BEPUphysics.Vehicle.WheelSuspension.ApplyImpulse C# (CSharp) Метод

ApplyImpulse() приватный Метод

private ApplyImpulse ( ) : float
Результат float
        internal float ApplyImpulse()
        {
            //Compute relative velocity
            float lambda = (RelativeVelocity 
                            + bias //Add in position correction
                            + softness * accumulatedImpulse) //Add in squishiness
                           * velocityToImpulse; //convert to impulse


            //Clamp accumulated impulse
            float previousAccumulatedImpulse = accumulatedImpulse;
            accumulatedImpulse = MathHelper.Clamp(accumulatedImpulse + lambda, -maximumSpringForce, 0);
            lambda = accumulatedImpulse - previousAccumulatedImpulse;

            //Apply the impulse
#if !WINDOWS
            Vector3 linear = new Vector3();
            Vector3 angular = new Vector3();
#else
            Vector3 linear, angular;
#endif
            linear.X = lambda * linearAX;
            linear.Y = lambda * linearAY;
            linear.Z = lambda * linearAZ;
            if (vehicleEntity.isDynamic)
            {
                angular.X = lambda * angularAX;
                angular.Y = lambda * angularAY;
                angular.Z = lambda * angularAZ;
                vehicleEntity.ApplyLinearImpulse(ref linear);
                vehicleEntity.ApplyAngularImpulse(ref angular);
            }
            if (supportIsDynamic)
            {
                linear.X = -linear.X;
                linear.Y = -linear.Y;
                linear.Z = -linear.Z;
                angular.X = lambda * angularBX;
                angular.Y = lambda * angularBY;
                angular.Z = lambda * angularBZ;
                supportEntity.ApplyLinearImpulse(ref linear);
                supportEntity.ApplyAngularImpulse(ref angular);
            }

            return lambda;
        }

Usage Example

Пример #1
0
        /// <summary>
        /// Applies impulses and returns whether or not this wheel should be updated more.
        /// </summary>
        /// <returns>Whether not the wheel is done updating for the frame.</returns>
        internal bool ApplyImpulse()
        {
            int numActiveConstraints = 0;

            if (suspension.isActive)
            {
                if (++suspension.solverSettings.currentIterations <= suspension.solverSettings.maximumIterations)
                {
                    if (Math.Abs(suspension.ApplyImpulse()) < suspension.solverSettings.minimumImpulse)
                    {
                        suspension.numIterationsAtZeroImpulse++;
                        if (suspension.numIterationsAtZeroImpulse > suspension.solverSettings.minimumIterations)
                        {
                            suspension.isActive = false;
                        }
                        else
                        {
                            numActiveConstraints++;
                            suspension.numIterationsAtZeroImpulse = 0;
                        }
                    }
                    else
                    {
                        numActiveConstraints++;
                        suspension.numIterationsAtZeroImpulse = 0;
                    }
                }
                else
                {
                    suspension.isActive = false;
                }
            }
            if (slidingFriction.isActive)
            {
                if (++slidingFriction.solverSettings.currentIterations <= suspension.solverSettings.maximumIterations)
                {
                    if (Math.Abs(slidingFriction.ApplyImpulse()) < slidingFriction.solverSettings.minimumImpulse)
                    {
                        slidingFriction.numIterationsAtZeroImpulse++;
                        if (slidingFriction.numIterationsAtZeroImpulse > slidingFriction.solverSettings.minimumIterations)
                        {
                            slidingFriction.isActive = false;
                        }
                        else
                        {
                            numActiveConstraints++;
                            slidingFriction.numIterationsAtZeroImpulse = 0;
                        }
                    }
                    else
                    {
                        numActiveConstraints++;
                        slidingFriction.numIterationsAtZeroImpulse = 0;
                    }
                }
                else
                {
                    slidingFriction.isActive = false;
                }
            }
            if (drivingMotor.isActive)
            {
                if (++drivingMotor.solverSettings.currentIterations <= suspension.solverSettings.maximumIterations)
                {
                    if (Math.Abs(drivingMotor.ApplyImpulse()) < drivingMotor.solverSettings.minimumImpulse)
                    {
                        drivingMotor.numIterationsAtZeroImpulse++;
                        if (drivingMotor.numIterationsAtZeroImpulse > drivingMotor.solverSettings.minimumIterations)
                        {
                            drivingMotor.isActive = false;
                        }
                        else
                        {
                            numActiveConstraints++;
                            drivingMotor.numIterationsAtZeroImpulse = 0;
                        }
                    }
                    else
                    {
                        numActiveConstraints++;
                        drivingMotor.numIterationsAtZeroImpulse = 0;
                    }
                }
                else
                {
                    drivingMotor.isActive = false;
                }
            }
            if (brake.isActive)
            {
                if (++brake.solverSettings.currentIterations <= suspension.solverSettings.maximumIterations)
                {
                    if (Math.Abs(brake.ApplyImpulse()) < brake.solverSettings.minimumImpulse)
                    {
                        brake.numIterationsAtZeroImpulse++;
                        if (brake.numIterationsAtZeroImpulse > brake.solverSettings.minimumIterations)
                        {
                            brake.isActive = false;
                        }
                        else
                        {
                            numActiveConstraints++;
                            brake.numIterationsAtZeroImpulse = 0;
                        }
                    }
                    else
                    {
                        numActiveConstraints++;
                        brake.numIterationsAtZeroImpulse = 0;
                    }
                }
                else
                {
                    brake.isActive = false;
                }
            }

            return(numActiveConstraints > 0);
        }