Beispiel #1
0
        /// <summary>
        /// This function will pick an arbitrary orthogonal to the vector passed in.  This will only be usefull if you are going
        /// to rotate 180
        /// </summary>
        public static MyVector GetArbitraryOrhonganal(MyVector vector)
        {
            // Clone the vector passed in
            MyVector retVal = vector.Clone();

            // Make sure that none of the values are equal to zero.
            if (retVal.X == 0)
            {
                retVal.X = 0.000000001d;
            }
            if (retVal.Y == 0)
            {
                retVal.Y = 0.000000001d;
            }
            if (retVal.Z == 0)
            {
                retVal.Z = 0.000000001d;
            }

            // Figure out the orthogonal X and Y slopes
            double orthM = (retVal.X * -1) / retVal.Y;
            double orthN = (retVal.Y * -1) / retVal.Z;

            // When calculating the new coords, I will default Y to 1, and find an X and Z that satisfy that.  I will go ahead and reuse the retVal
            retVal.Y = 1;
            retVal.X = 1 / orthM;
            retVal.Z = orthN;

            // Exit Function
            return(retVal);
        }
Beispiel #2
0
        /// <summary>
        /// This function returns a vector that is rotated by the opposite of me
        /// </summary>
        public MyVector GetRotatedVectorReverse(MyVector vector, bool isQuatNormalized)
        {
            if (!isQuatNormalized)
            {
                // I'm not normalized, clone myself and normalize it
                MyQuaternion myUnitClone = new MyQuaternion(this.X, this.Y, this.Z, this.W);
                myUnitClone.BecomeUnitQuaternion();

                return(myUnitClone.GetRotatedVectorReverse(vector, true));
            }

            MyVector qvec = new MyVector(this.X, this.Y, this.Z);

            //Vector uv = qvec.Cross(vector);
            MyVector uv = MyVector.Cross(qvec, vector);

            //Vector uuv = qvec.Cross(uv);
            MyVector uuv = MyVector.Cross(qvec, uv);

            //uv *= (2.0f * quat.w);
            uv.Multiply(this.W * -2d);

            //uuv *= 2.0f;
            uuv.Multiply(2d);

            //return vector + uv + uuv;
            MyVector retVal = vector.Clone();

            retVal.Add(uv);
            retVal.Add(uuv);
            return(retVal);
        }
Beispiel #3
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        /// <summary>
        /// This creates a new vector that is the vector with a length of one
        /// </summary>
        public static MyVector BecomeUnitVector(MyVector vector)
        {
            MyVector retVal = vector.Clone();

            retVal.BecomeUnitVector();

            return(retVal);
        }
Beispiel #4
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        /// <summary>
        /// This function will calculate the new velocity based on the current acceleration and elapsed time.  I will store the result back into
        /// my velocity property.
        /// </summary>
        private void TimerSprtVel(double elapsedTime)
        {
            // Clone the current accel
            MyVector changeInVel = _acceleration.Clone();

            // Now make the ChangeInVel a velocity instead of an acceleration by multiplying it by time
            changeInVel.Multiply(elapsedTime);

            // I have the change in velocity, so I will add it to the current velocity in order to make a new velocity
            _velocity.Add(changeInVel);
        }
Beispiel #5
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        /// <summary>
        /// This function will compute the new acceleration based on the force pushing against the ball.  The result will overwrite the
        /// current acceleration
        /// </summary>
        private void TimerSprtAccel(MyVector force)
        {
            // Make the PartialAccel into a clone of the force passed in
            MyVector partialAccel = force.Clone();

            // I will divide by mass, and it will no longer be force, it will be change in accel (the property guarantees that mass
            // isn't zero)
            partialAccel.Divide(_mass);

            // Add the partial accel to this ball's accel
            _acceleration.Add(partialAccel);
        }
Beispiel #6
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        private static void SplitForceIntoTranslationAndTorque(out MyVector translationForce, out MyVector torque, MyVector centerOfMass, MyVector offset, MyVector force)
        {
            // The offset passed in is relative to position.  I need it to be relative to the center of mass
            MyVector trueOffset = offset - centerOfMass;

            // Torque is how much of the force is applied perpendicular to the radius
            torque = MyVector.Cross(trueOffset, force);

