Esempio n. 1
0
        public override void ResolveConstraint(World world)
        {
            Vector_2d Dist       = world.PointMassList[PointA].Pos.Sub(world.PointMassList[PointB].Pos);
            float     Distance   = (float)Math.Sqrt(Dist.Dot(Dist));
            float     Difference = (UsedDistance - Distance) / Distance;

            if (Math.Abs(Difference) > DistanceHeld)//Give before taking damadge
            {
                Damadge -= 5.0F * Math.Abs(Difference) * world.DeltaTime * world.DeltaConstraint;
                Damadge  = Math.Max(0, Damadge);//For colour
            }
            else
            {
                Damadge = Math.Min(Damadge + (1.0F * world.DeltaTime * world.DeltaConstraint), 100);
            }
            const float Give = 0;

            if (Math.Abs(Distance - UsedDistance) > Give)//Give before moving
            {
                Vector_2d translate = new Vector_2d((float)(Dist.X * Difference), (float)(Dist.Y * Difference));
                translate = translate.Mult(world.DeltaConstraint);
                translate = translate.Mult(0.5F);
                float scalarP1 = (world.PointMassList[PointA].InverseMass / (world.PointMassList[PointA].InverseMass + world.PointMassList[PointB].InverseMass)) * Stiffness;
                float scalarP2 = Stiffness - scalarP1;
                //world.PointMassList[PointA].Accerate(translate.Mult(scalarP1),world);
                //world.PointMassList[PointB].Accerate(translate.Mult(scalarP2).Inverted(), world);
                world.PointMassList[PointA].Pos = world.PointMassList[PointA].Pos.Add(translate.Mult(scalarP1));
                world.PointMassList[PointB].Pos = world.PointMassList[PointB].Pos.Sub(translate.Mult(scalarP2));
            }
        }
Esempio n. 2
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        public void VelocityColl(PointMass A, Connection B)
        {
            Vector_2d pos = get_line_intersection(A.Pos, A.OldPos, PointMassList[B.PointA].Pos, PointMassList[B.PointB].Pos);

            if (pos != null)
            {
                float     COR            = 0.98F;//Coefficent of restetution
                Vector_2d ConB           = PointMassList[B.PointA].Pos.Sub(PointMassList[B.PointB].Pos);
                Vector_2d ConBPerpNormal = ConB.Perpendicular().Div((float)Math.Sqrt(ConB.Dot(ConB)));
                Vector_2d Velocity       = A.OldPos.Sub(A.Pos);
                Vector_2d newVelocity    = PointMassList[B.PointA].OldPos.Sub(PointMassList[B.PointA].Pos);
                newVelocity = newVelocity.Add(PointMassList[B.PointB].OldPos.Sub(PointMassList[B.PointB].Pos));
                //newVelocity = newVelocity.Sub(Velocity);
                float Distribution = (float)Math.Sqrt(pos.Sub(PointMassList[B.PointA].Pos).Dot(pos.Sub(PointMassList[B.PointA].Pos))) / B.UsedDistance;


                A.Pos = A.OldPos.Add(newVelocity.Mult(COR));
                PointMassList[B.PointA].Pos = PointMassList[B.PointA].OldPos.Add(Velocity.Mult(1 - Distribution));
                PointMassList[B.PointB].Pos = PointMassList[B.PointB].OldPos.Add(Velocity.Mult(Distribution));
                B.Damadge -= (A.Mass * A.DamadgeMulti);
                if (A.State == 6 && !A.Grabbed)
                {
                    int conA = Game.World.AddConnection(new ConnectionStaticDistance(Game.World, A.Id, B.PointA));
                    int conB = Game.World.AddConnection(new ConnectionStaticDistance(Game.World, A.Id, B.PointB));
                    Game.World.ConnectionList[conA].Render = false;
                    Game.World.ConnectionList[conB].Render = false;
                    PointMassList[A.Id].Grabbed            = true;
                    if (A.Player != -1)
                    {
                        PlayerList[A.Player].JointActuators.Add(new int[] { conA, A.Id });
                        PlayerList[A.Player].JointActuators.Add(new int[] { conB, A.Id });
                    }
                }
            }
        }
Esempio n. 3
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        //precalculated
        public ConnectionStaticDistance(World world, int a, int b)
            : base(world, a, b)
        {
            Vector_2d Dist = world.PointMassList[PointA].Pos.Sub(world.PointMassList[PointB].Pos);

            //Resting distances
            UsedDistance = (float)Math.Sqrt((double)Dist.Dot(Dist));
            //Stiffness = 1;
        }
Esempio n. 4
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        public void Coll(PointMass a, PointMass b)
        {
            Vector_2d diff       = a.Pos.Sub(b.Pos);
            float     InputForce = 1.0F / (float)Math.Sqrt(diff.Dot(diff));

            diff.Div(InputForce);
            diff.Mult(0.5F);
            a.Accerate(diff, this);
            b.Accerate(diff.Inverted(), this);
        }
Esempio n. 5
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        public override void ResolveConstraint(World world)
        {
            Vector_2d Avec = world.PointMassList[PointMid].Pos.Sub(world.PointMassList[PointA].Pos).Normal().Perpendicular();

