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C# FVector2.LengthSquared方法代码示例

本文整理汇总了C#中FVector2.LengthSquared方法的典型用法代码示例。如果您正苦于以下问题:C# FVector2.LengthSquared方法的具体用法?C# FVector2.LengthSquared怎么用?C# FVector2.LengthSquared使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FVector2的用法示例。


在下文中一共展示了FVector2.LengthSquared方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: SolveVelocityConstraints

        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FVector2 vB = data.velocities[_indexB].v;
            float wB = data.velocities[_indexB].w;

            // Cdot = v + cross(w, r)
            FVector2 Cdot = vB + MathUtils.Cross(wB, _rB);
            FVector2 impulse = MathUtils.Mul(ref _mass, -(Cdot + _C + _gamma * _impulse));

            FVector2 oldImpulse = _impulse;
            _impulse += impulse;
            float maxImpulse = data.step.dt * MaxForce;
            if (_impulse.LengthSquared() > maxImpulse * maxImpulse)
            {
                _impulse *= maxImpulse / _impulse.Length();
            }
            impulse = _impulse - oldImpulse;

            vB += _invMassB * impulse;
            wB += _invIB * MathUtils.Cross(_rB, impulse);

            data.velocities[_indexB].v = vB;
            data.velocities[_indexB].w = wB;
        }
开发者ID:pracalic,项目名称:Farseer-Unity3D,代码行数:24,代码来源:FixedMouseJoint.cs

示例2: SolveVelocityConstraints

        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FVector2 vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;
            FVector2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            float h = data.step.dt;

            // Solve angular friction
            {
                float Cdot = wB - wA;
                float impulse = -_angularMass * Cdot;

                float oldImpulse = _angularImpulse;
                float maxImpulse = h * MaxTorque;
                _angularImpulse = MathUtils.Clamp(_angularImpulse + impulse, -maxImpulse, maxImpulse);
                impulse = _angularImpulse - oldImpulse;

                wA -= iA * impulse;
                wB += iB * impulse;
            }

            // Solve linear friction
            {
                FVector2 Cdot = vB + MathUtils.Cross(wB, m_rB) - vA - MathUtils.Cross(wA, m_rA);

                FVector2 impulse = -MathUtils.Mul(ref _linearMass, Cdot);
                FVector2 oldImpulse = _linearImpulse;
                _linearImpulse += impulse;

                float maxImpulse = h * MaxForce;

                if (_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
                {
                    _linearImpulse.Normalize();
                    _linearImpulse *= maxImpulse;
                }

                impulse = _linearImpulse - oldImpulse;

                vA -= mA * impulse;
                wA -= iA * MathUtils.Cross(m_rA, impulse);

                vB += mB * impulse;
                wB += iB * MathUtils.Cross(m_rB, impulse);
            }

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }
开发者ID:pracalic,项目名称:Farseer-Unity3D,代码行数:56,代码来源:FrictionJoint.cs


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