Esempio n. 1
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        private const double MOVEPERSTEPPERCENT = 1d;		// this seems to be stable with 100%, if nessassary, drop it down a bit so that parts don't move as far each step

        #endregion

        //TODO: Make a better version, probably a combination of pulling in and separating
        public static void PullInCrude(out bool changed, PartSeparator_Part[] parts)
        {
            // Figure out the max radius
            double[] sizes = parts.Select(o => (o.Size.X + o.Size.Y + o.Size.Z) / 3d).ToArray();
            double largestPart = sizes.Max();
            double maxRadius = largestPart * 8d;
            double maxRadiusSquare = maxRadius * maxRadius;

            Point3D center = Math3D.GetCenter(parts.Select(o => Tuple.Create(o.Position, o.Mass)).ToArray());

            changed = false;

            for (int cntr = 0; cntr < parts.Length; cntr++)
            {
                Vector3D offset = parts[cntr].Position - center;		//NOTE: This is just going to the center of the part, it's not considering the extents of the part (this method IS called crude)
                if (offset.LengthSquared < maxRadiusSquare)
                {
                    continue;
                }

                // Pull it straight in
                double difference = offset.Length - maxRadius;
                offset.Normalize();
                offset *= difference * -1d;

                parts[cntr].Position += offset;		//NOTE: I'm not going to change the center of mass

                changed = true;
            }
        }
Esempio n. 2
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        public static CollisionHull[] Separate(out bool changed, PartSeparator_Part[] parts, World world)
        {
            changed = false;

            bool[] hasMoved = new bool[parts.Length];		// defaults to false

            CollisionHull[] hulls = parts.
                Select(o => o.CreateCollisionHull(world)).
                ToArray();

            // Move the parts
            for (int cntr = 0; cntr < MAXSTEPS; cntr++)		// execution will break out of this loop early if parts are no longer intersecting
            {
                Intersection[] intersections = GetIntersections(parts, hulls, hasMoved, world);
                if (intersections.Length == 0)
                {
                    break;
                }

                DoStep(intersections, parts, hasMoved);

                changed = true;
            }

            // Ensure hulls are synced
            for (int cntr = 0; cntr < parts.Length; cntr++)
            {
                if (hasMoved[cntr])
                {
                    hulls[cntr].Dispose();
                    hulls[cntr] = parts[cntr].CreateCollisionHull(world);
                }
            }

            // Exit Function
            return hulls;
        }