Esempio n. 1
0
 /// <summary>
 /// Получить объект стиля границ ячейки
 /// </summary>
 /// <param name="borders">Оъект содержащий элементы стиля границ ячеек</param>
 /// <param name="borderIndex">Индекс объекта</param>
 /// <returns>Объект границ ячейки</returns>
 public static Border GetBorder(this Borders borders, uint borderIndex)
 {
     return(borders.GetBorder((int)borderIndex));
 }
Esempio n. 2
0
    //This is the function to get the next frame without restriction and removing balls from game
    //This function calls the function "proceed_dt_only" to get the next frame just with simple movement from speed and rotation speed.
    //It uses recursive call to generate the exact frame without penetration.
    //It calculates the wall_collision and ball_ball_collision part mainly
    //Called Functions : proceed_dt_only, calc_wall_collision_time, calc_ball_collision_time, ball_wall_interaction, ball_ball_interaction,
    //					 proceed_dt_euler, wall_dv_pos, ball_dv_pos
    //Return Value : null.
    private static void proceed_dt_euler(Frame frame, int border_type, float dt, int depth)
    /* this one does not remove fallen balls */
    {
        const int COLLTYPE_WALL = 1;
        const int COLLTYPE_BALL = 2;
        const int COLLTYPE_NONE = 0;

        float dt1;
        float dtmin = 0.0f;
        int   i, j;
        int   colltype = COLLTYPE_NONE;
        int   collnr   = -1;
        int   collnr2  = -1;

        if (depth == 0)
        {
            logtime = dt;
        }
        else
        {
            logtime += dt;
        }

        /* move all balls */
        proceed_dt_only(frame, dt);
        /* checks */
        for (i = 0; i < 16; i++)
        {
            //if(frame.Balls[i].in_game){
            /* check wall collisions */
            for (j = 0; j < Borders.GetBorderNum(Borders.BORDERS_8GAME); j++)
            {
                dt1 = calc_wall_collision_time(frame.Balls[i], Borders.GetBorder(Borders.BORDERS_8GAME, j));
                if (dt1 < dtmin && dt1 > -dt)
                {
                    if (!wall_dv_pos(frame.Balls[i], Borders.GetBorder(Borders.BORDERS_8GAME, j), -dt * 1.0f))                           /* dont strobe apart */
                    {
                        dtmin = dt1; colltype = COLLTYPE_WALL; collnr = j; collnr2 = i;
                    }
                }
            }
            /* check ball collisions */
            for (j = 0; j < 16; j++)
            {
                if (j != i)
                {
                    dt1 = calc_ball_collision_time(frame.Balls[i], frame.Balls[j]);                  /* dt1 should be negative */
                    if (dt1 < dtmin && dt1 > -dt)
                    {
                        if (!ball_dv_pos(frame.Balls[j], frame.Balls[i], -dt * 1.0f))                       /* dont strobe apart */
                        {
                            dtmin = dt1; colltype = COLLTYPE_BALL; collnr = j; collnr2 = i;
                        }
                    }
                }
            }
            //}
        }
        switch (colltype)
        {
        case COLLTYPE_WALL:
            logtime += dtmin;
            proceed_dt_only(frame, dtmin);
            ball_wall_interaction(frame.Balls[collnr2], Borders.GetBorder(Borders.BORDERS_8GAME, collnr));
            BallEvents.collide_wall++;
            BallEvents.record_move_log_event(EventType0.BALL_WALL, collnr, frame.Balls[collnr2].nr, frame, frame.time);
            frame.ballwallcollisionvolume = (Maths.vec_abs(frame.Balls[collnr2].v)) * 0.05f;
//			MonoBehaviour.print(frame.ballwallcollisionvolume);
            proceed_dt_euler(frame, border_type, -dtmin, depth + 1);
            break;

        case COLLTYPE_BALL:
            logtime += dtmin;
            proceed_dt_only(frame, dtmin);
            ball_ball_interaction(frame.Balls[collnr], frame.Balls[collnr2]);

            BallEvents.record_move_log_event(EventType0.BALL_BALL, frame.Balls[collnr].nr, frame.Balls[collnr2].nr, frame, frame.time);
            frame.ballballcollisionvolume = (Maths.vec_abs(frame.Balls[collnr].v) + Maths.vec_abs(frame.Balls[collnr2].v)) * 0.05f;
            proceed_dt_euler(frame, border_type, -dtmin, depth + 1);
            break;
        }
    }