            // I'm still not convinced this is totally right, but none of the articles I've read seem to do anything
            // different
            translationForce = force.Clone();
        }
Beispiel #7
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        public override void TimerTestPosition(double elapsedTime)
        {
            base.TimerTestPosition(elapsedTime);

            // Either remember the orig rotation, or restore to that orig rotation (as of PrepareForNew)
            if (_savedRotation == null)
            {
                _savedRotation = this.Rotation.Clone();
            }
            else
            {
                this.Rotation.StoreNewValues(_savedRotation);
            }

            // Remember the elapsed time that was passed in
            _elapsedTime = elapsedTime;

            // Figure out the new rotation (the body has been rotating at some velocity during the previous tick)
            if (!_angularVelocity.IsZero)
            {
                // Figure out what the angle will be
                double timedAngle = _angularVelocity.GetMagnitude();
                timedAngle *= elapsedTime;

                if (!_centerOfMass.IsZero)
                {
                    #region Rotate around center of mass

                    // Remember where the center of mass is in world coords
                    MyVector cmRotated = this.Rotation.GetRotatedVector(_centerOfMass, true);
                    MyVector cmWorld   = this.Position + cmRotated;

                    // Get the opposite of the cm
                    MyVector posRelativeToCM = cmRotated.Clone();
                    posRelativeToCM.Multiply(-1d);

                    // Rotate the center of position around the center of mass
                    posRelativeToCM.RotateAroundAxis(_angularVelocity, timedAngle);

                    // Now figure out the new center of position
                    this.Position.X = cmWorld.X + posRelativeToCM.X;
                    this.Position.Y = cmWorld.Y + posRelativeToCM.Y;
                    this.Position.Z = cmWorld.Z + posRelativeToCM.Z;

                    #endregion
                }

                // Rotate myself
                this.RotateAroundAxis(_angularVelocity, timedAngle);
            }
        }
        private void button1_Click(object sender, EventArgs e)
        {
            MyVector v1 = new MyVector(3, 4, 5);

            v1.Add(1, 2, 3);

            v1.BecomeUnitVector();

            MyVector v2 = v1.Clone();

            v2.Multiply(3);

            v1.Divide(3);
        }
Beispiel #9
0
        private void ApplyTorque(double elapsedTime)
        {
            // Calculate the new angular momentum (current + (torque * time))
            MyVector newMomentum = _internalTorque.Clone();

            newMomentum.Multiply(elapsedTime);
            _angularMomentum.Add(newMomentum);

            // Figure out the inverse of the world frame's inertia tensor
            // (Rotation * bodyInertialTensorInverse * Transposed Rotation)
            MyMatrix3 curRotation = base.RotationMatrix.Clone();
            MyMatrix3 inverseWorldInertiaTensor = MyMatrix3.Multiply(MyMatrix3.Multiply(curRotation, _inertialTensorBodyInverse), MyMatrix3.Transpose(curRotation));

            // Now all that's left is to figure out the new angular velocity
            _angularVelocity.StoreNewValues(MyMatrix3.Multiply(inverseWorldInertiaTensor, _angularMomentum));
        }
Beispiel #10
0
        /// <summary>
        /// This function returns the addition of internal force and external force.  Before I do that, I need to rotate a copy of internal
        /// force so that it is based off of the same orientation as the external force.
        /// </summary>
        private MyVector TimerSprtCombineForce()
        {
            if (_internalForce.IsZero)
            {
                // Internal force is zero, so there is nothing to rotate (or add)
                return(_externalForce.Clone());
            }

            // The sphere's rotation quaternion already knows how to rotate from internal to external.  So make a copy of
            // internal line up with external.
            MyVector retVal = base.Rotation.GetRotatedVector(_internalForce, true);

            // retVal holds the internal force in the same orientation as the external force.  I will add external force to it, and retVal
            // will hold the net force placed on the ball
            retVal.Add(_externalForce);

            // Exit Function
            return(retVal);
        }
        private void trackBar1_Scroll(object sender, EventArgs e)
        {
            MyVector thrusterSeed = new MyVector(0, _ship.Radius, 0);
            MyVector zAxis = new MyVector(0, 0, 1);
            double angle = trackBar1.Value;

            // Bottom Thrusters
            _shipThrusterOffset_BottomRight = thrusterSeed.Clone();
            _shipThrusterOffset_BottomRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(angle * -1));

            _shipThrusterOffset_BottomLeft = thrusterSeed.Clone();
            _shipThrusterOffset_BottomLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(angle));

