Beispiel #1
0
			public Spring( PointMass end1, PointMass end2, float stiffness, float damping )
			{
				this.end1 = end1;
				this.end2 = end2;
				this.stiffness = stiffness;
				this.damping = damping;
				targetLength = Vector3.Distance( end1.position, end2.position ) * 0.95f;
			}
Beispiel #2
0
        public SpringGrid( Rectangle gridSize, Vector2 spacing )
        {
            _gridSize = gridSize;
            var springList = new List<Spring>();

            // we offset the gridSize location by half-spacing so the padding is applied evenly all around
            gridSize.Location -= spacing.ToPoint();
            gridSize.Width += (int)spacing.X;
            gridSize.Height += (int)spacing.Y;

            var numColumns = (int)( gridSize.Width / spacing.X ) + 1;
            var numRows = (int)( gridSize.Height / spacing.Y ) + 1;
            _points = new PointMass[numColumns, numRows];

            // these fixed points will be used to anchor the grid to fixed positions on the screen
            var fixedPoints = new PointMass[numColumns, numRows];

            // create the point masses
            int column = 0, row = 0;
            for( float y = gridSize.Top; y <= gridSize.Bottom; y += spacing.Y )
            {
                for( float x = gridSize.Left; x <= gridSize.Right; x += spacing.X )
                {
                    _points[column, row] = new PointMass( new Vector3( x, y, 0 ), 1 );
                    fixedPoints[column, row] = new PointMass( new Vector3( x, y, 0 ), 0 );
                    column++;
                }
                row++;
                column = 0;
            }

            // link the point masses with springs
            for( var y = 0; y < numRows; y++ )
            {
                for( var x = 0; x < numColumns; x++ )
                {
                    if( x == 0 || y == 0 || x == numColumns - 1 || y == numRows - 1 ) // anchor the border of the grid
                        springList.Add( new Spring( fixedPoints[x, y], _points[x, y], 0.1f, 0.1f ) );
                    else if( x % 3 == 0 && y % 3 == 0 ) // loosely anchor 1/9th of the point masses
                        springList.Add( new Spring( fixedPoints[x, y], _points[x, y], 0.002f, 0.02f ) );

                    const float stiffness = 0.28f;
                    const float damping = 0.06f;

                    if( x > 0 )
                        springList.Add( new Spring( _points[x - 1, y], _points[x, y], stiffness, damping ) );
                    if( y > 0 )
                        springList.Add( new Spring( _points[x, y - 1], _points[x, y], stiffness, damping ) );
                }
            }

            _springs = springList.ToArray();
        }
Beispiel #3
0
        public Grid(Rectangle size, Vector2 spacing)
        {
            var springList  = new List<Spring>();

            int numColumns = (int)(size.Width / spacing.X) + 1;
            int numRows = (int)(size.Height / spacing.Y) + 1;
            points = new PointMass[numColumns, numRows];

            // these fixed points will be used to anchor the grid to fixed positions on the screen
            PointMass[,] fixedPoints = new PointMass[numColumns, numRows];

            // create the point masses
            int column = 0, row = 0;
            for (float y = size.Top; y <= size.Bottom; y += spacing.Y)
            {
                for (float x = size.Left; x <= size.Right; x += spacing.X)
                {
                    points[column, row] = new PointMass(new Vector3(x, y, 0), 1);
                    fixedPoints[column, row] = new PointMass(new Vector3(x, y, 0), 0);
                    column++;
                }
                row++;
                column = 0;
            }

            // link the point masses with springs
            for (int y = 0; y < numRows; y++)
                for (int x = 0; x < numColumns; x++)
                {
                    if (x == 0 || y == 0 || x == numColumns - 1 || y == numRows - 1)	// anchor the border of the grid
                        springList.Add(new Spring(fixedPoints[x, y], points[x, y], 0.1f, 0.1f));
                    else if (x % 3 == 0 && y % 3 == 0)									// loosely anchor 1/9th of the point masses
                        springList.Add(new Spring(fixedPoints[x, y], points[x, y], 0.002f, 0.02f));

                    const float stiffness = 0.28f;
                    const float damping = 0.06f;

                    if (x > 0)
                        springList.Add(new Spring(points[x - 1, y], points[x, y], stiffness, damping));
                    if (y > 0)
                        springList.Add(new Spring(points[x, y - 1], points[x, y], stiffness, damping));
                }

            springs = springList.ToArray();
        }
Beispiel #4
0
 public RodConstraint(PointMass A, PointMass B, double distance = 0) : base(A, B, distance)
 {
 }
Beispiel #5
0
        /// <summary>Computations that depend on the observed value of vVector__288 and vdouble__864</summary>
        private void Changed_vVector__288_vdouble__864()
        {
            if (this.Changed_vVector__288_vdouble__864_iterationsDone == 1)
            {
                return;
            }
            this.vVector__288_marginal = new PointMass <Vector[]>(this.VVector__288);
            this.vdouble__864_marginal = new DistributionStructArray <Gaussian, double>(5622, delegate(int index288) {
                return(Gaussian.Uniform());
            });
            this.vdouble__864_marginal = Distribution.SetPoint <DistributionStructArray <Gaussian, double>, double[]>(this.vdouble__864_marginal, this.Vdouble__864);
            // The constant 'vVectorGaussian288'
            VectorGaussian vVectorGaussian288 = VectorGaussian.FromNatural(DenseVector.FromArray(new double[3] {
                0.0, 0.0, 0.0
            }), new PositiveDefiniteMatrix(new double[3, 3] {
                { 1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { 0.0, 0.0, 1.0 }
            }));

            this.vVector865_marginal_F = ArrayHelper.MakeUniform <VectorGaussian>(vVectorGaussian288);
            // Message from use of 'vdouble__865'
            DistributionStructArray <Gaussian, double> vdouble__865_use_B = default(DistributionStructArray <Gaussian, double>);

            // Create array for 'vdouble__865_use' Backwards messages.
            vdouble__865_use_B = new DistributionStructArray <Gaussian, double>(5622);
            for (int index288 = 0; index288 < 5622; index288++)
            {
                vdouble__865_use_B[index288] = Gaussian.Uniform();
                // Message to 'vdouble__865_use' from GaussianFromMeanAndVariance factor
                vdouble__865_use_B[index288] = GaussianFromMeanAndVarianceOp.MeanAverageConditional(this.Vdouble__864[index288], 0.1);
            }
            DistributionRefArray <VectorGaussian, Vector> vVector865_rep_B = default(DistributionRefArray <VectorGaussian, Vector>);

            // Create array for 'vVector865_rep' Backwards messages.
            vVector865_rep_B = new DistributionRefArray <VectorGaussian, Vector>(5622);
            for (int index288 = 0; index288 < 5622; index288++)
            {
                vVector865_rep_B[index288] = ArrayHelper.MakeUniform <VectorGaussian>(vVectorGaussian288);
                // Message to 'vVector865_rep' from InnerProduct factor
                vVector865_rep_B[index288] = InnerProductOp.AAverageConditional(vdouble__865_use_B[index288], this.VVector__288[index288], vVector865_rep_B[index288]);
            }
            // Buffer for ReplicateOp_Divide.Marginal<VectorGaussian>
            VectorGaussian vVector865_rep_B_toDef = default(VectorGaussian);

