Struct AngularHingeFunctions
- Namespace
 - BepuPhysics.Constraints
 
- Assembly
 - BepuPhysics.dll
 
public struct AngularHingeFunctions : ITwoBodyConstraintFunctions<AngularHingePrestepData, Vector2Wide>
  - 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
GetErrorAngles(in Vector3Wide, in Vector3Wide, in Matrix2x3Wide, out Vector2Wide)
public static void GetErrorAngles(in Vector3Wide hingeAxisA, in Vector3Wide hingeAxisB, in Matrix2x3Wide jacobianA, out Vector2Wide errorAngles)
  Parameters
hingeAxisAVector3WidehingeAxisBVector3WidejacobianAMatrix2x3WideerrorAnglesVector2Wide
IncrementallyUpdateForSubstep(in Vector<float>, in BodyVelocityWide, in BodyVelocityWide, ref AngularHingePrestepData)
public static void IncrementallyUpdateForSubstep(in Vector<float> dt, in BodyVelocityWide wsvA, in BodyVelocityWide wsvB, ref AngularHingePrestepData prestepData)
  Parameters
dtVector<float>wsvABodyVelocityWidewsvBBodyVelocityWideprestepDataAngularHingePrestepData
Solve(in Vector3Wide, in QuaternionWide, in BodyInertiaWide, in Vector3Wide, in QuaternionWide, in BodyInertiaWide, float, float, ref AngularHingePrestepData, ref Vector2Wide, 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 AngularHingePrestepData prestep, ref Vector2Wide accumulatedImpulses, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
positionAVector3WideorientationAQuaternionWideinertiaABodyInertiaWidepositionBVector3WideorientationBQuaternionWideinertiaBBodyInertiaWidedtfloatinverseDtfloatprestepAngularHingePrestepDataaccumulatedImpulsesVector2WidewsvABodyVelocityWidewsvBBodyVelocityWide
WarmStart(in Vector3Wide, in QuaternionWide, in BodyInertiaWide, in Vector3Wide, in QuaternionWide, in BodyInertiaWide, ref AngularHingePrestepData, ref Vector2Wide, 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 AngularHingePrestepData prestep, ref Vector2Wide accumulatedImpulses, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
positionAVector3WideorientationAQuaternionWideinertiaABodyInertiaWidepositionBVector3WideorientationBQuaternionWideinertiaBBodyInertiaWideprestepAngularHingePrestepDataaccumulatedImpulsesVector2WidewsvABodyVelocityWidewsvBBodyVelocityWide