Normalize();
                jacobianA.X = -jacobianB.X;
                jacobianA.Y = -jacobianB.Y;
                jacobianA.Z = -jacobianB.Z;
            }
            else
            {
                //Reverse the jacobian so that the solver loop is easier.
                Vector3.Add(ref basisA.primaryAxis, ref basisB.primaryAxis, out jacobianA);
                if (jacobianA.LengthSquared() < Toolbox.Epsilon)
                {
                    //A nasty singularity can show up if the axes are aligned perfectly.
                    //In a 'real' situation, this is impossible, so just ignore it.
                    isActiveInSolver = false;
                    return;
                }

                jacobianA.Normalize();
                jacobianB.X = -jacobianA.X;
                jacobianB.Y = -jacobianA.Y;
                jacobianB.Z = -jacobianA.Z;
            }

            //****** VELOCITY BIAS ******//
            //Compute the correction velocity.
            error = ComputeAngleError(distanceFromCurrent, distanceFromMaximum);
            float errorReduction;
            springSettings.ComputeErrorReductionAndSoftness(dt, out errorReduction, out softness);


            //biasVelocity = MathHelper.Clamp(-error * myCorrectionStrength / dt, -myMaxCorrectiveVelocity, myMaxCorrectiveVelocity);
            biasVelocity = MathHelper.Min(MathHelper.Max(0, Math.Abs(error) - margin) * errorReduction, maxCorrectiveVelocity);
            if (bounciness > 0)
            {
                float relativeVelocity;
                float dot;
                //Find the velocity contribution from each connection
                Vector3.Dot(ref connectionA.angularVelocity, ref jacobianA, out relativeVelocity);
                Vector3.Dot(ref connectionB.angularVelocity, ref jacobianB, out dot);
                relativeVelocity += dot;
                if (-relativeVelocity > bounceVelocityThreshold)
                    biasVelocity = MathHelper.Max(biasVelocity, -bounciness * relativeVelocity);
            }

            //The nice thing about this approach is that the jacobian entry doesn't flip.
            //Instead, the error can be negative due to the use of Atan2.
            //This is important for limits which have a unique high and low value.


            //****** EFFECTIVE MASS MATRIX ******//
            //Connection A's contribution to the mass matrix
            float entryA;
            Vector3 transformedAxis;
            if (connectionA.isDynamic)
            {
                Matrix3x3.Transform(ref jacobianA, ref connectionA.inertiaTensorInverse, out transformedAxis);
                Vector3.Dot(ref transformedAxis, ref jacobianA, out entryA);
            }
            else
                entryA = 0;

            //Connection B's contribution to the mass matrix
            float entryB;
            if (connectionB.isDynamic)
            {
                Matrix3x3.Transform(ref jacobianB, ref connectionB.inertiaTensorInverse, out transformedAxis);
                Vector3.Dot(ref transformedAxis, ref jacobianB, out entryB);
            }
            else
                entryB = 0;

            //Compute the inverse mass matrix
            velocityToImpulse = 1 / (softness + entryA + entryB);

            
        }