            // Message to 'vVector865_rep' from Replicate factor
            vVector865_rep_B_toDef = ReplicateOp_Divide.ToDefInit <VectorGaussian>(vVectorGaussian288);
            // Message to 'vVector865_rep' from Replicate factor
            vVector865_rep_B_toDef = ReplicateOp_Divide.ToDef <VectorGaussian>(vVector865_rep_B, vVector865_rep_B_toDef);
            // Message to 'vVector865_marginal' from Variable factor
            this.vVector865_marginal_F = VariableOp.MarginalAverageConditional <VectorGaussian>(vVector865_rep_B_toDef, vVectorGaussian288, this.vVector865_marginal_F);
            DistributionStructArray <Gaussian, double> vdouble__865_F = default(DistributionStructArray <Gaussian, double>);

            // Create array for 'vdouble__865' Forwards messages.
            vdouble__865_F = new DistributionStructArray <Gaussian, double>(5622);
            for (int index288 = 0; index288 < 5622; index288++)
            {
                vdouble__865_F[index288] = Gaussian.Uniform();
            }
            DistributionRefArray <VectorGaussian, Vector> vVector865_rep_F = default(DistributionRefArray <VectorGaussian, Vector>);

            // Create array for 'vVector865_rep' Forwards messages.
            vVector865_rep_F = new DistributionRefArray <VectorGaussian, Vector>(5622);
            for (int index288 = 0; index288 < 5622; index288++)
            {
                vVector865_rep_F[index288] = ArrayHelper.MakeUniform <VectorGaussian>(vVectorGaussian288);
            }
            // Buffer for ReplicateOp_Divide.UsesAverageConditional<VectorGaussian>
            VectorGaussian vVector865_rep_F_marginal = default(VectorGaussian);

            // Message to 'vVector865_rep' from Replicate factor
            vVector865_rep_F_marginal = ReplicateOp_Divide.MarginalInit <VectorGaussian>(vVectorGaussian288);
            // Message to 'vVector865_rep' from Replicate factor
            vVector865_rep_F_marginal = ReplicateOp_Divide.Marginal <VectorGaussian>(vVector865_rep_B_toDef, vVectorGaussian288, vVector865_rep_F_marginal);
            // Buffer for InnerProductOp.InnerProductAverageConditional
            // Create array for replicates of 'vVector865_rep_F_index288__AMean'
            Vector[] vVector865_rep_F_index288__AMean = new Vector[5622];
            for (int index288 = 0; index288 < 5622; index288++)
            {
                // Message to 'vdouble__865' from InnerProduct factor
                vVector865_rep_F_index288__AMean[index288] = InnerProductOp.AMeanInit(vVector865_rep_F[index288]);
            }
            // Buffer for InnerProductOp.AMean
            // Create array for replicates of 'vVector865_rep_F_index288__AVariance'
            PositiveDefiniteMatrix[] vVector865_rep_F_index288__AVariance = new PositiveDefiniteMatrix[5622];
            for (int index288 = 0; index288 < 5622; index288++)
            {
                // Message to 'vdouble__865' from InnerProduct factor
                vVector865_rep_F_index288__AVariance[index288] = InnerProductOp.AVarianceInit(vVector865_rep_F[index288]);
                // Message to 'vVector865_rep' from Replicate factor
                vVector865_rep_F[index288] = ReplicateOp_Divide.UsesAverageConditional <VectorGaussian>(vVector865_rep_B[index288], vVector865_rep_F_marginal, index288, vVector865_rep_F[index288]);
            }
            // Create array for 'vdouble__865_marginal' Forwards messages.
            this.vdouble__865_marginal_F = new DistributionStructArray <Gaussian, double>(5622);
            for (int index288 = 0; index288 < 5622; index288++)
            {
                this.vdouble__865_marginal_F[index288] = Gaussian.Uniform();
                // Message to 'vdouble__865' from InnerProduct factor
                vVector865_rep_F_index288__AVariance[index288] = InnerProductOp.AVariance(vVector865_rep_F[index288], vVector865_rep_F_index288__AVariance[index288]);
                // Message to 'vdouble__865' from InnerProduct factor
                vVector865_rep_F_index288__AMean[index288] = InnerProductOp.AMean(vVector865_rep_F[index288], vVector865_rep_F_index288__AVariance[index288], vVector865_rep_F_index288__AMean[index288]);
                // Message to 'vdouble__865' from InnerProduct factor
                vdouble__865_F[index288] = InnerProductOp.InnerProductAverageConditional(vVector865_rep_F_index288__AMean[index288], vVector865_rep_F_index288__AVariance[index288], this.VVector__288[index288]);
                // Message to 'vdouble__865_marginal' from DerivedVariable factor
                this.vdouble__865_marginal_F[index288] = DerivedVariableOp.MarginalAverageConditional <Gaussian>(vdouble__865_use_B[index288], vdouble__865_F[index288], this.vdouble__865_marginal_F[index288]);
            }
            this.Changed_vVector__288_vdouble__864_iterationsDone = 1;
        }
Beispiel #6
0
        /// <summary>
        /// sets up the SpringGrid springs and points so that it can be drawn
        /// </summary>
        /// <param name="gridSize"></param>
        /// <param name="spacing"></param>
        public void SetGridSizeAndSpacing(Rectangle gridSize, Vector2 spacing)
        {
            _gridSize = gridSize;
            var springList = new List <Spring>();

            // we offset the gridSize location by half-spacing so the padding is applied evenly all around
            gridSize.Location -= spacing.ToPoint();
            gridSize.Width    += (int)spacing.X;
            gridSize.Height   += (int)spacing.Y;

            var numColumns = (int)(gridSize.Width / spacing.X) + 1;
            var numRows    = (int)(gridSize.Height / spacing.Y) + 1;

            _points = new PointMass[numColumns, numRows];

            // these fixed points will be used to anchor the grid to fixed positions on the screen
            var fixedPoints = new PointMass[numColumns, numRows];

            // create the point masses
            int column = 0, row = 0;

            for (float y = gridSize.Top; y <= gridSize.Bottom; y += spacing.Y)
            {
                for (float x = gridSize.Left; x <= gridSize.Right; x += spacing.X)
                {
                    _points[column, row]     = new PointMass(new Vector3(x, y, 0), 1);
                    fixedPoints[column, row] = new PointMass(new Vector3(x, y, 0), 0);
                    column++;
                }

                row++;
                column = 0;
            }

            // link the point masses with springs
            for (var y = 0; y < numRows; y++)
            {
                for (var x = 0; x < numColumns; x++)
                {
                    if (x == 0 || y == 0 || x == numColumns - 1 || y == numRows - 1)                     // anchor the border of the grid
                    {
                        springList.Add(new Spring(fixedPoints[x, y], _points[x, y], 0.1f, 0.1f));
                    }
                    else if (x % 3 == 0 && y % 3 == 0)                     // loosely anchor 1/9th of the point masses
                    {
                        springList.Add(new Spring(fixedPoints[x, y], _points[x, y], 0.002f, 0.02f));
                    }

                    const float stiffness = 0.28f;
                    const float damping   = 0.06f;

                    if (x > 0)
                    {
                        springList.Add(new Spring(_points[x - 1, y], _points[x, y], stiffness, damping));
                    }
                    if (y > 0)
                    {
                        springList.Add(new Spring(_points[x, y - 1], _points[x, y], stiffness, damping));
                    }
                }
            }

            _springs = springList.ToArray();
        }
Beispiel #7
0
    void Start()
    {
        m_Renderers = new List <SpriteRenderer>();

        var springList = new List <Spring>();

        int numColumns = (int)(size.width / spacing.x) + 1;
        int numRows    = (int)(size.height / spacing.y) + 1;

        m_Points = new PointMass[numColumns, numRows];

