BEPUphysics.Constraints.TwoEntity.Joints.RevoluteAngularJoint.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)
        {
            Matrix3x3.Transform(ref localAxisA, ref connectionA.orientationMatrix, out worldAxisA);
            Matrix3x3.Transform(ref localAxisB, ref connectionB.orientationMatrix, out worldAxisB);


            Matrix3x3.Transform(ref localConstrainedAxis1, ref connectionA.orientationMatrix, out worldConstrainedAxis1);
            Matrix3x3.Transform(ref localConstrainedAxis2, ref connectionA.orientationMatrix, out worldConstrainedAxis2);

            Vector3 error;
            Vector3.Cross(ref worldAxisA, ref worldAxisB, out error);

            Vector3.Dot(ref error, ref worldConstrainedAxis1, out this.error.X);
            Vector3.Dot(ref error, ref worldConstrainedAxis2, out this.error.Y);
            float errorReduction;
            springSettings.ComputeErrorReductionAndSoftness(dt, out errorReduction, out softness);
            errorReduction = -errorReduction;
            biasVelocity.X = errorReduction * this.error.X;
            biasVelocity.Y = errorReduction * this.error.Y;


            //Ensure that the corrective velocity doesn't exceed the max.
            float length = biasVelocity.LengthSquared();
            if (length > maxCorrectiveVelocitySquared)
            {
                float multiplier = maxCorrectiveVelocity / (float) Math.Sqrt(length);
                biasVelocity.X *= multiplier;
                biasVelocity.Y *= multiplier;
            }

            Vector3 axis1I, axis2I;
            if (connectionA.isDynamic && connectionB.isDynamic)
            {
                Matrix3x3 inertiaTensorSum;
                Matrix3x3.Add(ref connectionA.inertiaTensorInverse, ref connectionB.inertiaTensorInverse, out inertiaTensorSum);

                Matrix3x3.Transform(ref worldConstrainedAxis1, ref inertiaTensorSum, out axis1I);
                Matrix3x3.Transform(ref worldConstrainedAxis2, ref inertiaTensorSum, out axis2I);
            }
            else if (connectionA.isDynamic && !connectionB.isDynamic)
            {
                Matrix3x3.Transform(ref worldConstrainedAxis1, ref connectionA.inertiaTensorInverse, out axis1I);
                Matrix3x3.Transform(ref worldConstrainedAxis2, ref connectionA.inertiaTensorInverse, out axis2I);
            }
            else if (!connectionA.isDynamic && connectionB.isDynamic)
            {
                Matrix3x3.Transform(ref worldConstrainedAxis1, ref connectionB.inertiaTensorInverse, out axis1I);
                Matrix3x3.Transform(ref worldConstrainedAxis2, ref connectionB.inertiaTensorInverse, out axis2I);
            }
            else
            {
                throw new InvalidOperationException("Cannot constrain two kinematic bodies.");
            }

            Vector3.Dot(ref axis1I, ref worldConstrainedAxis1, out effectiveMassMatrix.M11);
            Vector3.Dot(ref axis1I, ref worldConstrainedAxis2, out effectiveMassMatrix.M12);
            Vector3.Dot(ref axis2I, ref worldConstrainedAxis1, out effectiveMassMatrix.M21);
            Vector3.Dot(ref axis2I, ref worldConstrainedAxis2, out effectiveMassMatrix.M22);
            effectiveMassMatrix.M11 += softness;
            effectiveMassMatrix.M22 += softness;
            Matrix2x2.Invert(ref effectiveMassMatrix, out effectiveMassMatrix);
            Matrix2x2.Negate(ref effectiveMassMatrix, out effectiveMassMatrix);

   
        }