Example #1
0
        protected void OnSetVelocities(bool isRandom, double speed)
        {
            if (this.SetVelocities == null)
            {
                return;
            }

            SetVelocitiesArgs args = new SetVelocitiesArgs();

            args.Asteroids = chkVelocityAsteroid.IsChecked.Value;
            args.Minerals  = chkVelocityMineral.IsChecked.Value;

            args.IsRandom = isRandom;
            args.Speed    = speed;

            this.SetVelocities(this, args);
        }
Example #2
0
 private void optionsPanel_SetVelocities(object sender, SetVelocitiesArgs e)
 {
     _setVelocityArgs  = e;
     _hasSetVelocities = false;
 }
Example #3
0
        /// <summary>
        /// This is raised by _world once per frame (this is raised, then it requests forces for bodies)
        /// </summary>
        private void World_Updating(object sender, WorldUpdatingArgs e)
        {
            try
            {
                if (_hasSetVelocities && _setVelocityArgs != null)
                {
                    _hasSetVelocities = false;
                    _setVelocityArgs  = null;
                }

                Vector3D shipPosition = _ship.PositionWorld.ToVector();

                _ship.WorldUpdating(e.ElapsedTime);

                #region Minerals

                foreach (Mineral mineral in _map.GetMinerals())
                {
                    mineral.WorldUpdating();
                }

                #endregion

                #region Space Stations

                SpaceStation currentlyOverStation = null;

                foreach (SpaceStation station in _spaceStations)
                {
                    station.WorldUpdating();

                    // See if the ship is over the station
                    Vector3D stationPosition = station.PositionWorld.ToVector();
                    stationPosition.Z = 0;

                    if ((stationPosition - shipPosition).LengthSquared < station.Radius * station.Radius)
                    {
                        currentlyOverStation = station;
                    }
                }

                // Store the station that the ship is over
                if (currentlyOverStation == null)
                {
                    statusMessage.Content = "";
                }
                else
                {
                    statusMessage.Content = "Press space to enter station";

                    //TODO:  Play a sound if this is the first time they entered the station's range
                }

                _currentlyOverStation = currentlyOverStation;

                #endregion

                // Camera
                UpdateCameraPosition();

                #region Asteroid Gravity

                //TODO:  It's too expensive for every small item to examine every other object each frame, and it's choppy when the calculations are
                // intermitent (should do threads).  Set up a vector field for the minerals and bots to be attracted to
                //
                // On second thought, I don't think this will work.  It would be more efficient for the map to return objects in range, but that requires
                // the map to store things different (I think for 2D it's a quad tree, and 3D is an oct tree?)

                // Only doing asteroids - the ship does gravity calculation against the asteroids in it's apply force event
                if (_hasGravity)
                {
                    _asteroidGravityForces.Clear();

                    if (StaticRandom.NextDouble() < .05d)               // I don't want to do this every frame
                    {
                        // Init my forces list
                        for (int cntr = 0; cntr < _asteroids.Count; cntr++)
                        {
                            _asteroidGravityForces.Add(_asteroids[cntr].PhysicsBody, new Vector3D());
                        }

                        // Apply Gravity
                        for (int outerCntr = 0; outerCntr < _asteroids.Count - 1; outerCntr++)
                        {
                            Point3D centerMass1 = _asteroids[outerCntr].PositionWorld;

                            for (int innerCntr = outerCntr + 1; innerCntr < _asteroids.Count; innerCntr++)
                            {
                                #region Apply Gravity

                                Point3D centerMass2 = _asteroids[innerCntr].PositionWorld;

                                Vector3D gravityLink = centerMass1 - centerMass2;

                                double force = GRAVITATIONALCONSTANT * (_asteroids[outerCntr].Mass * _asteroids[innerCntr].Mass) / gravityLink.LengthSquared;

                                gravityLink.Normalize();
                                gravityLink *= force;

                                _asteroidGravityForces[_asteroids[innerCntr].PhysicsBody] += gravityLink;
                                _asteroidGravityForces[_asteroids[outerCntr].PhysicsBody] -= gravityLink;

                                #endregion
                            }
                        }

                        // I also need to attract to the ship, because it's attracted to the asteroids
                        // I can't because the ship is attracted every frame, so the forces are unbalanced
                        Point3D shipPos  = _ship.PositionWorld;
                        double  shipMass = _ship.PhysicsBody.Mass;

                        for (int cntr = 0; cntr < _asteroids.Count; cntr++)
                        {
                            #region Apply Gravity

                            Vector3D gravityLink = shipPos - _asteroids[cntr].PositionWorld;

                            double force = GRAVITATIONALCONSTANT * (_asteroids[cntr].Mass * shipMass) / gravityLink.LengthSquared;

                            gravityLink.Normalize();
                            gravityLink *= force;

                            _asteroidGravityForces[_asteroids[cntr].PhysicsBody] -= gravityLink;