        // these fixed points will be used to anchor the grid to fixed positions on the screen
        PointMass[,] fixedPoints = new PointMass[numColumns, numRows];

        // create the point masses
        int column = 0, row = 0;

        for (float y = size.yMin; y <= size.yMax; y += spacing.y)
        {
            for (float x = size.xMin; x <= size.xMax; x += spacing.x)
            {
                m_Points[column, row]    = new PointMass(new Vector3(x, y, 0), 1);
                fixedPoints[column, row] = new PointMass(new Vector3(x, y, 0), 0);
                column++;
            }
            row++;
            column = 0;
        }

        int count = 0;

        // link the point masses with springs
        for (int y = 0; y < numRows; y++)
        {
            for (int x = 0; x < numColumns; x++)
            {
                if (x == 0 || y == 0 || x == numColumns - 1 || y == numRows - 1)    // anchor the border of the grid
                {
                    springList.Add(new Spring(fixedPoints[x, y], m_Points[x, y], 0.1f, 0.1f));
                }
                else if (x % 3 == 0 && y % 3 == 0)                                  // loosely anchor 1/9th of the point masses
                {
                    springList.Add(new Spring(fixedPoints[x, y], m_Points[x, y], 0.002f, 0.02f));
                }

                const float stiffness = 0.28f;
                const float damping   = 0.06f;
                if (x > 0)
                {
                    springList.Add(new Spring(m_Points[x - 1, y], m_Points[x, y], stiffness, damping));
                }

                if (y > 0)
                {
                    springList.Add(new Spring(m_Points[x, y - 1], m_Points[x, y], stiffness, damping));
                }

                count++;
            }
        }

        for (int i = 0; i < maxInstantiatedLines; i++)
        {
            m_Renderers.Add(GetNewLineRenderer());
        }

        m_Springs = springList.ToArray();
    }
Beispiel #8
0
 public BoundsConstraint(Rect size, PointMass point, float friction = 1) : base()
 {
     PointA   = point;
     Size     = size;
     Friction = friction;
 }
Beispiel #9
0
        public void PointMassOnSpring_SI()
        {
            // make temporary changes to the the ini-file and units-conversion
            INIReader.ClearSingleton();
            UnitsConversionFactory.ClearSingleton();

            var ini = INIReader.Instance();

            ini.Values["UnitsSystem"] = "SI";
            ini.Values["UnitsSystem"] = "SI";

            var gravity = 9.81; // m/s2

            ini.Values["gravity"] = gravity.ToString(CultureInfo.InvariantCulture);

            ini.Values["UnitLength"] = "cm";
            ini.Values["UnitForce"]  = "N";
            ini.Values["UnitMass"]   = "t";

            var k3d = new Toolkit();

            var uc         = UnitsConversionFactory.Conv();
            var c_trans    = uc["N/cm"].toBase(50);
            var c_rot      = uc["Ncm/rad"].toBase(50);
            var unitCrosec = k3d.CroSec.Spring(new double[] { c_trans, c_trans, c_trans, c_rot, c_rot, c_rot });
            var elems      = new List <BuilderBeam>()
            {
                k3d.Part.IndexToBeam(0, 1, "A", unitCrosec),
            };

            elems[0].bending_stiff = false;

            var L      = uc["cm"].toBase(10.0);
            var points = new List <Point3> {
                new Point3(), new Point3(L, 0, 0)
            };

            var supports = new List <Support>
            {
                k3d.Support.Support(0, k3d.Support.SupportFixedConditions),
                k3d.Support.Support(1, new List <bool>()
                {
                    false, true, true, true, true, true
                })
            };

            var m          = uc["kg"].toBase(50); // kg
            var point_mass = new PointMass(1, m, 1);

            var model = k3d.Model.AssembleModel(elems, supports, new List <Load>()
            {
                point_mass
            }, out var info, out var mass, out var cog, out var msg,
                                                out var runtimeWarning, new List <Joint>(), points);

            // calculate the natural vibrations
            int    from_shape_ind = 1;
            int    shapes_num     = 1;
            int    max_iter       = 100;
            double eps            = 1e-8;
            var    disp_dummy     = new List <double>();
            var    scaling        = EigenShapesScalingType.matrix;

            model = k3d.Algorithms.NaturalVibes(model, from_shape_ind, shapes_num, max_iter, eps, disp_dummy, scaling,
                                                out var nat_frequencies, out var modal_masses, out var participation_facs,
                                                out var participation_facs_disp, out model);

            var omega0 = Math.Sqrt(c_trans / m); // rad / sec
            var f0     = omega0 / 2.0 / Math.PI; // 1 / sec = Hz

            Assert.AreEqual(nat_frequencies[0], f0, 1e-2);

            // clear temporary changes to the the ini-file and units-conversion
            INIReader.ClearSingleton();
            UnitsConversionFactory.ClearSingleton();
            ini = INIReader.Instance();
            // switch back to SI units
            ini.Values["UnitsSystem"] = "SI";
        }
        public void CtorTest()
        {
            var pointMass = new PointMass(31.0, 23.0, 11.0);

            Assert.AreEqual(11.0, pointMass.Mass);
        }
Beispiel #11
0
    // creates a link between this point and another
    public void AttachTo(PointMass p, float restingdist, float stiff, bool visible, Color c)
    {
        PointLink link = new PointLink(this, p, restingdist, stiff, visible, c);

        links.Add(link);
    }
Beispiel #12
0
 public override bool isConstrained(PointMass P)
 {
     return(Object.ReferenceEquals(PointA, P) || Object.ReferenceEquals(PointB, P));
 }
Beispiel #13
0
 protected static double distanceBetweenSquared(PointMass A, PointMass B)
 {
     //Distance formula (without sqrt) (X1-X2)^2 + (Y1-Y2)^2
     return((A.X - B.X) * (A.X - B.X) + (A.Y - B.Y) * (A.Y - B.Y));
 }
Beispiel #14
0
 protected static double distanceBetween(PointMass A, PointMass B)
 {
     return(Math.Sqrt(distanceBetweenSquared(A, B)));
 }
Beispiel #15
0
        public void Draw(Physics physics, Camera camera, bool shapes, bool outlines, bool normals, bool points, bool chains, bool tags)
        {
            material.Projection = camera.projection;
            material.View       = camera.view;
            material.World      = Matrix.Identity;
            material.CurrentTechnique.Passes[0].Apply();

            PrimitiveBatch instance = PrimitiveBatch.GetInstance(device);

            instance.Begin(Primitive.Line);

            for (int i = 0; i < physics.body_list.Count; i++)
            {
                Body body = physics.body_list[i];

                if (shapes)
                {
                    instance.SetColor(Color.Yellow);
                    for (int p = 1; p < body.curr_shape.count; p++)
                    {
                        instance.AddVertex(body.curr_shape.points[p - 1]);
                        instance.AddVertex(body.curr_shape.points[p - 0]);
                    }

                    instance.AddVertex(body.curr_shape.points[body.curr_shape.count - 1]);
                    instance.AddVertex(body.curr_shape.points[0]);
                }

                if (outlines)
                {
                    instance.SetColor(Color.White);
                    for (int p = 1; p < body.pointmass_list.Length; p++)
                    {
                        instance.AddVertex(body.pointmass_list[p - 1].position);
                        instance.AddVertex(body.pointmass_list[p - 0].position);
                    }

                    instance.AddVertex(body.pointmass_list[body.pointmass_list.Length - 1].position);
                    instance.AddVertex(body.pointmass_list[0].position);
                }


                if (normals)
                {
                    instance.SetColor(Color.Purple);
                    for (int p = 0; p < body.pointmass_list.Length; p++)
                    {
                        Vector2 pt = body.pointmass_list[p].position;