            // Top Thrusters
            thrusterSeed = new MyVector(0, _ship.Radius * -1, 0);
            _shipThrusterOffset_TopRight = thrusterSeed.Clone();
            _shipThrusterOffset_TopRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(angle));

            _shipThrusterOffset_TopLeft = thrusterSeed.Clone();
            _shipThrusterOffset_TopLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(angle * -1));
        }
        private void PropsChangedSprtThrusters()
        {
            if (_type != ShipTypeQual.SolidBall)
            {
                return;  // the ball just has the thruster in the center
            }

            MyVector thrusterSeed = new MyVector(0, _ship.Ball.Radius, 0);
            MyVector zAxis = new MyVector(0, 0, 1);

            // Bottom Thrusters
            _thrusterOffset_BottomRight = thrusterSeed.Clone();
            _thrusterOffset_BottomRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(_thrusterAngle * -1));

            _thrusterOffset_BottomLeft = thrusterSeed.Clone();
            _thrusterOffset_BottomLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(_thrusterAngle));

            // Top Thrusters
            thrusterSeed = new MyVector(0, _ship.Ball.Radius * -1, 0);
            _thrusterOffset_TopRight = thrusterSeed.Clone();
            _thrusterOffset_TopRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(_thrusterAngle));

            _thrusterOffset_TopLeft = thrusterSeed.Clone();
            _thrusterOffset_TopLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(_thrusterAngle * -1));
        }
Beispiel #13
0
        void picturebox_MouseDown(object sender, MouseEventArgs e)
        {
            if (_mode == AddingMode.Inactive)
            {
                return;
            }

            if (e.Button == MouseButtons.Left)
            {
                _isMouseDown = true;
                _mouseDownPoint = _picturebox.GetPositionViewToWorld(new MyVector(e.X, e.Y, 0));
                _curMousePoint = _mouseDownPoint.Clone();
                _lastCreateTime = Environment.TickCount;
                _createdBallDuringMouseDrag = false;
                //_diminishPercent = 1d;

                if (_newBallProps.SizeMode == BallProps.SizeModes.Draw)
                {
                    // I need to create an object now (but don't commit it to the map), so that the user can see
                    // it while they drag the size
                    _drawingBall = BuildObject();
                }
            }
        }
Beispiel #14
0
        /// <summary>
        /// This function will pick an arbitrary orthogonal to the vector passed in.  This will only be usefull if you are going
        /// to rotate 180
        /// </summary>
        public static MyVector GetArbitraryOrhonganal(MyVector vector)
        {
            // Clone the vector passed in
            MyVector retVal = vector.Clone();

            // Make sure that none of the values are equal to zero.
            if (retVal.X == 0) retVal.X = 0.000000001d;
            if (retVal.Y == 0) retVal.Y = 0.000000001d;
            if (retVal.Z == 0) retVal.Z = 0.000000001d;

            // Figure out the orthogonal X and Y slopes
            double orthM = (retVal.X * -1) / retVal.Y;
            double orthN = (retVal.Y * -1) / retVal.Z;

            // When calculating the new coords, I will default Y to 1, and find an X and Z that satisfy that.  I will go ahead and reuse the retVal
            retVal.Y = 1;
            retVal.X = 1 / orthM;
            retVal.Z = orthN;

            // Exit Function
            return retVal;
        }
Beispiel #15
0
        /// <summary>
        /// This creates a new vector that is the vector with a length of one
        /// </summary>
        public static MyVector BecomeUnitVector(MyVector vector)
        {
            MyVector retVal = vector.Clone();
            retVal.BecomeUnitVector();

            return retVal;
        }
Beispiel #16
0
        private void chkIncludeShip_CheckedChanged(object sender, EventArgs e)
        {
            const double THRUSTERANGLE = 75;

            if (chkIncludeShip.Checked)
            {
                if (_ship == null)
                {
                    #region Create Ship

                    // Set up the ship
                    double radius = MINRADIUSMASS + (_rand.NextDouble() * (MAXRADIUSMASS - MINRADIUSMASS));
                    SolidBall ship = new SolidBall(Utility3D.GetRandomVector(_boundryLower, _boundryUpper), new DoubleVector(0, 1, 0, 1, 0, 0), radius, GetMass(radius), GetElasticity(), 1, 1, _boundryLower, _boundryUpper);

