Example #1
0
        public void Initialise(Body body, ReferenceFrame frame, Vector3?vel, Vector3?angVel)
        {
            this.body  = body;
            this.frame = frame;

            doVel    = vel != null;
            doAngVel = angVel != null;

            if (doVel)
            {
                targetVel = (Vector3)vel;
            }
            if (doAngVel)
            {
                targetAngVel = (Vector3)angVel;
            }

            if (body != null)
            {
                vel    = body.Velocity;
                angVel = body.AngularVelocity;
            }
            else
            {
                vel    = Vector3.Zero;
                angVel = Vector3.Zero;
            }

            velRate    = Vector3.Zero;
            angVelRate = Vector3.Zero;

            body?.AddConstraint(this);
        }
Example #2
0
        public void Initialise(Body body, Vector3 pointOnBody, Vector3 worldPosition)
        {
            Body               = body;
            this.pointOnBody   = pointOnBody;
            this.worldPosition = worldPosition;

            body?.AddConstraint(this);
        }
        /// <summary>
        /// Initialise
        /// </summary>
        /// <param name="body"></param>
        /// <param name="pointOnBody"></param>
        /// <param name="worldPosition"></param>
        public void Initialise(Body body, Vector3 pointOnBody, Vector3 worldPosition)
        {
            this.body          = body;
            this.pointOnBody   = pointOnBody;
            this.worldPosition = worldPosition;

            if (body != null)
            {
                body.AddConstraint(this);
            }
        }
Example #4
0
        public void Initialise(Body body0, Vector3 body0Pos, Body body1, Vector3 body1Pos, float allowedDistance, float timescale)
        {
            this.body0Pos = body0Pos;
            this.body1Pos = body1Pos;
            this.body0    = body0;
            this.body1    = body1;

            this.allowedDistance = allowedDistance;
            this.timescale       = timescale;

            if (timescale < JiggleMath.Epsilon)
            {
                timescale = JiggleMath.Epsilon;
            }

            body0?.AddConstraint(this);
            body1?.AddConstraint(this);
        }
Example #5
0
        public void Initialise(Body body, ReferenceFrame frame, Vector3? vel, Vector3? angVel)
        {
            this.body = body;
            this.frame = frame;

            this.doVel = (vel != null);
            this.doAngVel = (angVel != null);

            if (doVel) targetVel = (Vector3)vel;
            if (doAngVel) targetAngVel = (Vector3)angVel;

            if (body != null)
            {
                vel = body.Velocity;
                angVel = body.AngularVelocity;
            }
            else
            {
                vel = Vector3.Zero;
                angVel = Vector3.Zero;
            }

            velRate = Vector3.Zero;
            angVelRate = Vector3.Zero;

            if (body != null)
                body.AddConstraint(this);
        }
        public void Initialise(Body body0, Vector3 body0Pos, Body body1, Vector3 body1Pos, float allowedDistance, float timescale)
        {
            this.body0Pos = body0Pos;
            this.body1Pos = body1Pos;
            this.body0 = body0;
            this.body1 = body1;

            this.allowedDistance = allowedDistance;
            this.timescale = timescale;

            if (timescale < JiggleMath.Epsilon)
                timescale = JiggleMath.Epsilon;

            if (body0 != null) body0.AddConstraint(this);
            if (body1 != null) body1.AddConstraint(this);
        }
        public void Initialise(Body body, Vector3 pointOnBody, Vector3 worldPosition)
        {
            this.body = body;
            this.pointOnBody = pointOnBody;
            this.worldPosition = worldPosition;

            if (body!=null) body.AddConstraint(this);
        }