                        int prevPt = (p > 0) ? p - 1 : body.pointmass_list.Length - 1;
                        int nextPt = (p < body.pointmass_list.Length - 1) ? p + 1 : 0;

                        Vector2 prev = body.pointmass_list[prevPt].position;
                        Vector2 next = body.pointmass_list[nextPt].position;

                        Vector2 fromPrev = new Vector2();
                        fromPrev.X = pt.X - prev.X;
                        fromPrev.Y = pt.Y - prev.Y;

                        Vector2 toNext = new Vector2();
                        toNext.X = next.X - pt.X;
                        toNext.Y = next.Y - pt.Y;

                        Vector2 ptNorm = new Vector2();
                        ptNorm.X = fromPrev.X + toNext.X;
                        ptNorm.Y = fromPrev.Y + toNext.Y;
                        VectorHelper.Perpendicular(ref ptNorm);

                        ptNorm = Vector2.Normalize(ptNorm) * (camera.position.Z * 0.03f);

                        instance.AddVertex(pt);
                        instance.AddVertex(pt + ptNorm);
                    }
                }


                /*
                 * if (body is SpringBody)
                 * {
                 *  SpringBody sbody = body as SpringBody;
                 *
                 *  instance.SetColor(Color.Green);
                 *  for (int s = 0; s < sbody.spring_list.Count; s++)
                 *  {
                 *
                 *      instance.AddVertex(sbody.spring_list[s].pointmass_a.position);
                 *      instance.AddVertex(sbody.spring_list[s].pointmass_b.position);
                 *  }
                 * }*/
            }

            if (chains)
            {
                for (int i = 0; i < physics.chain_list.Count; i++)
                {
                    Chain chain = physics.chain_list[i];

                    instance.SetColor(Color.Green);
                    for (int s = 0; s < chain.spring_list.Count; s++)
                    {
                        instance.AddVertex(chain.spring_list[s].pointmass_a.position);
                        instance.AddVertex(chain.spring_list[s].pointmass_b.position);
                    }
                }
            }

            instance.End();


            if (points)
            {
                instance.Begin(Primitive.Quad);
                instance.SetColor(Color.Red);

                float size = 0.015f;
                for (int i = 0; i < physics.body_list.Count; i++)
                {
                    Body body = physics.body_list[i];

                    for (int p = 0; p < body.pointmass_list.Length; p++)
                    {
                        PointMass pm = body.pointmass_list[p];

                        instance.AddVertex(pm.position.X + size, pm.position.Y - size, 0);
                        instance.AddVertex(pm.position.X + size, pm.position.Y + size, 0);
                        instance.AddVertex(pm.position.X - size, pm.position.Y + size, 0);
                        instance.AddVertex(pm.position.X - size, pm.position.Y - size, 0);
                    }
                }

                for (int i = 0; i < physics.chain_list.Count; i++)
                {
                    Chain chain = physics.chain_list[i];

                    for (int p = 0; p < chain.pointmass_list.Count; p++)
                    {
                        PointMass pm = chain.pointmass_list[p];

                        instance.AddVertex(pm.position.X + size, pm.position.Y - size, 0);
                        instance.AddVertex(pm.position.X + size, pm.position.Y + size, 0);
                        instance.AddVertex(pm.position.X - size, pm.position.Y + size, 0);
                        instance.AddVertex(pm.position.X - size, pm.position.Y - size, 0);
                    }
                }

                instance.End();
            }

            if (tags)
            {
                SpriteRenderer spriterenderer = SpriteRenderer.GetInstance(device);
                spriterenderer.Begin(null);

                for (int i = 0; i < physics.body_list.Count; i++)
                {
                    Body    body = physics.body_list[i];
                    Vector3 proj = camera.Project(new Vector3(body.position, 0));
                    spriterenderer.AddString(Resources.arial10px_font, string.Format("[id:{0} body:{1}", i, body.ToStringSimple()), proj.X, proj.Y);
                }

                spriterenderer.End();
            }
        }
Beispiel #16
0
 public RegularConstraint(PointMass pointA, PointMass pointB) : base(pointA, pointB)
 {
 }
Beispiel #17
0
 public virtual bool isConstrained(PointMass P)
 {
     return(Object.ReferenceEquals(PointA, P));
 }
        public void Update(double elapsed)
        {
            if (!_initialized)
            {
                Initialize();
            }

            PenetrationCount = 0;
            _collisions.Clear();

            for (int i = 0; i < BodyList.Count; i++)
            {
                BodyList[i].Update(elapsed);
                UpdateBitmask(BodyList[i]);
            }

            for (int i = 0; i < ChainList.Count; i++)
            {
                ChainList[i].Update(elapsed);
            }

            for (int i = 0; i < BodyList.Count; i++)
            {
                for (int j = i + 1; j < BodyList.Count; j++)
                {
                    if (BodyList[i].IsStatic && BodyList[j].IsStatic)
                    {
                        continue;
                    }

                    if ((BodyList[i].BitmaskX.Mask & BodyList[j].BitmaskX.Mask) == 0 && (BodyList[i].BitmaskY.Mask & BodyList[j].BitmaskY.Mask) == 0)
                    {
                        continue;
                    }

                    if (!BodyList[i].AABB.Intersects(ref BodyList[j].AABB))
                    {
                        continue;
                    }

                    _onAABBCollision?.Invoke(BodyList[i], BodyList[j]);
                    _collisions.AddRange(Collision.Collision.Intersects(BodyList[j], BodyList[i]));
                    _collisions.AddRange(Collision.Collision.Intersects(BodyList[i], BodyList[j]));
                }
            }

            for (int i = 0; i < _collisions.Count; i++)
            {
                CollisionInfo info = _collisions[i];
                PointMass     A    = info.PointMassA;
                PointMass     B1   = info.PointMassB;
                PointMass     B2   = info.PointMassC;
                _onCollision?.Invoke(info.BodyA, info.BodyB, info);

                Vector2 bVel = new Vector2
                {
                    X = (B1.Velocity.X + B2.Velocity.X) * 0.5f,
                    Y = (B1.Velocity.Y + B2.Velocity.Y) * 0.5f
                };

                Vector2 relVel = new Vector2
                {
                    X = A.Velocity.X - bVel.X,
                    Y = A.Velocity.Y - bVel.Y
                };

                float relDot = Vector2.Dot(relVel, info.Normal);