                    // Set up the thrusters
                    MyVector thrusterSeed = new MyVector(0, ship.Radius, 0);
                    MyVector zAxis = new MyVector(0, 0, 1);

                    // Bottom Thrusters
                    _shipThrusterOffset_BottomRight = thrusterSeed.Clone();
                    _shipThrusterOffset_BottomRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE * -1));

                    _shipThrusterOffset_BottomLeft = thrusterSeed.Clone();
                    _shipThrusterOffset_BottomLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE));

                    // Top Thrusters
                    thrusterSeed = new MyVector(0, ship.Radius * -1, 0);
                    _shipThrusterOffset_TopRight = thrusterSeed.Clone();
                    _shipThrusterOffset_TopRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE));

                    _shipThrusterOffset_TopLeft = thrusterSeed.Clone();
                    _shipThrusterOffset_TopLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE * -1));

                    // Add to the map
                    _ship = new BallBlip(ship, CollisionStyle.Standard, RadarBlipQual.BallUserDefined03, TokenGenerator.NextToken());
                    _map.Add(_ship);

                    #endregion
                }
            }
            else
            {
                if (_ship != null)
                {
                    _map.Remove(_ship.Token);
                    _ship = null;
                }
            }
        }
Beispiel #17
0
        private static void SplitForceIntoTranslationAndTorque(out MyVector translationForce, out MyVector torque, MyVector centerOfMass, MyVector offset, MyVector force)
        {
            // The offset passed in is relative to position.  I need it to be relative to the center of mass
            MyVector trueOffset = offset - centerOfMass;

            // Torque is how much of the force is applied perpendicular to the radius
            torque = MyVector.Cross(trueOffset, force);

            // I'm still not convinced this is totally right, but none of the articles I've read seem to do anything
            // different
            translationForce = force.Clone();
        }
Beispiel #18
0
 public virtual Sphere Clone()
 {
     return(new Sphere(_position.Clone(), _origDirFacing.Clone(), _rotation.Clone(), _radius));
 }
        /// <summary>
        /// This function creates a vector that is the vector passed in rotated by my definition
        /// </summary>
        /// <param name="vector">The vector to rotate (I don't touch this vector, I create a new one that is rotated)</param>
        /// <param name="isQuatNormalized">Whether this class is already normalized or not (if you don't know, pass false)</param>
        public MyVector GetRotatedVector(MyVector vector, bool isQuatNormalized)
        {
            if (!isQuatNormalized)
            {
                // I'm not normalized, clone myself and normalize it
                MyQuaternion myUnitClone = new MyQuaternion(this.X, this.Y, this.Z, this.W);
                myUnitClone.BecomeUnitQuaternion();

                return myUnitClone.GetRotatedVector(vector, true);
            }

            MyVector qvec = new MyVector(this.X, this.Y, this.Z);

            //Vector uv = qvec.Cross(vector);
            MyVector uv = MyVector.Cross(qvec, vector);

            //Vector uuv = qvec.Cross(uv);
            MyVector uuv = MyVector.Cross(qvec, uv);

            //uv *= (2.0f * quat.w);
            uv.Multiply(this.W * 2d);

            //uuv *= 2.0f;
            uuv.Multiply(2d);

            //return vector + uv + uuv;
            MyVector retVal = vector.Clone();
            retVal.Add(uv);
            retVal.Add(uuv);
            return retVal;
        }
        private MyVector GetSpinVelocityAtPoint(ref AngularVelocityInfo angularInfo, out MyVector dirToCenterLine, MyVector dirFacingWorld, MyVector lineBetween, MyVector blipPosition)
        {
            // Get a line that's orthogonal to lineBetween, and always points toward the dirFacingWorld vector
            dirToCenterLine = MyVector.Cross(MyVector.Cross(lineBetween, dirFacingWorld), lineBetween);
            dirToCenterLine.BecomeUnitVector();

            if (angularInfo == null)
            {
                #region Cache Angular Velocity

                angularInfo = new AngularVelocityInfo();

                if (_ship.TorqueBall != null)
                {
                    angularInfo.AngularVelocity = _ship.TorqueBall.AngularVelocity.GetMagnitude();

                    angularInfo.SpinDirection = MyVector.Cross(_ship.TorqueBall.AngularVelocity, _ship.TorqueBall.DirectionFacing.Standard);
                    angularInfo.SpinDirection.BecomeUnitVector();

                    angularInfo.CenterMass = _ship.TorqueBall.Rotation.GetRotatedVector(_ship.TorqueBall.CenterOfMass, true);
                    angularInfo.CenterMass.Add(_ship.TorqueBall.Position);
                }
                else
                {
                    angularInfo.SpinDirection = dirToCenterLine.Clone();
                    angularInfo.AngularVelocity = 0d;
                    angularInfo.CenterMass = _ship.Ball.Position.Clone();
                }

