Vector3d gravityVector(GravationalObject otherObject) { Double distance = Vector3d.Distance(positionVector, otherObject.LastVector); float F = (float)(6.67408 * Math.Pow(10, -11)) * (float)((mass * otherObject.mass) / Math.Pow(distance, 2)); //meters, kg, seconds Vector3d vectorn = otherObject.LastVector - positionVector; vectorn.Normalize(); vectorn = vectorn * F; return(vectorn); }
private Vector3d gravityVector(GravationalObject otherObject) { var distance = Vector3d.Distance(positionVector, otherObject.LastVector); var F = (float)(6.67408 * System.Math.Pow(10, -11)) * (float)(mass * otherObject.mass / System.Math.Pow(distance, 2)); //meters, kg, seconds var vectorn = otherObject.LastVector - positionVector; vectorn.Normalize(); vectorn = vectorn * F; return(vectorn); }
public void step2(GravationalObject gravitationObject, float dt) { ForceVec = ForceVec + gravityVector(gravitationObject); }