PreStep() приватный Метод

private PreStep ( float dt ) : void
dt float
Результат void
Пример #1
0
        internal void PreStep(float dt)
        {
            Matrix.CreateFromAxisAngle(ref suspension.localDirection, shape.steeringAngle, out shape.steeringTransform);
            //Matrix.TransformNormal(ref localForwardDirection, ref shape.steeringTransform, out worldForwardDirection);
            Vector3.Transform(ref localForwardDirection, ref shape.steeringTransform, out worldForwardDirection);
            Matrix3x3.Transform(ref worldForwardDirection, ref Vehicle.Body.orientationMatrix, out worldForwardDirection);
            if (HasSupport)
            {
                Vector3.Subtract(ref supportLocation, ref Vehicle.Body.position, out ra);
                if (supportingEntity != null)
                {
                    Vector3.Subtract(ref supportLocation, ref SupportingEntity.position, out rb);
                }


                //Mind the order of updating!  sliding friction must come before driving force or rolling friction
                //because it computes the sliding direction.

                suspension.isActive = true;
                suspension.numIterationsAtZeroImpulse       = 0;
                suspension.solverSettings.currentIterations = 0;
                slidingFriction.isActive = true;
                slidingFriction.numIterationsAtZeroImpulse       = 0;
                slidingFriction.solverSettings.currentIterations = 0;
                drivingMotor.isActive = true;
                drivingMotor.numIterationsAtZeroImpulse       = 0;
                drivingMotor.solverSettings.currentIterations = 0;
                brake.isActive = true;
                brake.numIterationsAtZeroImpulse       = 0;
                brake.solverSettings.currentIterations = 0;

                suspension.PreStep(dt);
                slidingFriction.PreStep(dt);
                drivingMotor.PreStep(dt);
                brake.PreStep(dt);
            }
            else
            {
                //No support, don't need any solving.
                suspension.isActive      = false;
                slidingFriction.isActive = false;
                drivingMotor.isActive    = false;
                brake.isActive           = false;

                suspension.accumulatedImpulse      = 0;
                slidingFriction.accumulatedImpulse = 0;
                drivingMotor.accumulatedImpulse    = 0;
                brake.accumulatedImpulse           = 0;
            }
        }