                _onPenetration?.Invoke(info.Penetration, info.BodyA, info.BodyB);

                if (info.Penetration > 0.3f)
                {
                    PenetrationCount++;
                    continue;
                }

                float b1inf     = 1f - info.EdgeDistance;
                float b2inf     = info.EdgeDistance;
                float b2MassSum = float.IsPositiveInfinity(B1.Mass) || float.IsPositiveInfinity(B2.Mass) ? float.PositiveInfinity : (B1.Mass + B2.Mass);
                float massSum   = A.Mass + b2MassSum;
                float moveA;
                float moveB;
                if (float.IsPositiveInfinity(A.Mass))
                {
                    moveA = 0f;
                    moveB = info.Penetration + 0.001f;
                }
                else if (float.IsPositiveInfinity(b2MassSum))
                {
                    moveA = info.Penetration + 0.001f;
                    moveB = 0f;
                }
                else
                {
                    moveA = info.Penetration * (b2MassSum / massSum);
                    moveB = info.Penetration * (A.Mass / massSum);
                }

                float   B1move     = moveB * b1inf;
                float   B2move     = moveB * b2inf;
                float   invMassA   = float.IsPositiveInfinity(A.Mass) ? 0f : 1f / A.Mass;
                float   invMassB   = float.IsPositiveInfinity(b2MassSum) ? 0f : 1f / b2MassSum;
                float   jDenom     = invMassA + invMassB;
                Vector2 numV       = new Vector2();
                float   elasticity = Elasticity;
                numV.X = relVel.X * elasticity;
                numV.Y = relVel.Y * elasticity;
                float jNumerator = Vector2.Dot(numV, info.Normal);
                jNumerator = -jNumerator;
                float j = jNumerator / jDenom;
                if (!float.IsPositiveInfinity(A.Mass))
                {
                    A.Position.X += info.Normal.X * moveA;
                    A.Position.Y += info.Normal.Y * moveA;
                }

                if (!float.IsPositiveInfinity(B1.Mass))
                {
                    B1.Position.X -= info.Normal.X * B1move;
                    B1.Position.Y -= info.Normal.Y * B1move;
                }

                if (!float.IsPositiveInfinity(B2.Mass))
                {
                    B2.Position.X -= info.Normal.X * B2move;
                    B2.Position.Y -= info.Normal.Y * B2move;
                }

                Vector2 tangent    = info.Normal.Perpendicular();
                float   fNumerator = Vector2.Dot(relVel, tangent);
                fNumerator *= Friction;
                float f = fNumerator / jDenom;
                if (relDot <= Mathf.Epsilon)
                {
                    if (!float.IsPositiveInfinity(A.Mass))
                    {
                        A.Velocity.X += info.Normal.X * (j / A.Mass) - tangent.X * (f / A.Mass);
                        A.Velocity.Y += info.Normal.Y * (j / A.Mass) - tangent.Y * (f / A.Mass);
                    }

                    if (!float.IsPositiveInfinity(b2MassSum))
                    {
                        B1.Velocity.X -= info.Normal.X * (j / b2MassSum) * b1inf - tangent.X * (f / b2MassSum) * b1inf;
                        B1.Velocity.Y -= info.Normal.Y * (j / b2MassSum) * b1inf - tangent.Y * (f / b2MassSum) * b1inf;
                    }

                    if (!float.IsPositiveInfinity(b2MassSum))
                    {
                        B2.Velocity.X -= info.Normal.X * (j / b2MassSum) * b2inf - tangent.X * (f / b2MassSum) * b2inf;
                        B2.Velocity.Y -= info.Normal.Y * (j / b2MassSum) * b2inf - tangent.Y * (f / b2MassSum) * b2inf;
                    }
                }
            }

            for (int i = 0; i < BodyList.Count; i++)
            {
                BodyList[i].UpdateBodyPositionVelocityForce();
            }
        }
Beispiel #19
0
    // Update is called once per frame
    void Update()
    {
        // ball is not moving
        if (velocity.x == 0 && velocity.y == 0)
        {
            sphere.transform.position = pos;
            // wait x seconds before deleting
            alivetime -= Time.deltaTime;
            if (alivetime < 0)
            {
                Destroy(gameObject);
            }
            return;
        }

        // Calculate a new position with velocity, airresistance, gravity, wind
        TriangleStruct[] lefttriangles  = mountain.lefttriangles;
        TriangleStruct[] righttriangles = mountain.righttriangles;

        float gravity   = props.GetGravity();
        float airres    = props.GetAirRes();
        float windspeed = props.GetWindforce();

        velocity = velocity + new Vector3(0, gravity, 0);

        if (velocity.x > 0)
        {
            velocity = velocity + new Vector3(-airres, 0, 0);
        }
        else
        {
            velocity = velocity + new Vector3(airres, 0, 0);
        }

        velocity = velocity + new Vector3(windspeed, 0, 0);

        Vector3 newpos = pos + velocity;

        // Collision Detection + Response

        // Check for goats
        Transform goats = goatspawner.transform;

        // Get each goat instance
        foreach (Transform goat in goats)
        {
            GoatPoints gp = (GoatPoints)goat.GetComponent("GoatPoints");

            // surround each goat by a generous sphere bounding box and check that first
            float     r = gp.radius;
            PointMass c = gp.center;
            if ((c.position - (new Vector2(pos.x, pos.y))).magnitude > r)
            {
                continue;
            }

            // Check each point in the goat for a collision
            ArrayList points = gp.points;
            for (int i = 0; i < points.Count; i++)
            {
                PointMass p = (PointMass)points [i];
                if (HitGoat(p))
                {
                    // If there is a collision, delete this ball and unanchor the goat (giving it the ball's velocity)
                    Vector2 velocity2d = new Vector2(velocity.x, velocity.y);
                    gp.Unhinge();
                    p.GiveVelocity(velocity2d);
                    Destroy(gameObject);
                }
            }
        }

        // bounding boxes for mountains
        if (pos.y - radius <= 2.0f)
        {
            // left
            if (pos.x + radius >= -5.0f && pos.x - radius <= -1.0f)
            {
                // left mountain triangles
                for (int i = 0; i < lefttriangles.Length; i++)
                {
                    TriangleStruct lefttri = lefttriangles [i];

                    if (lefttri.left == lefttri.right)
                    {
                        continue;
                    }
                    // If there is a collision, change the velocity and recursively calulate a new position (up to 'counter' times)
                    if (lefttri.SphereCollides(newpos, radius))
                    {
                        ChangeVelocity(lefttri.getNormal());
                        trycounter++;
                        Update();
                        return;
                    }
                }
            }
            // right
            if (pos.x + radius >= 1.0f && pos.x - radius <= 5.0f)
            {
                // right mountain triangles
                for (int i = 0; i < righttriangles.Length; i++)
                {
                    TriangleStruct righttri = righttriangles [i];

                    if (righttri.left == righttri.right)
                    {
                        continue;
                    }
                    if (righttri.SphereCollides(newpos, radius))
                    {
                        ChangeVelocity(righttri.getNormal());
                        trycounter++;
                        Update();
                        return;
                    }
                }
            }
            // middle
            if (pos.x + radius >= -1.0f && pos.x - radius <= 1.0f)
            {
                // top of mountain
                TriangleStruct toptriangle = mountain.toptriangle;
                if (toptriangle.SphereCollides(newpos, radius))
                {
                    ChangeVelocity(toptriangle.getNormal());
                    trycounter++;
                    Update();
                    return;
                }
            }
        }

