Struct AngularServoFunctions
- Namespace
- BepuPhysics.Constraints
- Assembly
- BepuPhysics.dll
public struct AngularServoFunctions : ITwoBodyConstraintFunctions<AngularServoPrestepData, Vector3Wide>
- 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(ref Vector3Wide, ref Vector3Wide, in Symmetric3x3Wide, in Symmetric3x3Wide, in Vector3Wide)
public static void ApplyImpulse(ref Vector3Wide angularVelocityA, ref Vector3Wide angularVelocityB, in Symmetric3x3Wide impulseToVelocityA, in Symmetric3x3Wide negatedImpulseToVelocityB, in Vector3Wide csi)
Parameters
angularVelocityA
Vector3WideangularVelocityB
Vector3WideimpulseToVelocityA
Symmetric3x3WidenegatedImpulseToVelocityB
Symmetric3x3Widecsi
Vector3Wide
IncrementallyUpdateForSubstep(in Vector<float>, in BodyVelocityWide, in BodyVelocityWide, ref AngularServoPrestepData)
public static void IncrementallyUpdateForSubstep(in Vector<float> dt, in BodyVelocityWide wsvA, in BodyVelocityWide wsvB, ref AngularServoPrestepData prestepData)
Parameters
dt
Vector<float>wsvA
BodyVelocityWidewsvB
BodyVelocityWideprestepData
AngularServoPrestepData
Solve(in Vector3Wide, in QuaternionWide, in BodyInertiaWide, in Vector3Wide, in QuaternionWide, in BodyInertiaWide, float, float, ref AngularServoPrestepData, ref Vector3Wide, 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 AngularServoPrestepData prestep, ref Vector3Wide accumulatedImpulses, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
Parameters
positionA
Vector3WideorientationA
QuaternionWideinertiaA
BodyInertiaWidepositionB
Vector3WideorientationB
QuaternionWideinertiaB
BodyInertiaWidedt
floatinverseDt
floatprestep
AngularServoPrestepDataaccumulatedImpulses
Vector3WidewsvA
BodyVelocityWidewsvB
BodyVelocityWide
WarmStart(in Vector3Wide, in QuaternionWide, in BodyInertiaWide, in Vector3Wide, in QuaternionWide, in BodyInertiaWide, ref AngularServoPrestepData, ref Vector3Wide, 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 AngularServoPrestepData prestep, ref Vector3Wide accumulatedImpulses, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
Parameters
positionA
Vector3WideorientationA
QuaternionWideinertiaA
BodyInertiaWidepositionB
Vector3WideorientationB
QuaternionWideinertiaB
BodyInertiaWideprestep
AngularServoPrestepDataaccumulatedImpulses
Vector3WidewsvA
BodyVelocityWidewsvB
BodyVelocityWide