            //Whats it with?
            if (Direction)
            {
                Avec.Invert();
            }
            Vector_2d Bvec = world.PointMassList[PointB].Pos.Sub(world.PointMassList[PointMid].Pos).Normal();
            float     Dot  = Avec.Dot(Bvec);

            Dot = (float)Math.Sqrt(Math.Abs(Dot)) * (Dot / Math.Abs(Dot));
            float       Normal = (Dot / (float)(Math.Sqrt(Avec.Dot(Avec))));
            const float Give   = 0;//1.0F/10.0F;

            if (Math.Abs(1.0F - Normal) > Give)
            {
                if (Normal < 0)
                {
                    //Extend
                    UsedDistance = LargestDistance;
                }
                if (Normal > 0)
                {
                    //Contract
                    UsedDistance = SmallestDistance;
                }
                if (Normal == 0)
                {
                    world.PointMassList[PointA].Pos.X += 1;
                    world.PointMassList[PointB].Pos.X -= 1;
                }
                base.ResolveConstraint(world);
            }
        }
Esempio n. 6
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        public ConnectionPushClose(World world, int a, int b, float MinDistanceSet = -1)
            : base(world, a, b)
        {
            Render = false;
            Vector_2d Dist = world.PointMassList[PointA].Pos.Sub(world.PointMassList[PointB].Pos);

            //Minamum distance to apply
            if (MinDistanceSet == -1)
            {
                UsedDistance = (float)Math.Sqrt((double)Dist.Dot(Dist));
            }
            else
            {
                UsedDistance = MinDistanceSet;
            }
        }
Esempio n. 7
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        public override void ResolveConstraint(World world)
        {
            Vector_2d Dist       = world.PointMassList[PointA].Pos.Sub(world.PointMassList[PointB].Pos);
            float     DistDot    = Dist.Dot(Dist);
            float     Distance   = (float)Math.Sqrt(DistDot);
            float     Difference = (UsedDistance - Distance) / Distance;

            if (Difference > 0)
            {
                Vector_2d translate = new Vector_2d((float)(Dist.X * Difference), (float)(Dist.Y * Difference));
                //translate = translate.Mult(Force);
                translate = translate.Mult(0.5F).Mult(world.DeltaConstraint);//.Mult(world.DeltaTime);
                float scalarP1 = (world.PointMassList[PointA].InverseMass / (world.PointMassList[PointA].InverseMass + world.PointMassList[PointB].InverseMass)) * Stiffness;
                float scalarP2 = Stiffness - scalarP1;
                world.PointMassList[PointA].Pos = world.PointMassList[PointA].Pos.Add(translate.Mult(scalarP1));
                world.PointMassList[PointB].Pos = world.PointMassList[PointB].Pos.Sub(translate.Mult(scalarP2));
            }
        }
Esempio n. 8
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        //precalculated
        public ConnectionRotateToDirection(World world, int a, int mid, int b, bool direction /* 0 = 90, 1 = 270*/)
            : base(world, a, b)
        {
            Direction = direction;
            PointMid  = mid;
            Vector_2d Dist = world.PointMassList[PointA].Pos.Sub(world.PointMassList[PointB].Pos);

            UsedDistance    = (float)Math.Sqrt((double)Dist.Dot(Dist));
            LargestDistance = 1;//To solve bugs
            foreach (int k in Game.World.PointMassList[PointMid].Connected)
            {
                if (k != -1)
                {
                    if (Game.World.ConnectionList[k].PointA == a || Game.World.ConnectionList[k].PointB == a)
                    {
                        LargestDistance += Game.World.ConnectionList[k].UsedDistance;
                    }
                    if (Game.World.ConnectionList[k].PointA == b || Game.World.ConnectionList[k].PointB == b)
                    {
                        LargestDistance += Game.World.ConnectionList[k].UsedDistance;
                    }
                }
            }
            float adis = 0;
            float bdis = 0;

            foreach (int k in Game.World.PointMassList[PointMid].Connected)
            {
                if (k != -1)
                {
                    if (Game.World.ConnectionList[k].PointA == a || Game.World.ConnectionList[k].PointB == a)
                    {
                        adis = Game.World.ConnectionList[k].UsedDistance;
                    }
                    if (Game.World.ConnectionList[k].PointA == b || Game.World.ConnectionList[k].PointB == b)
                    {
                        bdis = Game.World.ConnectionList[k].UsedDistance;
                    }
                }
            }
            SmallestDistance = (float)Math.Sqrt((float)((adis * adis) + (bdis * bdis) - (2 * adis * bdis * Math.Cos((float)Game.World.PointMassList[PointMid].JointLimit * (3.14 / 180)))));
        }