        // Update Position
        pos = newpos;
        sphere.transform.position = pos;
        trycounter = 0;
    }
 public void GivenAPointMass()
 {
     _pointMass = new PointMass(1 .SI().Kilogram);
 }
 /// <inheritdoc cref="Accumulator{T}.Add"/>
 public void Add(PointMass <T> item)
 {
     point = item.Point;
 }
Beispiel #22
0
            public void Initialize()
            {
                // DO NOT make this a constructor, because it makes the test not notice complete lack of serialization as an empty object is set up exactly as the thing
                // you are trying to deserialize.
                this.pareto  = new Pareto(1.2, 3.5);
                this.poisson = new Poisson(2.3);
                this.wishart = new Wishart(20, new PositiveDefiniteMatrix(new double[, ] {
                    { 22, 21 }, { 21, 23 }
                }));
                this.vectorGaussian = new VectorGaussian(Vector.FromArray(13, 14), new PositiveDefiniteMatrix(new double[, ] {
                    { 16, 15 }, { 15, 17 }
                }));
                this.unnormalizedDiscrete = UnnormalizedDiscrete.FromLogProbs(DenseVector.FromArray(5.1, 5.2, 5.3));
                this.pointMass            = PointMass <double> .Create(1.1);

                this.gaussian             = new Gaussian(11.0, 12.0);
                this.nonconjugateGaussian = new NonconjugateGaussian(1.2, 2.3, 3.4, 4.5);
                this.gamma              = new Gamma(9.0, 10.0);
                this.gammaPower         = new GammaPower(5.6, 2.8, 3.4);
                this.discrete           = new Discrete(6.0, 7.0, 8.0);
                this.conjugateDirichlet = new ConjugateDirichlet(1.2, 2.3, 3.4, 4.5);
                this.dirichlet          = new Dirichlet(3.0, 4.0, 5.0);
                this.beta      = new Beta(2.0, 1.0);
                this.binomial  = new Binomial(5, 0.8);
                this.bernoulli = new Bernoulli(0.6);

                this.sparseBernoulliList    = SparseBernoulliList.Constant(4, new Bernoulli(0.1));
                this.sparseBernoulliList[1] = new Bernoulli(0.9);
                this.sparseBernoulliList[3] = new Bernoulli(0.7);

                this.sparseBetaList    = SparseBetaList.Constant(5, new Beta(2.0, 2.0));
                this.sparseBetaList[0] = new Beta(3.0, 4.0);
                this.sparseBetaList[1] = new Beta(5.0, 6.0);

                this.sparseGaussianList    = SparseGaussianList.Constant(6, Gaussian.FromMeanAndPrecision(0.1, 0.2));
                this.sparseGaussianList[4] = Gaussian.FromMeanAndPrecision(0.3, 0.4);
                this.sparseGaussianList[5] = Gaussian.FromMeanAndPrecision(0.5, 0.6);

                this.sparseGammaList = SparseGammaList.Constant(1, Gamma.FromShapeAndRate(1.0, 2.0));

                this.truncatedGamma    = new TruncatedGamma(1.2, 2.3, 3.4, 4.5);
                this.truncatedGaussian = new TruncatedGaussian(1.2, 3.4, 5.6, 7.8);
                this.wrappedGaussian   = new WrappedGaussian(1.2, 2.3, 3.4);

                ga = Distribution <double> .Array(new[] { this.gaussian, this.gaussian });

                vga = Distribution <Vector> .Array(new[] { this.vectorGaussian, this.vectorGaussian });

                ga2D = Distribution <double> .Array(new[, ] {
                    { this.gaussian, this.gaussian }, { this.gaussian, this.gaussian }
                });

                vga2D = Distribution <Vector> .Array(new[, ] {
                    { this.vectorGaussian, this.vectorGaussian }, { this.vectorGaussian, this.vectorGaussian }
                });

                gaJ = Distribution <double> .Array(new[] { new[] { this.gaussian, this.gaussian }, new[] { this.gaussian, this.gaussian } });

                vgaJ = Distribution <Vector> .Array(new[] { new[] { this.vectorGaussian, this.vectorGaussian }, new[] { this.vectorGaussian, this.vectorGaussian } });

                var gp    = new GaussianProcess(new ConstantFunction(0), new SquaredExponential(0));
                var basis = Util.ArrayInit(2, i => Vector.FromArray(1.0 * i));

                this.sparseGp = new SparseGP(new SparseGPFixed(gp, basis));

                this.quantileEstimator = new QuantileEstimator(0.01);
                this.quantileEstimator.Add(5);

                this.stringDistribution1 = StringDistribution.String("aa").Append(StringDistribution.OneOf("b", "ccc")).Append("dddd");
                this.stringDistribution2 = new StringDistribution();
                this.stringDistribution2.SetToProduct(StringDistribution.OneOf("a", "b"), StringDistribution.OneOf("b", "c"));
            }
 /// <inheritdoc cref="Estimator{T}.GetDistribution"/>
 public PointMass <T> GetDistribution(PointMass <T> result)
 {
     return(new PointMass <T>(point));
 }
        /// <summary>Computations that depend on the observed value of vVector__99</summary>
        private void Changed_vVector__99()
        {
            if (this.Changed_vVector__99_iterationsDone == 1)
            {
                return;
            }
            this.vVector__99_marginal = new PointMass <Vector[]>(this.VVector__99);
            // The constant 'vVectorGaussian99'
            VectorGaussian vVectorGaussian99 = VectorGaussian.FromNatural(DenseVector.FromArray(new double[3] {
                1547829870.0, 525077980.0, 200270.0
            }), new PositiveDefiniteMatrix(new double[3, 3] {
                { 4254590363351.0, 1127383488860.0, 433199230.0 }, { 1127383488860.0, 482723521821.0, 146764360.0 }, { 433199230.0, 146764360.0, 56221.0 }
            }));

            this.vVector297_marginal_F = ArrayHelper.MakeUniform <VectorGaussian>(vVectorGaussian99);
            // Buffer for ReplicateOp_Divide.Marginal<VectorGaussian>
            VectorGaussian vVector297_rep_B_toDef = default(VectorGaussian);

            // Message to 'vVector297_rep' from Replicate factor
            vVector297_rep_B_toDef = ReplicateOp_Divide.ToDefInit <VectorGaussian>(vVectorGaussian99);
            // Message to 'vVector297_marginal' from Variable factor
            this.vVector297_marginal_F = VariableOp.MarginalAverageConditional <VectorGaussian>(vVector297_rep_B_toDef, vVectorGaussian99, this.vVector297_marginal_F);
            DistributionStructArray <Gaussian, double> vdouble__297_F = default(DistributionStructArray <Gaussian, double>);

            // Create array for 'vdouble__297' Forwards messages.
            vdouble__297_F = new DistributionStructArray <Gaussian, double>(1);
            for (int index99 = 0; index99 < 1; index99++)
            {
                vdouble__297_F[index99] = Gaussian.Uniform();
            }
            DistributionStructArray <Gaussian, double> vdouble__298_F = default(DistributionStructArray <Gaussian, double>);

            // Create array for 'vdouble__298' Forwards messages.
            vdouble__298_F = new DistributionStructArray <Gaussian, double>(1);
            for (int index99 = 0; index99 < 1; index99++)
            {
                vdouble__298_F[index99] = Gaussian.Uniform();
            }
            DistributionRefArray <VectorGaussian, Vector> vVector297_rep_F = default(DistributionRefArray <VectorGaussian, Vector>);
            DistributionRefArray <VectorGaussian, Vector> vVector297_rep_B = default(DistributionRefArray <VectorGaussian, Vector>);

            // Create array for 'vVector297_rep' Forwards messages.
            vVector297_rep_F = new DistributionRefArray <VectorGaussian, Vector>(1);
            // Create array for 'vVector297_rep' Backwards messages.
            vVector297_rep_B = new DistributionRefArray <VectorGaussian, Vector>(1);
            for (int index99 = 0; index99 < 1; index99++)
            {
                vVector297_rep_B[index99] = ArrayHelper.MakeUniform <VectorGaussian>(vVectorGaussian99);
                vVector297_rep_F[index99] = ArrayHelper.MakeUniform <VectorGaussian>(vVectorGaussian99);
            }
            // Buffer for ReplicateOp_Divide.UsesAverageConditional<VectorGaussian>
            VectorGaussian vVector297_rep_F_marginal = default(VectorGaussian);

