Ejemplo n.º 1
0
    private void AddCollisionForce()
    {
        _points.Clear();
        _nodes.Clear();

        for (int i = 0; i < cells.Count; i++)
        {
            var p = cells[i];
            _points.Add(new double[] { p.position.x, p.position.y, p.position.z });
            _nodes.Add(i);
        }

        KDTree <double, int> tree = new KDTree <double, int>(3, _points.ToArray(), _nodes.ToArray(), L2Norm);

        double radiusSquared = parameters.radius * parameters.radius;

        for (int i = 0; i < cells.Count; i++)
        {
            GParticle p = cells[i];
            p.collisions = 0;

            var rsquared = parameters.radius * parameters.radius;

            Tuple <double[], int>[] neighbors = tree.NearestNeighbors(new double[] { p.position.x, p.position.y, p.position.z }, (int)parameters.maxNeighbors);

            foreach (var neighbor in neighbors)
            {
                GParticle q            = cells[neighbor.Item2];
                Vector3   displacement = p.position - q.position;

                float distanceSquared = displacement.x * displacement.x +
                                        displacement.y * displacement.y +
                                        displacement.z * displacement.z;

                if ((i != neighbor.Item2) && (!p.connectedTo(neighbor.Item2)))
                {
                    displacement.Normalize();
                    displacement *= (rsquared - distanceSquared) / rsquared; // TODO sqrt here? NGS what is this even ????

                    p.delta += displacement * parameters.collisionFactor;
                    p.collisions++;
                }
            }
        }
    }
Ejemplo n.º 2
0
    private void AddCollisionBruteForce()
    {
        var tree = new KdTree <float, int>(3, new FloatMath());

        for (int i = 0; i < cells.Count; i++)
        {
            tree.Add(new[] { cells[i].position.x, cells[i].position.y, cells[i].position.z }, i);
        }


        double radiusSquared = parameters.radius * parameters.radius;

        for (int i = 0; i < cells.Count; i++)
        {
            GParticle p = cells[i];
            p.collisions = 0;

            var rsquared = parameters.radius * parameters.radius;

            var neighbors = tree.GetNearestNeighbours(new[] { cells[i].position.x, cells[i].position.y, cells[i].position.z },
                                                      (int)parameters.maxNeighbors);

            for (int j = 0; j < neighbors.Length; j++)
            {
                GParticle q            = cells[neighbors[j].Value];
                Vector3   displacement = p.position - q.position;

                if (displacement.magnitude < parameters.radius)
                {
                    float distanceSquared = displacement.x * displacement.x +
                                            displacement.y * displacement.y +
                                            displacement.z * displacement.z;

                    if ((i != j) && (!p.connectedTo(j)))
                    {
                        displacement.Normalize();
                        displacement *= (rsquared - distanceSquared) / rsquared; // TODO sqrt here? NGS what is this even ????

                        p.delta += displacement * parameters.collisionFactor;
                        p.collisions++;
                    }
                }
            }
        }
    }