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StateControl.cs
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using FixMath.NET;
using BEPUutilities;
namespace BEPUik
{
/// <summary>
/// Constrains an individual bone in an attempt to reach some position and orientation goal.
/// </summary>
public class StateControl : Control
{
/// <summary>
/// Gets or sets the controlled bone.
/// </summary>
public override Bone TargetBone
{
get { return LinearMotor.TargetBone; }
set
{
LinearMotor.TargetBone = value;
AngularMotor.TargetBone = value;
if (value != null)
AngularMotor.TargetOrientation = value.Orientation;
}
}
/// <summary>
/// Gets the linear motor used by the control.
/// </summary>
public SingleBoneLinearMotor LinearMotor
{
get;
private set;
}
/// <summary>
/// Gets the angular motor used by the control.
/// </summary>
public SingleBoneAngularMotor AngularMotor
{
get;
private set;
}
public StateControl()
{
LinearMotor = new SingleBoneLinearMotor();
AngularMotor = new SingleBoneAngularMotor();
LinearMotor.Rigidity = F64.C1;
AngularMotor.Rigidity = F64.C1;
}
protected internal override void Preupdate(Fix64 dt, Fix64 updateRate)
{
LinearMotor.Preupdate(dt, updateRate);
AngularMotor.Preupdate(dt, updateRate);
}
protected internal override void UpdateJacobiansAndVelocityBias()
{
LinearMotor.UpdateJacobiansAndVelocityBias();
AngularMotor.UpdateJacobiansAndVelocityBias();
}
protected internal override void ComputeEffectiveMass()
{
LinearMotor.ComputeEffectiveMass();
AngularMotor.ComputeEffectiveMass();
}
protected internal override void WarmStart()
{
LinearMotor.WarmStart();
AngularMotor.WarmStart();
}
protected internal override void SolveVelocityIteration()
{
LinearMotor.SolveVelocityIteration();
AngularMotor.SolveVelocityIteration();
}
protected internal override void ClearAccumulatedImpulses()
{
LinearMotor.ClearAccumulatedImpulses();
AngularMotor.ClearAccumulatedImpulses();
}
public override Fix64 MaximumForce
{
get { return LinearMotor.MaximumForce; }
set
{
LinearMotor.MaximumForce = value;
AngularMotor.MaximumForce = value;
}
}
}
}