            // Message to 'vVector297_rep' from Replicate factor
            vVector297_rep_F_marginal = ReplicateOp_Divide.MarginalInit <VectorGaussian>(vVectorGaussian99);
            // Message to 'vVector297_rep' from Replicate factor
            vVector297_rep_F_marginal = ReplicateOp_Divide.Marginal <VectorGaussian>(vVector297_rep_B_toDef, vVectorGaussian99, vVector297_rep_F_marginal);
            // Buffer for InnerProductOp.InnerProductAverageConditional
            // Create array for replicates of 'vVector297_rep_F_index99__AMean'
            Vector[] vVector297_rep_F_index99__AMean = new Vector[1];
            for (int index99 = 0; index99 < 1; index99++)
            {
                // Message to 'vdouble__298' from InnerProduct factor
                vVector297_rep_F_index99__AMean[index99] = InnerProductOp.AMeanInit(vVector297_rep_F[index99]);
            }
            // Buffer for InnerProductOp.AMean
            // Create array for replicates of 'vVector297_rep_F_index99__AVariance'
            PositiveDefiniteMatrix[] vVector297_rep_F_index99__AVariance = new PositiveDefiniteMatrix[1];
            for (int index99 = 0; index99 < 1; index99++)
            {
                // Message to 'vdouble__298' from InnerProduct factor
                vVector297_rep_F_index99__AVariance[index99] = InnerProductOp.AVarianceInit(vVector297_rep_F[index99]);
                // Message to 'vVector297_rep' from Replicate factor
                vVector297_rep_F[index99] = ReplicateOp_Divide.UsesAverageConditional <VectorGaussian>(vVector297_rep_B[index99], vVector297_rep_F_marginal, index99, vVector297_rep_F[index99]);
            }
            // Create array for 'vdouble__298_marginal' Forwards messages.
            this.vdouble__298_marginal_F = new DistributionStructArray <Gaussian, double>(1);
            for (int index99 = 0; index99 < 1; index99++)
            {
                this.vdouble__298_marginal_F[index99] = Gaussian.Uniform();
            }
            // Message from use of 'vdouble__298'
            DistributionStructArray <Gaussian, double> vdouble__298_use_B = default(DistributionStructArray <Gaussian, double>);

            // Create array for 'vdouble__298_use' Backwards messages.
            vdouble__298_use_B = new DistributionStructArray <Gaussian, double>(1);
            for (int index99 = 0; index99 < 1; index99++)
            {
                vdouble__298_use_B[index99] = Gaussian.Uniform();
                // Message to 'vdouble__298' from InnerProduct factor
                vVector297_rep_F_index99__AVariance[index99] = InnerProductOp.AVariance(vVector297_rep_F[index99], vVector297_rep_F_index99__AVariance[index99]);
                // Message to 'vdouble__298' from InnerProduct factor
                vVector297_rep_F_index99__AMean[index99] = InnerProductOp.AMean(vVector297_rep_F[index99], vVector297_rep_F_index99__AVariance[index99], vVector297_rep_F_index99__AMean[index99]);
                // Message to 'vdouble__298' from InnerProduct factor
                vdouble__298_F[index99] = InnerProductOp.InnerProductAverageConditional(vVector297_rep_F_index99__AMean[index99], vVector297_rep_F_index99__AVariance[index99], this.VVector__99[index99]);
                // Message to 'vdouble__298_marginal' from DerivedVariable factor
                this.vdouble__298_marginal_F[index99] = DerivedVariableOp.MarginalAverageConditional <Gaussian>(vdouble__298_use_B[index99], vdouble__298_F[index99], this.vdouble__298_marginal_F[index99]);
            }
            // Create array for 'vdouble__297_marginal' Forwards messages.
            this.vdouble__297_marginal_F = new DistributionStructArray <Gaussian, double>(1);
            for (int index99 = 0; index99 < 1; index99++)
            {
                this.vdouble__297_marginal_F[index99] = Gaussian.Uniform();
            }
            // Message from use of 'vdouble__297'
            DistributionStructArray <Gaussian, double> vdouble__297_use_B = default(DistributionStructArray <Gaussian, double>);

            // Create array for 'vdouble__297_use' Backwards messages.
            vdouble__297_use_B = new DistributionStructArray <Gaussian, double>(1);
            for (int index99 = 0; index99 < 1; index99++)
            {
                vdouble__297_use_B[index99] = Gaussian.Uniform();
                // Message to 'vdouble__297' from GaussianFromMeanAndVariance factor
                vdouble__297_F[index99] = GaussianFromMeanAndVarianceOp.SampleAverageConditional(vdouble__298_F[index99], 0.1);
                // Message to 'vdouble__297_marginal' from Variable factor
                this.vdouble__297_marginal_F[index99] = VariableOp.MarginalAverageConditional <Gaussian>(vdouble__297_use_B[index99], vdouble__297_F[index99], this.vdouble__297_marginal_F[index99]);
            }
            this.Changed_vVector__99_iterationsDone = 1;
        }
Beispiel #25
0
        static void Main(string[] args)
        {
            //PhysicalContext is the core class represents set of entities and
            //set of force evaluation laws binded to it.
            //Type parameter represents the type of keys used to adding and retrieving entities.
            var context = new PhysicalContext <string>
                          (
                timePerTick: dt, //The time, that is considered to be as small, as force values are uniform.
                //The smaller timePerTick is, the better precision we get.
                //Be aware, time for evaluating state of entities after certain period of time
                //is proportional to (timePerTick)^-1.
                capacity: 1 //Number of entities required to be added to context.
                          );

            //Adding entity
            var freeFallEntity = new PointMass
                                 (
                x: new AxisStatus(3.4),    //Position = 3.4, zero velocity
                y: new AxisStatus(0, 10),  //Zero position, velocity = 10
                z: new AxisStatus(1.1, 2), //Position = 1.1, Velocity = 2
                mass: 77.7
                                 );

            context.AddEntity
            (
                "freeFallEntity", //key
                freeFallEntity,   //entity
                c =>              //Only force that have impact on this entity
                - new Force
                (
                    xComponent: 0,
                    yComponent: c["freeFallEntity"].Mass * freeFallAcceleration,
                    zComponent: 0
                )
                //This force is always vertical and equal to mass of entity multiplied
                //by free fall acceleration.
            );

            Console.WriteLine($"Start state is \n{context["freeFallEntity"]}");
            //Evaluating the state of context after 1 second.
            context.Tick(timeSpan: 1);
            Console.WriteLine($"\nState of entity after 1 second is \n{context["freeFallEntity"]}");

            //If you want to record some data while context is updating,
            //you may subscribe to OnTick event or better use class derived from ContextObserver.
            var yPositionTracker = new ContextTracker <string, double>
                                   (
                context,
                c => c["freeFallEntity"].Y.Position
                                   );

            context.Tick(1);

            //Context tracker implements IReadonlyDictionary.
            Console.WriteLine($"\nOn tick 10345 y position is {yPositionTracker[10345]}");
            Console.WriteLine($"\nOn time 1.27 y position is {yPositionTracker.GetApproximately(1.27)}");
            //Throws exception because tracker has started recording when time is context
            //was already 1.00.
            //Console.WriteLine($"On time 0.4 y position is {yPositionTracker.GetApproximately(0.4)}");
            //Throws exception because tracker hasn't record data yet because time in context is 2.00.
            //Console.WriteLine($"On time 2.7 y position is {yPositionTracker.GetApproximately(2.7)}");