                            #endregion
                        }
                    }
                }

                #endregion

                _map.WorldUpdating();
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error);
            }
        }
        protected void OnSetVelocities(bool isRandom, double speed)
        {
            if (this.SetVelocities == null)
            {
                return;
            }

            SetVelocitiesArgs args = new SetVelocitiesArgs();
            args.Asteroids = chkVelocityAsteroid.IsChecked.Value;
            args.Minerals = chkVelocityMineral.IsChecked.Value;

            args.IsRandom = isRandom;
            args.Speed = speed;

            this.SetVelocities(this, args);
        }
 private void optionsPanel_SetVelocities(object sender, SetVelocitiesArgs e)
 {
     _setVelocityArgs = e;
     _hasSetVelocities = false;
 }
        /// <summary>
        /// This is raised by _world once per frame (this is raised, then it requests forces for bodies)
        /// </summary>
        private void World_Updating(object sender, WorldUpdatingArgs e)
        {
            try
            {
                if (_hasSetVelocities && _setVelocityArgs != null)
                {
                    _hasSetVelocities = false;
                    _setVelocityArgs = null;
                }

                Vector3D shipPosition = _ship.PositionWorld.ToVector();

                _ship.WorldUpdating(e.ElapsedTime);

                #region Minerals

                foreach (Mineral mineral in _map.GetMinerals())
                {
                    mineral.WorldUpdating();
                }

                #endregion

                #region Space Stations

                SpaceStation currentlyOverStation = null;

                foreach (SpaceStation station in _spaceStations)
                {
                    station.WorldUpdating();

                    // See if the ship is over the station
                    Vector3D stationPosition = station.PositionWorld.ToVector();
                    stationPosition.Z = 0;

                    if ((stationPosition - shipPosition).LengthSquared < station.Radius * station.Radius)
                    {
                        currentlyOverStation = station;
                    }
                }

                // Store the station that the ship is over
                if (currentlyOverStation == null)
                {
                    statusMessage.Content = "";
                }
                else
                {
                    statusMessage.Content = "Press space to enter station";

                    //TODO:  Play a sound if this is the first time they entered the station's range
                }

                _currentlyOverStation = currentlyOverStation;

                #endregion

                // Camera
                UpdateCameraPosition();

                #region Asteroid Gravity

                //TODO:  It's too expensive for every small item to examine every other object each frame, and it's choppy when the calculations are
                // intermitent (should do threads).  Set up a vector field for the minerals and bots to be attracted to
                //
                // On second thought, I don't think this will work.  It would be more efficient for the map to return objects in range, but that requires
                // the map to store things different (I think for 2D it's a quad tree, and 3D is an oct tree?)

                // Only doing asteroids - the ship does gravity calculation against the asteroids in it's apply force event
                if (_hasGravity)
                {
                    _asteroidGravityForces.Clear();

                    if (StaticRandom.NextDouble() < .05d)		// I don't want to do this every frame
                    {
                        // Init my forces list
                        for (int cntr = 0; cntr < _asteroids.Count; cntr++)
                        {
                            _asteroidGravityForces.Add(_asteroids[cntr].PhysicsBody, new Vector3D());
                        }

                        // Apply Gravity
                        for (int outerCntr = 0; outerCntr < _asteroids.Count - 1; outerCntr++)
                        {
                            Point3D centerMass1 = _asteroids[outerCntr].PositionWorld;

                            for (int innerCntr = outerCntr + 1; innerCntr < _asteroids.Count; innerCntr++)
                            {
                                #region Apply Gravity

                                Point3D centerMass2 = _asteroids[innerCntr].PositionWorld;

                                Vector3D gravityLink = centerMass1 - centerMass2;

                                double force = GRAVITATIONALCONSTANT * (_asteroids[outerCntr].Mass * _asteroids[innerCntr].Mass) / gravityLink.LengthSquared;

                                gravityLink.Normalize();
                                gravityLink *= force;

                                _asteroidGravityForces[_asteroids[innerCntr].PhysicsBody] += gravityLink;
                                _asteroidGravityForces[_asteroids[outerCntr].PhysicsBody] -= gravityLink;

                                #endregion
                            }
                        }

                        // I also need to attract to the ship, because it's attracted to the asteroids
                        // I can't because the ship is attracted every frame, so the forces are unbalanced
                        Point3D shipPos = _ship.PositionWorld;
                        double shipMass = _ship.PhysicsBody.Mass;

                        for (int cntr = 0; cntr < _asteroids.Count; cntr++)
                        {
                            #region Apply Gravity

                            Vector3D gravityLink = shipPos - _asteroids[cntr].PositionWorld;

                            double force = GRAVITATIONALCONSTANT * (_asteroids[cntr].Mass * shipMass) / gravityLink.LengthSquared;

                            gravityLink.Normalize();
                            gravityLink *= force;

                            _asteroidGravityForces[_asteroids[cntr].PhysicsBody] -= gravityLink;

                            #endregion
                        }
                    }
                }

                #endregion

                _map.WorldUpdating();
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error);
            }
        }