                #endregion
            }

            // Get the line between the blip and the center of mass
            MyVector lineBetweenCM = blipPosition - angularInfo.CenterMass;

            // Figure out my velocity of spin where the blip is
            return angularInfo.SpinDirection * (angularInfo.AngularVelocity * lineBetweenCM.GetMagnitude());
        }
 /// <summary>
 /// This function tells me to look at the point passed in, but keep looking at where it is now, not actively track it.
 /// I will store the clone of it, so you don't have to make a clone before you pass me the pointer to a position
 /// </summary>
 public void StaticPoint(MyVector point)
 {
     _centerPoint = point.Clone();
 }
Beispiel #22
0
        void picturebox_MouseDown(object sender, MouseEventArgs e)
        {
            if (!_active)
            {
                return;
            }

            if (e.Button == MouseButtons.Left || e.Button == MouseButtons.Right)
            {
                _mouseDownPoint = _picturebox.GetPositionViewToWorld(new MyVector(e.X, e.Y, 0));
                _curMousePoint = _mouseDownPoint.Clone();
                _prevMousePositions.Clear();
                _tempStationaryObjects.Clear();		// this should be cleared by now anyway
            }

            if (e.Button == MouseButtons.Left)
            {
                #region Left

                _isMouseDown = MouseButtonDown.Left;

                // Get all the blips
                List<RadarBlip> remainingBlips = new List<RadarBlip>(_map.GetAllBlips());

                bool selectedPrevious = false;
                #region See if they selected one of the previously selected objects

                foreach (long token in _selectedObjects)
                {
                    RadarBlip blip = FindAndRemove(token, remainingBlips);

                    if (blip == null)
                    {
                        continue;
                    }

                    if (selectedPrevious)
                    {
                        // I just wanted to remove this blip from the total list
                        continue;
                    }

                    if (SelectionTest(blip, _curMousePoint))
                    {
                        selectedPrevious = true;
                    }
                }

                #endregion

                // Check for ctrl or shift key being pressed (if they are, don't clear the previous)
                if (!selectedPrevious && !(_isShiftPressed || _isCtrlPressed))
                {
                    _selectedObjects.Clear();
                }

                bool selectedNew = false;
                #region See if they clicked on any other objects

                foreach (RadarBlip blip in remainingBlips)
                {
                    if (SelectionTest(blip, _curMousePoint))
                    {
                        _selectedObjects.Add(blip.Token);
                        selectedNew = true;
                    }
                }

                #endregion

                // Set my mode
                if (selectedPrevious || selectedNew)
                {
                    _mode = SelectionMode.Selected;

                    #region Rebuild the offsets list (and temp stationary)

                    _draggingPositionOffsets.Clear();
                    foreach (RadarBlip blip in _map.GetAllBlips())
                    {
                        if (_selectedObjects.Contains(blip.Token))
                        {
                            _draggingPositionOffsets.Add(blip.Token, blip.Sphere.Position - _curMousePoint);

                            if (blip.CollisionStyle == CollisionStyle.Standard)
                            {
                                _tempStationaryObjects.Add(blip.Token);
                                blip.CollisionStyle = CollisionStyle.Stationary;
                            }
                        }
                    }

                    #endregion
                }
                else
                {
                    _mode = SelectionMode.Rectangle;
                }

                #endregion
            }
            else if (e.Button == MouseButtons.Right)
            {
                #region Right

                if (_mode == SelectionMode.Selected && _selectedObjects.Count > 0)
                {
                    _isMouseDown = MouseButtonDown.Right;
                }
                else
                {
                    // If nothing is selected, then there is nothing for me to do
                    _isMouseDown = MouseButtonDown.None;
                }

