BEPUphysics.Constraints.TwoEntity.Motors.AngularMotor.Update C# (CSharp) Метод

Update() публичный Метод

Initializes the constraint for the current frame.
public Update ( float dt ) : void
dt float Time between frames.
Результат void
        public override void Update(float dt)
        {
            basis.rotationMatrix = connectionA.orientationMatrix;
            basis.ComputeWorldSpaceAxes();

            if (settings.mode == MotorMode.Servomechanism) //Only need to do the bulk of this work if it's a servo.
            {

                //The error is computed using this equation:
                //GoalRelativeOrientation * ConnectionA.Orientation * Error = ConnectionB.Orientation
                //GoalRelativeOrientation is the original rotation from A to B in A's local space.
                //Multiplying by A's orientation gives us where B *should* be.
                //Of course, B won't be exactly where it should be after initialization.
                //The Error component holds the difference between what is and what should be.
                //Error = (GoalRelativeOrientation * ConnectionA.Orientation)^-1 * ConnectionB.Orientation

                //ConnectionA.Orientation is replaced in the above by the world space basis orientation.
                Quaternion worldBasis = Matrix3x3.CreateQuaternion(basis.WorldTransform);

                Quaternion bTarget;
                Quaternion.Concatenate(ref settings.servo.goal, ref worldBasis, out bTarget);
                Quaternion bTargetConjugate;
                Quaternion.Conjugate(ref bTarget, out bTargetConjugate);

                Quaternion error;
                Quaternion.Concatenate(ref bTargetConjugate, ref connectionB.orientation, out error);
                

                float errorReduction;
                settings.servo.springSettings.ComputeErrorReductionAndSoftness(dt, out errorReduction, out usedSoftness);

                //Turn this into an axis-angle representation.
                Toolbox.GetAxisAngleFromQuaternion(ref error, out axis, out angle);

                //Scale the axis by the desired velocity if the angle is sufficiently large (epsilon).
                if (angle > Toolbox.BigEpsilon)
                {
                    float velocity = -(MathHelper.Min(settings.servo.baseCorrectiveSpeed, angle / dt) + angle * errorReduction);

                    biasVelocity.X = axis.X * velocity;
                    biasVelocity.Y = axis.Y * velocity;
                    biasVelocity.Z = axis.Z * velocity;


                    //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
                {
                    biasVelocity.X = 0;
                    biasVelocity.Y = 0;
                    biasVelocity.Z = 0;
                }
            }
            else
            {
                usedSoftness = settings.velocityMotor.softness / dt;
                angle = 0; //Zero out the error;
                Matrix3x3 transform = basis.WorldTransform;
                Matrix3x3.Transform(ref settings.velocityMotor.goalVelocity, ref transform, out biasVelocity);
            }

            //Compute effective mass
            Matrix3x3.Add(ref connectionA.inertiaTensorInverse, ref connectionB.inertiaTensorInverse, out effectiveMassMatrix);
            effectiveMassMatrix.M11 += usedSoftness;
            effectiveMassMatrix.M22 += usedSoftness;
            effectiveMassMatrix.M33 += usedSoftness;
            Matrix3x3.Invert(ref effectiveMassMatrix, out effectiveMassMatrix);

            //Update the maximum force
            ComputeMaxForces(settings.maximumForce, dt);


           
        }