Constrains two entities so that one has a point that stays on a line defined by the other.
Inheritance: BEPUphysics.Constraints.TwoEntity.Joints.Joint, I2DImpulseConstraintWithError, I2DJacobianConstraint
 /// <summary>
 /// Constructs a new constraint which restricts two degrees of linear freedom and two degrees of angular freedom between two entities.
 /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
 /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
 /// </summary>
 public LineSliderJoint()
 {
     IsActive = false;
     PointOnLineJoint = new PointOnLineJoint();
     AngularJoint = new RevoluteAngularJoint();
     Limit = new LinearAxisLimit();
     Motor = new LinearAxisMotor();
     Add(PointOnLineJoint);
     Add(AngularJoint);
     Add(Limit);
     Add(Motor);
 }
        /// <summary>
        /// Constructs a new constraint which restricts two degrees of linear freedom and all three degrees of angular freedom.
        /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
        /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
        /// </summary>
        public PrismaticJoint()
        {
            IsActive = false;
            PointOnLineJoint = new PointOnLineJoint();
            AngularJoint = new NoRotationJoint();
            Limit = new LinearAxisLimit();
            Motor = new LinearAxisMotor();

            Add(PointOnLineJoint);
            Add(AngularJoint);
            Add(Limit);
            Add(Motor);
        }
 /// <summary>
 /// Constructs a new constraint which restricts two degrees of linear freedom and all three degrees of angular freedom.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 /// <param name="lineAnchor">Location of the anchor for the line to be attached to connectionA in world space.</param>
 /// <param name="lineDirection">Axis in world space to be attached to connectionA along which connectionB can move.</param>
 /// <param name="pointAnchor">Location of the anchor for the point to be attached to connectionB in world space.</param>
 public PrismaticJoint(Entity connectionA, Entity connectionB, Vector3 lineAnchor, Vector3 lineDirection, Vector3 pointAnchor)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     PointOnLineJoint = new PointOnLineJoint(connectionA, connectionB, lineAnchor, lineDirection, pointAnchor);
     AngularJoint = new NoRotationJoint(connectionA, connectionB);
     Limit = new LinearAxisLimit(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection, 0, 0);
     Motor = new LinearAxisMotor(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection);
     Limit.IsActive = false;
     Motor.IsActive = false;
     Add(PointOnLineJoint);
     Add(AngularJoint);
     Add(Limit);
     Add(Motor);
 }
Beispiel #4
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 /// <summary>
 /// Constructs a new constraint which restricts two degrees of linear freedom and two degrees of angular freedom between two entities.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 /// <param name="lineAnchor">Location of the anchor for the line to be attached to connectionA in world space.</param>
 /// <param name="lineDirection">Axis in world space to be attached to connectionA along which connectionB can move and rotate.</param>
 /// <param name="pointAnchor">Location of the anchor for the point to be attached to connectionB in world space.</param>
 public LineSliderJoint(Entity connectionA, Entity connectionB, System.Numerics.Vector3 lineAnchor, System.Numerics.Vector3 lineDirection, System.Numerics.Vector3 pointAnchor)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     PointOnLineJoint = new PointOnLineJoint(connectionA, connectionB, lineAnchor, lineDirection, pointAnchor);
     AngularJoint = new RevoluteAngularJoint(connectionA, connectionB, lineDirection);
     Limit = new LinearAxisLimit(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection, 0, 0);
     Motor = new LinearAxisMotor(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection);
     Limit.IsActive = false;
     Motor.IsActive = false;
     Add(PointOnLineJoint);
     Add(AngularJoint);
     Add(Limit);
     Add(Motor);
 }
Beispiel #5
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public DogbotDemo(DemosGame game)
            : base(game)
        {
            Entity body = new Box(new Vector3(0, 0, 0), 4, 2, 2, 20);
            Space.Add(body);

            Entity head = new Cone(body.Position + new Vector3(3.2f, .3f, 0), 1.5f, .7f, 4);
            head.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            Space.Add(head);

