コード例 #1
0
        private void AddMultiBall(double radius, double mass)
        {
            // Physical Ball
            MyVector     pos       = Utility3D.GetRandomVector(BOUNDRY);
            DoubleVector dirFacing = new DoubleVector(1, 0, 0, 0, 1, 0);

            Ball ball = new Ball(pos, dirFacing, radius, mass, ELASTICITY, KINETICFRICTION, STATICFRICTION, _boundryLower, _boundryUpper);

            BallBlip blip = new BallBlip(ball, CollisionStyle.Standard, RadarBlipQual.BallUserDefined00, TokenGenerator.NextToken());

            _map.Add(blip);

            // WPF Rendering
            Geometry3D      geometry      = UtilityWPF.GetSphere(5, radius);
            Material        material      = new DiffuseMaterial(new SolidColorBrush(Color.FromArgb(255, Convert.ToByte(_rand.Next(256)), Convert.ToByte(_rand.Next(256)), Convert.ToByte(_rand.Next(256)))));
            GeometryModel3D geometryModel = new GeometryModel3D(geometry, material);

            geometryModel.Transform = new Transform3DGroup();

            //TODO:  Tie this transform directly to the ball's velocity (the shpere class should take the transform group)
            Transform3DGroup group = geometryModel.Transform as Transform3DGroup;

            group.Children.Clear();
            group.Children.Add(new TranslateTransform3D(pos.X, pos.Y, pos.Z));

            _geometries.Add(geometryModel);
            _modelGroup.Children.Add(geometryModel);
        }
コード例 #2
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        private void CommitObject()
        {
            Ball newObject;

            #region Get the base object to add

            if (_drawingBall != null)
            {
                newObject    = _drawingBall;
                _drawingBall = null;
            }
            else
            {
                newObject = BuildObject();
            }

            #endregion

            RadarBlipQual blipQual;
            #region Figure out the blipqual

            //TODO:  Define these as constants somewhere
            switch (_mode)
            {
            case AddingMode.AddBall:
                blipQual = RadarBlipQual.BallUserDefined00;
                break;

            case AddingMode.AddSolidBall:
                blipQual = RadarBlipQual.BallUserDefined01;
                break;

            case AddingMode.AddRigidBody:
                blipQual = RadarBlipQual.BallUserDefined02;
                break;

            default:
                throw new ApplicationException("Unknown AddingMode: " + _mode.ToString());
            }

            #endregion

            // Create a blip to contain this object
            BallBlip blip = new BallBlip(newObject, _newBallProps.CollisionStyle, blipQual, TokenGenerator.NextToken());

            // If this is a torqueball, then it will get the angular velocity.  I have to wait until now, because
            // the size could change during a draw (you don't see it spin during the drag anyway, because I
            // don't call it's timer, so there is no reason to set angular velocity before now.)
            StoreAngularVelocity(blip.Ball);

            // Add it to the map
            _map.Add(blip);

            if (_newBallProps.Temporary)
            {
                _tempObjects.Add(blip.Token);
            }
        }
コード例 #3
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        private void btnChase_Click(object sender, EventArgs e)
        {
            BallBlip ship = _shipController.Ship;

            if (ship == null)
            {
                MessageBox.Show("No ship to chase", "Ship Type Props", MessageBoxButtons.OK, MessageBoxIcon.Warning);
                return;
            }

            _picturebox.ChasePoint(ship.Ball.Position);
        }
コード例 #4
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        public static RadarBlip CloneBlip(RadarBlip blip, SimpleMap map)
        {
            BallBlip retVal = new BallBlip((Ball)blip.Sphere.Clone(), blip.CollisionStyle, blip.Qual, TokenGenerator.NextToken());

            retVal.Ball.Velocity.StoreNewValues(((Ball)blip.Sphere).Velocity);

            if (blip.Sphere is TorqueBall)
            {
                ((TorqueBall)retVal.Sphere).AngularMomentum.StoreNewValues(((TorqueBall)blip.Sphere).AngularMomentum);
            }

            return(retVal);
        }
コード例 #5
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        private void chkIncludeShip_CheckedChanged(object sender, EventArgs e)
        {
            const double THRUSTERANGLE = 75;

            if (chkIncludeShip.Checked)
            {
                if (_ship == null)
                {
                    #region Create Ship

                    // Set up the ship
                    double    radius = MINRADIUSMASS + (_rand.NextDouble() * (MAXRADIUSMASS - MINRADIUSMASS));
                    SolidBall ship   = new SolidBall(Utility3D.GetRandomVector(_boundryLower, _boundryUpper), new DoubleVector(0, 1, 0, 1, 0, 0), radius, GetMass(radius), GetElasticity(), 1, 1, _boundryLower, _boundryUpper);

                    // Set up the thrusters
                    MyVector thrusterSeed = new MyVector(0, ship.Radius, 0);
                    MyVector zAxis        = new MyVector(0, 0, 1);

                    // Bottom Thrusters
                    _shipThrusterOffset_BottomRight = thrusterSeed.Clone();
                    _shipThrusterOffset_BottomRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE * -1));

                    _shipThrusterOffset_BottomLeft = thrusterSeed.Clone();
                    _shipThrusterOffset_BottomLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE));

