static void Main(string[] args)
        {
            double len = 20;

            Vertex[] vs = new Vertex[]
            {
                new Vertex(0, true, new Point3d(0, 0, 0)),
                new Vertex(1, false, new Point3d(1 * len, 0, 0)),
                new Vertex(2, false, new Point3d(2 * len, 0, 0)),
                new Vertex(3, false, new Point3d(3 * len, 0, 0)),
                new Vertex(4, true, new Point3d(4 * len, 0, 0)),
            };
            Spring[] sp = new Spring[]
            {
                new Spring(0, 1, len),
                new Spring(1, 2, len),
                new Spring(2, 3, len),
                new Spring(3, 4, len),
            };

            //Vertex[] vs = new Vertex[]
            //    {
            //        new Vertex(0,true, new Point3d(0,0,0)),
            //        new Vertex(1,false, new Point3d(2,0,0)),
            //        new Vertex(2,true, new Point3d(4,0,0)),
            //    };

            //double len = 2;
            //Spring[] sp = new Spring[]
            //    {
            //        new Spring(0,1,len),
            //        new Spring(1,2,len),
            //    };

            PhysicsGraph graph = new PhysicsGraph(vs, sp);

            for (int i = 0; i < 100; i++)
            {
                graph.EstimateForce();
                graph.Update();
                Console.WriteLine(graph);
            }
        }
Beispiel #2
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        private Tuple <Vertex[], Spring[]> FindAdjacents(int id)
        {
            var vertices = new List <Vertex>();
            var springs  = new List <Spring>();

            foreach (var s in Springs)
            {
                if (s.IsConnected(id))
                {
                    Spring spring   = s;
                    int    vertexId = s.GetOther(id);
                    Vertex vertex   = Vertices.Single(n => n.Id == vertexId);

                    vertices.Add(vertex);
                    springs.Add(s);
                }
            }

            return(new Tuple <Vertex[], Spring[]>(vertices.ToArray(), springs.ToArray()));
        }
Beispiel #3
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        public Damper(Spring spring, double dampingRatio)
        {
            interactionType = InteractionType.Damper;
            this.A          = spring.A; this.B = spring.B;
            double reducedMass = (A.mass * B.mass / (A.mass + B.mass)).value;

            if (double.IsNaN(reducedMass))
            {
                reducedMass = A.mass.value;
            }
            if (double.IsNaN(reducedMass))
            {
                reducedMass = B.mass.value;
            }
            double dampingCoefficient =
                2.0 * dampingRatio * Math.Sqrt((spring.SpringRate * reducedMass).value);

            this.dampingCoefficient =
                new Scalar(dampingCoefficient, DerivedUnits.Force / DerivedUnits.Velocity);
        }
 /// <summary>
 /// Reclaims a spring, adding it to the object pool for recycling
 /// </summary>
 /// <param name="s">the spring to Reclaim</param>
 protected static void reclaimSpring(Spring s)
 {
     if (_spool.Count < objectPoolLimit)
     {
         _spool.Push(s);
     }
 }
 /// <summary>
 /// Adds a spring to the simulation
 /// </summary>
 /// <param name="p1">the first Particle attached to the spring</param>
 /// <param name="p2">the second Particle attached to the spring</param>
 /// <param name="restLength">the rest length of the spring</param>
 /// <param name="tenstion">the tension of the spring</param>
 /// <param name="damping">the damping (friction) co-efficient of the spring</param>
 /// <returns>the added spring</returns>
 public Spring AddSpring(Particle p1, Particle p2, double restLength,
     double tension, double damping)
 {
     var edge = new Spring(p1, p2)
     {
         restLength = restLength,
         tension = tension,
         damping = damping
     };
     p1.degree++;
     p2.degree++;
     Springs.Add(edge);
     return edge;
 }