            //Don't forget to dispose tracker when you don't need it anymore.
            //It will increase performance because tracker doesn't record data anymore.
            yPositionTracker.Dispose();
            context.Tick(1);
            //Time is context is 3.0, but tracker is already disposed and doesn't record data anymore.
            Console.WriteLine
            (
                $"\nTracker records data during time span {yPositionTracker.ObservationBeginTime} - {yPositionTracker.LastObservationTime}" +
                $"\nAverage y position is {yPositionTracker.Sum(record => record.Value) / yPositionTracker.Count}"
            );

            //However, if you want to record only max, min, average value etc,
            //better use ContextDependentValue, because it doesn't use a lot of memory
            //to record value in each tick.
            var maxYVelocity = new ContextDependentValue <string, double>
                               (
                startValue: context["freeFallEntity"].Y.Velocity,
                observableContext: context,
                newValueFunc: (c, oldValue) =>
                c["freeFallEntity"].Velocity > oldValue ? new double?(c["freeFallEntity"].Velocity) : null
                //null value means that there is no reason to change value
                               );

            context.Tick(1);
            Console.WriteLine
            (
                $"\nMax y velocity in time span {maxYVelocity.ObservationBeginTime} - " +
                $"{maxYVelocity.LastObservationTime} is {maxYVelocity.Value}"
            );

            //So, lets create something more complex.
            //What about the spring pendulum with air resistance?
            var pendulumContext = new PhysicalContext <PendulumEntities>(dt, 2);
            var axis            = new PointMass(0, 0, 0, 0);
            var mass            = new PointMass(1, 0, 0, 0);

            pendulumContext.AddEntity(PendulumEntities.Axis, axis);
            pendulumContext.AddEntity
            (
                PendulumEntities.Mass,
                mass,
                c => new Force(0, c[PendulumEntities.Mass].Mass * freeFallAcceleration, 0), //Gravity
                HookesLaw.GetLaw                                                            //Mechanix.Laws contains amount of static classes to help force evaluating.
                (
                    PendulumEntities.Mass,
                    PendulumEntities.Axis,
                    1, //undeformed length of spring
                    10 //elasticity coefficient
                )
            );

            //Or set of elastic balls.
            var          ballsContext = new PhysicalContext <int>(dt, 100);
            var          random       = new Random();
            const double radius       = 1;
            const double elasticity   = 100;

            for (int i = 0; i < 100; ++i)
            {
                var ball = new PointMass
                           (
                    new AxisStatus(random.NextDouble(), random.NextDouble()),
                    new AxisStatus(random.NextDouble(), random.NextDouble()),
                    new AxisStatus(random.NextDouble(), random.NextDouble()),
                    random.NextDouble()
                           );
                ballsContext.AddEntity
                (
                    i,
                    ball,
                    c =>
                {
                    var force = Force.Zero;
                    foreach (var pair in c)
                    {
                        if (pair.Key != i)
                        {
                            force += RadialCollisionLaw.Eval
                                     (
                                c[i],
                                pair.Value,
                                radius,
                                elasticity
                                     );
                        }
                    }
                    return(force);
                }
                );
            }
        }
Beispiel #26
0
 public Spring(PointMass end1, PointMass end2, float stiffness, float damping)
 {
     End1 = end1;
     End2 = end2;
     Stiffness = stiffness;
     Damping = damping;
     TargetLength = Vector3.Distance(end1.Position, end2.Position) * 0.95f;
 }
Beispiel #27
0
 public Constraint(PointMass pointA, PointMass pointB)
 {
     this.pointA          = pointA;
     this.pointB          = pointB;
     this.restingDistance = Vector3.Distance(pointA.Position, pointB.Position);
 }
Beispiel #28
0
        public void Draw(Body body, Camera camera, bool shapes, bool outlines, bool normals, bool points, bool chains, bool tags)
        {
            material.Projection = camera.projection;
            material.View       = camera.view;
            material.World      = Matrix.Identity;
            material.CurrentTechnique.Passes[0].Apply();

            PrimitiveBatch instance = PrimitiveBatch.GetInstance(device);

            instance.Begin(Primitive.Line);

            if (shapes)
            {
                instance.SetColor(Color.Purple);
                for (int p = 1; p < body.curr_shape.count; p++)
                {
                    instance.AddVertex(body.curr_shape.points[p - 1]);
                    instance.AddVertex(body.curr_shape.points[p - 0]);
                }

                instance.AddVertex(body.curr_shape.points[body.curr_shape.count - 1]);
                instance.AddVertex(body.curr_shape.points[0]);
            }

            if (outlines)
            {
                instance.SetColor(Color.White);
                for (int p = 1; p < body.pointmass_list.Length; p++)
                {
                    instance.AddVertex(body.pointmass_list[p - 1].position);
                    instance.AddVertex(body.pointmass_list[p - 0].position);
                }

                instance.AddVertex(body.pointmass_list[body.pointmass_list.Length - 1].position);
                instance.AddVertex(body.pointmass_list[0].position);
            }

            if (normals)
            {
                instance.SetColor(Color.Purple);
                for (int p = 0; p < body.pointmass_list.Length; p++)
                {
                    Vector2 pt = body.pointmass_list[p].position;

                    int prevPt = (p > 0) ? p - 1 : body.pointmass_list.Length - 1;
                    int nextPt = (p < body.pointmass_list.Length - 1) ? p + 1 : 0;

                    Vector2 prev = body.pointmass_list[prevPt].position;
                    Vector2 next = body.pointmass_list[nextPt].position;

                    Vector2 fromPrev = new Vector2();
                    fromPrev.X = pt.X - prev.X;
                    fromPrev.Y = pt.Y - prev.Y;

                    Vector2 toNext = new Vector2();
                    toNext.X = next.X - pt.X;
                    toNext.Y = next.Y - pt.Y;

                    Vector2 ptNorm = new Vector2();
                    ptNorm.X = fromPrev.X + toNext.X;
                    ptNorm.Y = fromPrev.Y + toNext.Y;
                    VectorHelper.Perpendicular(ref ptNorm);

                    ptNorm = Vector2.Normalize(ptNorm) * (camera.position.Z * 0.03f);;

                    instance.AddVertex(pt);
                    instance.AddVertex(pt + ptNorm);
                }
            }
            instance.End();


            if (points)
            {
                instance.Begin(Primitive.Quad);
                instance.SetColor(Color.Red);

                float size = 0.015f;

                for (int p = 0; p < body.pointmass_list.Length; p++)
                {
                    PointMass pm = body.pointmass_list[p];

                    instance.AddVertex(pm.position.X + size, pm.position.Y - size, 0);
                    instance.AddVertex(pm.position.X + size, pm.position.Y + size, 0);
                    instance.AddVertex(pm.position.X - size, pm.position.Y + size, 0);
                    instance.AddVertex(pm.position.X - size, pm.position.Y - size, 0);
                }

                instance.End();
            }

            if (tags)
            {
                SpriteRenderer spriterenderer = SpriteRenderer.GetInstance(device);
                spriterenderer.Begin(null);

                Vector3 proj = camera.Project(new Vector3(body.position, 0));
                spriterenderer.AddString(Resources.arial10px_font, body.ToStringSimple(), proj.X, proj.Y);


                spriterenderer.End();
            }
        }
Beispiel #29
0
 public DampedConstraint(PointMass pointA, PointMass pointB, float dampFactor) : base(pointA, pointB)
 {
     this.dampFactor = dampFactor;
     //tolerance = distance * 1.5f;
 }