            //Attach the head to the body
            var universalJoint = new UniversalJoint(body, head, head.Position + new Vector3(-.8f, 0, 0));
            Space.Add(universalJoint);
            //Keep the head from swinging around too much.
            var angleLimit = new SwingLimit(body, head, Vector3.Right, Vector3.Right, MathHelper.PiOver4);
            Space.Add(angleLimit);

            var tail = new Box(body.Position + new Vector3(-3f, 1f, 0), 1.6f, .1f, .1f, 4);
            Space.Add(tail);
            //Keep the tail from twisting itself off.
            universalJoint = new UniversalJoint(body, tail, tail.Position + new Vector3(.8f, 0, 0));
            Space.Add(universalJoint);

            //Give 'em some floppy ears.
            var ear = new Box(head.Position + new Vector3(-.2f, 0, -.65f), .01f, .7f, .2f, 1);
            Space.Add(ear);

            var ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, -.65f));
            Space.Add(ballSocketJoint);

            ear = new Box(head.Position + new Vector3(-.2f, 0, .65f), .01f, .7f, .3f, 1);
            Space.Add(ear);

            ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, .65f));
            Space.Add(ballSocketJoint);

            Box arm;
            Cylinder shoulder;
            PointOnLineJoint pointOnLineJoint;

            //*************  First Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            var axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Second Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //*************  Third Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Fourth Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //Add some ground.
            Space.Add(new Box(new Vector3(0, -3.5f, 0), 20f, 1, 20f));

            game.Camera.Position = new Vector3(0, 2, 20);
        }
        void AddBackWheel(Vector3 wheelOffset, Entity body)
        {
            var wheel = new Cylinder(body.Position + wheelOffset, .4f, .5f, 5f);
            wheel.Material.KineticFriction = 2.5f;
            wheel.Material.StaticFriction = 3.5f;
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(wheel, body, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            var pointOnLineJoint = new PointOnLineJoint(body, wheel, wheel.Position, Vector3.Down, wheel.Position);
            var suspensionLimit = new LinearAxisLimit(body, wheel, wheel.Position, wheel.Position, Vector3.Down, -1, 0);
            //This linear axis motor will give the suspension its springiness by pushing the wheels outward.
            var suspensionSpring = new LinearAxisMotor(body, wheel, wheel.Position, wheel.Position, Vector3.Down);
            suspensionSpring.Settings.Mode = MotorMode.Servomechanism;
            suspensionSpring.Settings.Servo.Goal = 0;
            suspensionSpring.Settings.Servo.SpringSettings.Stiffness = 300;
            suspensionSpring.Settings.Servo.SpringSettings.Damping = 70;

            var revoluteAngularJoint = new RevoluteAngularJoint(body, wheel, Vector3.Right);

            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(pointOnLineJoint);
            Space.Add(suspensionLimit);
            Space.Add(suspensionSpring);
            Space.Add(revoluteAngularJoint);
        }
        Entity AddDriveWheel(Vector3 wheelOffset, Entity body, out RevoluteMotor drivingMotor, out RevoluteMotor steeringMotor)
        {
            var wheel = new Cylinder(body.Position + wheelOffset, .4f, .5f, 5f);
            wheel.Material.KineticFriction = 2.5f;
            wheel.Material.StaticFriction = 3.5f;
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(wheel, body, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            var pointOnLineJoint = new PointOnLineJoint(body, wheel, wheel.Position, Vector3.Down, wheel.Position);
            var suspensionLimit = new LinearAxisLimit(body, wheel, wheel.Position, wheel.Position, Vector3.Down, -1, 0);
            //This linear axis motor will give the suspension its springiness by pushing the wheels outward.
            var suspensionSpring = new LinearAxisMotor(body, wheel, wheel.Position, wheel.Position, Vector3.Down);
            suspensionSpring.Settings.Mode = MotorMode.Servomechanism;
            suspensionSpring.Settings.Servo.Goal = 0;
            suspensionSpring.Settings.Servo.SpringSettings.Stiffness = 300;
            suspensionSpring.Settings.Servo.SpringSettings.Damping = 70;

            var swivelHingeAngularJoint = new SwivelHingeAngularJoint(body, wheel, Vector3.Up, Vector3.Right);
            //Motorize the wheel.
            drivingMotor = new RevoluteMotor(body, wheel, Vector3.Left);
            drivingMotor.Settings.VelocityMotor.Softness = .3f;
            drivingMotor.Settings.MaximumForce = 100;
            //Let it roll when the user isn't giving specific commands.
            drivingMotor.IsActive = false;
            steeringMotor = new RevoluteMotor(body, wheel, Vector3.Up);
            steeringMotor.Settings.Mode = MotorMode.Servomechanism;
            //The constructor makes a guess about how to set up the constraint.
            //It can't always be right since it doesn't have all the information;
            //in this case, it chooses the basis and test axis incorrectly.
            //This leads to a 'flipping' behavior when the wheel is rolling
            //(the test axis is 'rolling' with the wheel, and passes over
            //a singularity which causes a flip).

