Example #1
0
        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()));
        }
Example #2
0
        private List <Interaction> GetInteractions_Standard(out double totalForce, MyVector centerWorld, MyVector dirFacingWorld)
        {
            totalForce = 0d;
            List <Interaction> retVal = new List <Interaction>();

            AngularVelocityInfo tractorAngularInfo = null;

            // Scan for objects in my path
            foreach (BallBlip blip in FindBlipsInCone(centerWorld, dirFacingWorld))
            {
                // Get the distance
                MyVector lineBetween = blip.Sphere.Position - centerWorld;
                double   distance    = lineBetween.GetMagnitude();

                // Figure out the force to apply
                double force = UtilityCore.GetScaledValue(_forceAtZero, _forceAtMax, 0d, _maxDistance, distance);
                force *= _percent;

                switch (_mode)
                {
                case BeamMode.PushPull:
                    #region Push Pull

                    if (!Utility3D.IsNearZero(distance))
                    {
                        // Turn lineBetween into a unit vector (it will be multiplied by force later)
                        lineBetween.BecomeUnitVector();

                        if (_isSoft)
                        {
                            force = GetForceForSoft(ref tractorAngularInfo, force, lineBetween, distance, blip.Ball, dirFacingWorld);
                        }

                        // Add this to the return list
                        retVal.Add(new Interaction(blip, lineBetween, force));
                        totalForce += Math.Abs(force);      // percent is negative when in repulse mode
                    }

                    #endregion
                    break;

                case BeamMode.LeftRight:
                    #region Left Right

                    // Only do something if the lines aren't sitting directly on top of each other (even if they want to repel,
                    // I'd be hesitant to just repel in any random direction)
                    if (!Utility3D.IsNearValue(MyVector.Dot(lineBetween, dirFacingWorld, true), 1d))
                    {
                        // Get a line that's orthogonal to lineBetween, and always points toward the dirFacingWorld vector
                        MyVector dirToCenterLine = MyVector.Cross(lineBetween, MyVector.Cross(lineBetween, dirFacingWorld));
                        dirToCenterLine.BecomeUnitVector();

                        // Add to the return list
                        retVal.Add(new Interaction(blip, dirToCenterLine, force));
                        totalForce += Math.Abs(force);      // percent is negative when in repulse mode
                    }

                    #endregion
                    break;

                default:
                    throw new ApplicationException("Unknown BeamMode: " + _mode.ToString());
                }
            }

            // Exit Function
            return(retVal);
        }