/// <summary>
        /// Returns the gravitional force between A & B, in the direction of A to B
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <returns></returns>
        private static Vector2f ForceBetweenPlanets(Planet a, Planet b)
        {
            var d = Utils.Distance(a.Position, b.Position);
            var forceMag = m_GravConst * (a.Mass * b.Mass) / d; //Newton's Law of Universal Gravitation

            var forceVector = b.Position - a.Position;
            forceVector /= (float)d; //reduce to unit vector
            forceVector *= (float)forceMag; //scale to proper magnitude

            return forceVector;
        }
Beispiel #2
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 private bool PositionFree(Point target) => Planet.IsInBounds(target) && Planet.Population.All(p => p.Position != target) && Planet.Bushes.All(b => b.Position != target);
 static public Vector2 GetDistanceVector(Planet planet1, Planet planet2)
 {
     return(planet2.Position - planet1.Position);
 }