BEPUphysics.Constraints.TwoEntity.Joints.BallSocketJoint.Update C# (CSharp) Method

Update() public method

Calculates necessary information for velocity solving. Called by preStep(float dt)
public Update ( float dt ) : void
dt float Time in seconds since the last update.
return void
        public override void Update(float dt)
        {
            Matrix3x3.Transform(ref localAnchorA, ref connectionA.orientationMatrix, out worldOffsetA);
            Matrix3x3.Transform(ref localAnchorB, ref connectionB.orientationMatrix, out worldOffsetB);


            float errorReductionParameter;
            springSettings.ComputeErrorReductionAndSoftness(dt, out errorReductionParameter, out softness);

            //Mass Matrix
            Matrix3x3 k;
            Matrix3x3 linearComponent;
            Matrix3x3.CreateCrossProduct(ref worldOffsetA, out rACrossProduct);
            Matrix3x3.CreateCrossProduct(ref worldOffsetB, out rBCrossProduct);
            if (connectionA.isDynamic && connectionB.isDynamic)
            {
                Matrix3x3.CreateScale(connectionA.inverseMass + connectionB.inverseMass, out linearComponent);
                Matrix3x3 angularComponentA, angularComponentB;
                Matrix3x3.Multiply(ref rACrossProduct, ref connectionA.inertiaTensorInverse, out angularComponentA);
                Matrix3x3.Multiply(ref rBCrossProduct, ref connectionB.inertiaTensorInverse, out angularComponentB);
                Matrix3x3.Multiply(ref angularComponentA, ref rACrossProduct, out angularComponentA);
                Matrix3x3.Multiply(ref angularComponentB, ref rBCrossProduct, out angularComponentB);
                Matrix3x3.Subtract(ref linearComponent, ref angularComponentA, out k);
                Matrix3x3.Subtract(ref k, ref angularComponentB, out k);
            }
            else if (connectionA.isDynamic && !connectionB.isDynamic)
            {
                Matrix3x3.CreateScale(connectionA.inverseMass, out linearComponent);
                Matrix3x3 angularComponentA;
                Matrix3x3.Multiply(ref rACrossProduct, ref connectionA.inertiaTensorInverse, out angularComponentA);
                Matrix3x3.Multiply(ref angularComponentA, ref rACrossProduct, out angularComponentA);
                Matrix3x3.Subtract(ref linearComponent, ref angularComponentA, out k);
            }
            else if (!connectionA.isDynamic && connectionB.isDynamic)
            {
                Matrix3x3.CreateScale(connectionB.inverseMass, out linearComponent);
                Matrix3x3 angularComponentB;
                Matrix3x3.Multiply(ref rBCrossProduct, ref connectionB.inertiaTensorInverse, out angularComponentB);
                Matrix3x3.Multiply(ref angularComponentB, ref rBCrossProduct, out angularComponentB);
                Matrix3x3.Subtract(ref linearComponent, ref angularComponentB, out k);
            }
            else
            {
                throw new InvalidOperationException("Cannot constrain two kinematic bodies.");
            }
            k.M11 += softness;
            k.M22 += softness;
            k.M33 += softness;
            Matrix3x3.Invert(ref k, out massMatrix);

            Vector3.Add(ref connectionB.position, ref worldOffsetB, out error);
            Vector3.Subtract(ref error, ref connectionA.position, out error);
            Vector3.Subtract(ref error, ref worldOffsetA, out error);


            Vector3.Multiply(ref error, -errorReductionParameter, out biasVelocity);

            //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;
                biasVelocity.Z *= multiplier;
            }

   
        }