Struct AngularAxisMotorFunctions
- Namespace
- BepuPhysics.Constraints
- Assembly
- BepuPhysics.dll
public struct AngularAxisMotorFunctions : ITwoBodyConstraintFunctions<AngularAxisMotorPrestepData, Vector<float>>
- Implements
- Inherited Members
Properties
RequiresIncrementalSubstepUpdates
Gets whether this constraint type requires incremental updates for each substep taken beyond the first.
public static bool RequiresIncrementalSubstepUpdates { get; }
Property Value
Methods
ApplyImpulse(in Vector3Wide, in Vector3Wide, in Vector<float>, ref Vector3Wide, ref Vector3Wide)
public static void ApplyImpulse(in Vector3Wide impulseToVelocityA, in Vector3Wide negatedImpulseToVelocityB, in Vector<float> csi, ref Vector3Wide angularVelocityA, ref Vector3Wide angularVelocityB)
Parameters
impulseToVelocityA
Vector3WidenegatedImpulseToVelocityB
Vector3Widecsi
Vector<float>angularVelocityA
Vector3WideangularVelocityB
Vector3Wide
IncrementallyUpdateForSubstep(in Vector<float>, in BodyVelocityWide, in BodyVelocityWide, ref AngularAxisMotorPrestepData)
public static void IncrementallyUpdateForSubstep(in Vector<float> dt, in BodyVelocityWide wsvA, in BodyVelocityWide wsvB, ref AngularAxisMotorPrestepData prestepData)
Parameters
dt
Vector<float>wsvA
BodyVelocityWidewsvB
BodyVelocityWideprestepData
AngularAxisMotorPrestepData
Solve(in Vector3Wide, in QuaternionWide, in BodyInertiaWide, in Vector3Wide, in QuaternionWide, in BodyInertiaWide, float, float, ref AngularAxisMotorPrestepData, ref Vector<float>, ref BodyVelocityWide, ref BodyVelocityWide)
public static void Solve(in Vector3Wide positionA, in QuaternionWide orientationA, in BodyInertiaWide inertiaA, in Vector3Wide positionB, in QuaternionWide orientationB, in BodyInertiaWide inertiaB, float dt, float inverseDt, ref AngularAxisMotorPrestepData prestep, ref Vector<float> accumulatedImpulses, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
Parameters
positionA
Vector3WideorientationA
QuaternionWideinertiaA
BodyInertiaWidepositionB
Vector3WideorientationB
QuaternionWideinertiaB
BodyInertiaWidedt
floatinverseDt
floatprestep
AngularAxisMotorPrestepDataaccumulatedImpulses
Vector<float>wsvA
BodyVelocityWidewsvB
BodyVelocityWide
WarmStart(in Vector3Wide, in QuaternionWide, in BodyInertiaWide, in Vector3Wide, in QuaternionWide, in BodyInertiaWide, ref AngularAxisMotorPrestepData, ref Vector<float>, ref BodyVelocityWide, ref BodyVelocityWide)
public static void WarmStart(in Vector3Wide positionA, in QuaternionWide orientationA, in BodyInertiaWide inertiaA, in Vector3Wide positionB, in QuaternionWide orientationB, in BodyInertiaWide inertiaB, ref AngularAxisMotorPrestepData prestep, ref Vector<float> accumulatedImpulses, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
Parameters
positionA
Vector3WideorientationA
QuaternionWideinertiaA
BodyInertiaWidepositionB
Vector3WideorientationB
QuaternionWideinertiaB
BodyInertiaWideprestep
AngularAxisMotorPrestepDataaccumulatedImpulses
Vector<float>wsvA
BodyVelocityWidewsvB
BodyVelocityWide