                #endregion
            }
        }
        protected void GetCollisionNormalAndPointsOfContact_SphereSphere(out MyVector normal, out double normalMagnitude, out MyVector pointOfContact1, out MyVector pointOfContact2, BallBlip ball1, BallBlip ball2)
        {
            // Vector that is perpendicular to the tangent of the collision, and it points in the direction of object 1.  Real
            // easy when dealing with spheres     :)
            normal = ball2.Ball.Position - ball1.Ball.Position;

            // Remember this length
            normalMagnitude = normal.GetMagnitude();

            // This needs to be returned as a unit vector
            normal.Divide(normalMagnitude);

            // Start them off as unit vectors
            pointOfContact1 = normal.Clone();
            pointOfContact2 = normal.Clone();

            // Finish (use the ratio of their radii)
            pointOfContact1.Multiply((ball1.Ball.Radius / (ball1.Ball.Radius + ball2.Ball.Radius)) * normalMagnitude);
            pointOfContact2.Multiply((ball2.Ball.Radius / (ball1.Ball.Radius + ball2.Ball.Radius)) * normalMagnitude * -1);		// I want this one pointing the other direction

            // Now that I have the points of contact relative to the centers of position, I need to make them
            // relative to the centers of mass
            if (ball1.TorqueBall != null)
            {
                pointOfContact1.Subtract(ball1.TorqueBall.CenterOfMass);
            }

            if (ball2.TorqueBall != null)
            {
                pointOfContact2.Subtract(ball2.TorqueBall.CenterOfMass);
            }
        }
        /// <summary>
        /// If intersecting, this will return the point of intersection.  Otherwise null
        /// </summary>
        /// <param name="lineStartPoint">Starting point of the line</param>
        /// <param name="lineDirection">direction and length of the line</param>
        /// <param name="triangle">This represents the plane (3 arbitrary points on the plane)</param>
        /// <param name="limitToLineSegment">If false, the line passed in is thought of as infinitely long</param>
        /// <returns>point of intersection or null</returns>
        public static MyVector IsIntersecting_LinePlane(MyVector lineStartPoint, MyVector lineDirection, Triangle triangle, bool limitToLineSegment)
        {
            MyVector normal = triangle.Normal;

            double denominator = MyVector.Dot(normal, lineDirection);
            if (Utility3D.IsNearZero(denominator))		// parallel to the triangle's plane
            {
                return null;
            }

            double percentAlongLine = (triangle.DistanceFromOriginAlongNormal - MyVector.Dot(normal, lineStartPoint)) / denominator;

            if (limitToLineSegment && (percentAlongLine < 0d || percentAlongLine > 1d))
            {
                // The ray is intersecting, but they want the line segment only
                return null;
            }

            // Calculate the point along the line
            MyVector retVal = lineDirection.Clone();
            double length = retVal.GetMagnitude();
            retVal.Divide(length);
            retVal.Multiply(percentAlongLine * length);
            retVal.Add(lineStartPoint);

            // Exit Function
            return retVal;
        }
        /// <summary>
        /// If the user clicks on a picture box, you need to run those coords through this function to figure out where they
        /// clicked in world coords
        /// </summary>
        /// <param name="position">A point in PictureBox coords</param>
        /// <returns>The point in World Coords</returns>
        public MyVector GetPositionViewToWorld(MyVector position)
        {
            MyVector retVal = position.Clone();

            // Figure out the world coords that the top left of the picturebox represents
            double picLeft = _centerPoint.X - ((this.Width / 2d) / _zoom);
            double picTop = _centerPoint.Y - ((this.Height / 2d) / _zoom);

            // The point passed in is a distance from the top left of the picture box to where they clicked.  Turn this view
            // coords into world coords
            retVal.Divide(_zoom);

            // Add these world coords to the top left of the picture box
            retVal.X += picLeft;
            retVal.Y += picTop;

            // It's now what it needs to be
            return retVal;
        }
Beispiel #26
0
        /// <summary>
        /// This function will compute the new acceleration based on the force pushing against the ball.  The result will overwrite the
        /// current acceleration
        /// </summary>
        private void TimerSprtAccel(MyVector force)
        {

            // Make the PartialAccel into a clone of the force passed in
            MyVector partialAccel = force.Clone();

            // I will divide by mass, and it will no longer be force, it will be change in accel (the property guarantees that mass
            // isn't zero)
            partialAccel.Divide(_mass);

            // Add the partial accel to this ball's accel
            _acceleration.Add(partialAccel);

        }