BEPUphysics.Constraints.SingleEntity.SingleEntityLinearMotor.Update C# (CSharp) Метод

Update() публичный Метод

Performs the frame's configuration step.
public Update ( float dt ) : void
dt float Timestep duration.
Результат void
        public override void Update(float dt)
        {
            //Transform point into world space.
            Matrix3x3.Transform(ref localPoint, ref entity.orientationMatrix, out r);
            Vector3.Add(ref r, ref entity.position, out worldPoint);


            if (settings.mode == MotorMode.Servomechanism)
            {
                Vector3.Subtract(ref settings.servo.goal, ref worldPoint, out error);
                float separationDistance = error.Length();
                if (separationDistance > Toolbox.BigEpsilon)
                {
                    float errorReduction;
                    settings.servo.springSettings.ComputeErrorReductionAndSoftness(dt, out errorReduction, out usedSoftness);

                    //The rate of correction can be based on a constant correction velocity as well as a 'spring like' correction velocity.
                    //The constant correction velocity could overshoot the destination, so clamp it.
                    float correctionSpeed = MathHelper.Min(settings.servo.baseCorrectiveSpeed, separationDistance / dt) +
                                            separationDistance * errorReduction;

                    Vector3.Multiply(ref error, correctionSpeed / separationDistance, out biasVelocity);
                    //Ensure that the corrective velocity doesn't exceed the max.
                    float length = biasVelocity.LengthSquared();
                    if (length > settings.servo.maxCorrectiveVelocitySquared)
                    {
                        float multiplier = settings.servo.maxCorrectiveVelocity / (float)Math.Sqrt(length);
                        biasVelocity.X *= multiplier;
                        biasVelocity.Y *= multiplier;
                        biasVelocity.Z *= multiplier;
                    }
                }
                else
                {
                    //Wouldn't want to use a bias from an earlier frame.
                    biasVelocity = new Vector3();
                }
            }
            else
            {
                usedSoftness = settings.velocityMotor.softness / dt;
                biasVelocity = settings.velocityMotor.goalVelocity;
                error = Vector3.Zero;
            }

            //Compute the maximum force that can be applied this frame.
            ComputeMaxForces(settings.maximumForce, dt);

            //COMPUTE EFFECTIVE MASS MATRIX
            //Transforms a change in velocity to a change in momentum when multiplied.
            Matrix3x3 linearComponent;
            Matrix3x3.CreateScale(entity.inverseMass, out linearComponent);
            Matrix3x3 rACrossProduct;
            Matrix3x3.CreateCrossProduct(ref r, out rACrossProduct);
            Matrix3x3 angularComponentA;
            Matrix3x3.Multiply(ref rACrossProduct, ref entity.inertiaTensorInverse, out angularComponentA);
            Matrix3x3.Multiply(ref angularComponentA, ref rACrossProduct, out angularComponentA);
            Matrix3x3.Subtract(ref linearComponent, ref angularComponentA, out effectiveMassMatrix);

            effectiveMassMatrix.M11 += usedSoftness;
            effectiveMassMatrix.M22 += usedSoftness;
            effectiveMassMatrix.M33 += usedSoftness;

            Matrix3x3.Invert(ref effectiveMassMatrix, out effectiveMassMatrix);

        }