public void satisfy(float pdt)
        {
            tensionDirection.Set((float)(p1.Pos.X - p2.Pos.X), (float)(p1.Pos.Y - p2.Pos.Y), (float)(p1.Pos.Z - p2.Pos.Z));

            springLength = tensionDirection.Length();

            if (springLength == 0)
            {
                tensionDirection.Set((float)Rand.NextDouble() / 100f - 1 / 50f, (float)Rand.NextDouble() / 100f - 1 / 50f, (float)Rand.NextDouble() / 100f - 1 / 50f);
                springLength = tensionDirection.Length();
            }

            extension = springLength - rest_length;
            double tension = StretchStiffness * (extension * inverse_length);

            tensionDirection *= (float)(tension / springLength);

            p2.Tension.Add(tensionDirection);
            p1.Tension.Sub(tensionDirection);

            p2.TensionDirection.Set(tensionDirection);
            p1.TensionDirection.Set(-tensionDirection.X, -tensionDirection.Y, -tensionDirection.Z);

            p1.extension = extension;
            p2.extension = extension;
        }
Beispiel #2
0
    void loadMesh()
    {
        Vec3f origin = block1.Pos.ToVec3f() - block2.Pos.ToVec3f();

        api.Tesselator.TesselateBlock(api.World.GetBlock(new AssetLocation("temporalengineering:wire")), out wiremesh);


        wiremesh.Scale(new Vec3f(0.5f, 0.5f, 0.5f), 1 * origin.Length(), 1, 1);

        float radZ = (float)Math.Atan2(origin.Y, Math.Sqrt(origin.X * origin.X + origin.Z * origin.Z));

        wiremesh.Rotate(new Vec3f(0.5f, 0.5f, 0.5f), 0, -(float)Math.Atan2(origin.Z, origin.X), radZ);

        origin = origin / 2;
        wiremesh.Translate(-origin.X, -origin.Y, -origin.Z);
    }