            //To fix this, we configure the constraint directly.
            //The basis is aligned with how the wheel is set up; we choose 'up' as 
            //the motorized axis, and right/forward to define the angle measurement plane.
            //The test axis is set to be perpendicular to the wheel's rotation so that
            //it only measures the steering angle.

            //If you're curious, the angle measurement is just a Math.Atan2.
            //The current world test axis is dotted against the two plane axes (Right and Forward here).
            //This gives an x and y value.  These can be plugged into Atan2 just like when
            //you compute an angle on a normal 2d graph.
            steeringMotor.Basis.SetWorldAxes(Vector3.Up, Vector3.Right);
            steeringMotor.TestAxis = Vector3.Right;

            steeringMotor.Settings.Servo.BaseCorrectiveSpeed = 5;


            //The revolute motor is weaker than some other types of constraints and maintaining a goal in the presence of extremely fast rotation and integration issues.
            //Laying a revolute limit on top of it can help mitigate the problem.
            var steeringConstraint = new RevoluteLimit(body, wheel, Vector3.Up, Vector3.Right, -maximumTurnAngle, maximumTurnAngle);

    
            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(pointOnLineJoint);
            Space.Add(suspensionLimit);
            Space.Add(suspensionSpring);
            Space.Add(swivelHingeAngularJoint);
            Space.Add(drivingMotor);
            Space.Add(steeringMotor); 
            Space.Add(steeringConstraint);

            return wheel;
        }
        public JointLimitTestDemo(DemosGame game)
            : base(game)
        {
            float bounciness = 1;
            float baseMass = 100;
            float armMass = 10;
            //DistanceLimit
            Box boxA = new Box(new Vector3(-21, 4, 0), 3, 3, 3, baseMass);
            Box boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var distanceLimit = new DistanceLimit(boxA, boxB, boxA.Position, boxB.Position - new Vector3(0, 2, 0), 1, 6);
            distanceLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(distanceLimit);

            //EllipseSwingLimit
            boxA = new Box(new Vector3(-14, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var ellipseSwingLimit = new EllipseSwingLimit(boxA, boxB, Vector3.Up, MathHelper.Pi / 1.5f, MathHelper.Pi / 3);
            ellipseSwingLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(ellipseSwingLimit);

            //LinearAxisLimit
            boxA = new Box(new Vector3(-7, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var pointOnLineJoint = new PointOnLineJoint(boxA, boxB, boxA.Position, Vector3.Up, boxB.Position + new Vector3(0, -2, 0));
            var linearAxisLimit = new LinearAxisLimit(boxA, boxB, boxA.Position, boxB.Position + new Vector3(0, -2, 0), Vector3.Up, 0, 4);
            linearAxisLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(pointOnLineJoint);
            Space.Add(linearAxisLimit);

            //RevoluteLimit
            boxA = new Box(new Vector3(0, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var revoluteAngularJoint = new RevoluteAngularJoint(boxA, boxB, Vector3.Forward);
            var revoluteLimit = new RevoluteLimit(boxA, boxB, Vector3.Forward, Vector3.Up, -MathHelper.PiOver4, MathHelper.PiOver4);
            revoluteLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);
            Space.Add(revoluteLimit);

            //SwingLimit
            boxA = new Box(new Vector3(7, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var swingLimit = new SwingLimit(boxA, boxB, Vector3.Up, Vector3.Up, MathHelper.PiOver4);
            swingLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(swingLimit);

            //TwistLimit
            boxA = new Box(new Vector3(14, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            revoluteAngularJoint = new RevoluteAngularJoint(boxA, boxB, Vector3.Up);
            var twistLimit = new TwistLimit(boxA, boxB, Vector3.Up, Vector3.Up, -MathHelper.PiOver4, MathHelper.PiOver4);
            twistLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);
            Space.Add(twistLimit);

            Space.Add(new Box(new Vector3(0, 0, 0), 60, 1, 60));
            game.Camera.Position = new Vector3(0, 6, 15);
        }
        void jointDemo()
        {
            BepuEntity e1;
            BepuEntity e2;
            Joint joint;

            // Ball & socket joint
            e1 = createBox(new Vector3(20, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(20, 5, -10), 1, 1, 5);
            joint = new BallSocketJoint(e1.body, e2.body, new Vector3(20, 5, -15));
            space.Add(joint);

            // Hinge
            e1 = createBox(new Vector3(30, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(30, 5, -10), 1, 1, 5);

            RevoluteJoint hinge = new RevoluteJoint(e1.body, e2.body, new Vector3(20, 5, -15), new Vector3(1, 0, 0));
            space.Add(hinge);

            // Universal
            e1 = createBox(new Vector3(40, 5, -20), 1, 1, 5);

            e2 = createBox(new Vector3(40, 5, -10), 1, 1, 5);

            UniversalJoint uni = new UniversalJoint(e1.body, e2.body, new Vector3(40, 5, -15));
            space.Add(uni);

            // Weld Joint
            e1 = createBox(new Vector3(50, 5, -20), 1, 1, 5);
            e2 = createBox(new Vector3(50, 5, -10), 1, 1, 5);

            WeldJoint weld = new WeldJoint(e1.body, e2.body);
            space.Add(weld);

            // PointOnLine Joint
            // create the line
            e1 = createBox(new Vector3(60, 5, -20), 1, 1, 5);
            e1.body.BecomeKinematic();
            e2 = createBox(new Vector3(60, 10, -10), 1, 1, 1);
            PointOnLineJoint pol = new PointOnLineJoint(e1.body, e2.body, new Vector3(60, 5, -20), new Vector3(0, 0, -1), new Vector3(60, 5, -10));
            space.Add(pol);
        }
        public TreadSegment(Vector3 segmentPosition, Entity body, TreadSegmentDescription treadSegmentDescription)
        {
            Entity = new Cylinder(segmentPosition, treadSegmentDescription.Width, treadSegmentDescription.Radius, treadSegmentDescription.Mass);

            Entity.Material.KineticFriction = treadSegmentDescription.Friction;
            Entity.Material.StaticFriction = treadSegmentDescription.Friction;
            Entity.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(Entity, body, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            SuspensionAxisJoint = new PointOnLineJoint(body, Entity, Entity.Position, Vector3.Down, Entity.Position);
            SuspensionLengthLimit = new LinearAxisLimit(body, Entity, Entity.Position, Entity.Position, Vector3.Down, -treadSegmentDescription.SuspensionLength, 0);
            //This linear axis motor will give the suspension its springiness by pushing the wheels outward.
            SuspensionSpring = new LinearAxisMotor(body, Entity, Entity.Position, Entity.Position, Vector3.Down);
            SuspensionSpring.Settings.Mode = MotorMode.Servomechanism;
            SuspensionSpring.Settings.Servo.Goal = 0;
            SuspensionSpring.Settings.Servo.SpringSettings.Stiffness = treadSegmentDescription.SuspensionStiffness;
            SuspensionSpring.Settings.Servo.SpringSettings.Damping = treadSegmentDescription.SuspensionDamping;

            SuspensionAngularJoint = new RevoluteAngularJoint(body, Entity, Vector3.Right);
            //Make the joint extremely rigid.  There are going to be extreme conditions when the wheels get up to speed;
            //we don't want the forces involved to torque the wheel off the frame!
            SuspensionAngularJoint.SpringSettings.Damping *= Entity.Mass * 50;
            SuspensionAngularJoint.SpringSettings.Stiffness *= Entity.Mass * 50;
            //Motorize the wheel.
            Motor = new RevoluteMotor(body, Entity, Vector3.Left);
            Motor.Settings.VelocityMotor.Softness = treadSegmentDescription.MotorSoftness;
            Motor.Settings.MaximumForce = treadSegmentDescription.MotorMaximumForce;

        }