                    // Top Thrusters
                    thrusterSeed = new MyVector(0, ship.Radius * -1, 0);
                    _shipThrusterOffset_TopRight = thrusterSeed.Clone();
                    _shipThrusterOffset_TopRight.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE));

                    _shipThrusterOffset_TopLeft = thrusterSeed.Clone();
                    _shipThrusterOffset_TopLeft.RotateAroundAxis(zAxis, Utility3D.GetDegreesToRadians(THRUSTERANGLE * -1));

                    // Add to the map
                    _ship = new BallBlip(ship, CollisionStyle.Standard, RadarBlipQual.BallUserDefined03, TokenGenerator.NextToken());
                    _map.Add(_ship);

                    #endregion
                }
            }
            else
            {
                if (_ship != null)
                {
                    _map.Remove(_ship.Token);
                    _ship = null;
                }
            }
        }
コード例 #6
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        private void btnAddSolidBall_Click(object sender, EventArgs e)
        {
            double radius     = _rand.Next(Convert.ToInt32(MINRADIUSMASS), Convert.ToInt32(MAXRADIUSMASS));
            double mass       = GetMass(radius);
            double elasticity = GetElasticity();

            SolidBall ball = new SolidBall(Utility3D.GetRandomVector(_boundryLower, _boundryUpper), new DoubleVector(0, 1, 0, 1, 0, 0), radius, mass, elasticity, 1, 1, _boundryLower, _boundryUpper);

            ball.Velocity.Add(Utility3D.GetRandomVector(MAXVELOCITY));
            ball.Velocity.Z = 0;

            BallBlip blip = new BallBlip(ball, CollisionStyle.Standard, RadarBlipQual.BallUserDefined01, TokenGenerator.NextToken());

            _map.Add(blip);
        }
コード例 #7
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        public GravMouse(LargeMapViewer2D picturebox, SimpleMap map, MyVector boundryLower, MyVector boundryUpper)
        {
            const double RADIUS = 400;

            _picturebox   = picturebox;
            _map          = map;
            _boundryLower = boundryLower;
            _boundryUpper = boundryUpper;

            _cursorBlip = new BallBlip(new Ball(new MyVector(), new DoubleVector(1, 0, 0, 0, 1, 0), RADIUS, UtilityCore.GetMassForRadius(RADIUS, 1d), 1, 0, 0, _boundryLower, _boundryUpper), CollisionStyle.Stationary, RadarBlipQual.BallUserDefined05, TokenGenerator.NextToken());

            _picturebox.MouseDown  += new MouseEventHandler(picturebox_MouseDown);
            _picturebox.MouseUp    += new MouseEventHandler(picturebox_MouseUp);
            _picturebox.MouseMove  += new MouseEventHandler(picturebox_MouseMove);
            _picturebox.MouseLeave += new EventHandler(picturebox_MouseLeave);
        }
コード例 #8
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        private void btnAddRigidBody_Click(object sender, EventArgs e)
        {
            const int    MINPOINTMASSES     = 3;
            const int    MAXPOINTMASSES     = 8;
            const double MINPOINTMASSRADIUS = MINRADIUSMASS / MINPOINTMASSES;
            const double MAXPOINTMASSRADIUS = MAXRADIUSMASS / MAXPOINTMASSES;

            // Make the chassis
            RigidBody ball = new RigidBody(Utility3D.GetRandomVector(_boundryLower, _boundryUpper), new DoubleVector(0, -1, 0, -1, 0, 0), .1d, GetElasticity(), 1, 1, _boundryLower, _boundryUpper);

            int numPointMasses = _rand.Next(MINPOINTMASSES, MAXPOINTMASSES + 1);
            //double maxOffset = MAXRADIUSMASS - ((MINPOINTMASSRADIUS + MAXPOINTMASSRADIUS) / 2d);		// this could result in bodies slightly larger than the other two types, but it should be close
            double maxOffset  = MAXRADIUSMASS - MAXPOINTMASSRADIUS;
            double ballRadius = ball.Radius;
            double curRadius;

            // Add point masses
            for (int massCntr = 1; massCntr <= numPointMasses; massCntr++)
            {
                MyVector pointMassPos = Utility3D.GetRandomVectorSpherical(maxOffset);
                pointMassPos.Z = 0;             // I do this here for the radius calculation below
                double pointMassMass = MINPOINTMASSRADIUS + (_rand.NextDouble() * (MAXPOINTMASSRADIUS - MINPOINTMASSRADIUS));

                // Add a point mass
                ball.AddPointMass(pointMassPos.X, pointMassPos.Y, 0, pointMassMass);

                // See if this pushes out the ball's overall radius
                curRadius = pointMassPos.GetMagnitude() + pointMassMass;                // I assume that the pointmass's mass is the same as its radius
                if (curRadius > ballRadius)
                {
                    ballRadius = curRadius;
                }
            }

            // Store the new radius
            ball.Radius = ballRadius * 1.1d;            // make it slightly bigger

            // Set the velocity
            ball.Velocity.Add(Utility3D.GetRandomVector(MAXVELOCITY));
            ball.Velocity.Z = 0;

            BallBlip blip = new BallBlip(ball, CollisionStyle.Standard, RadarBlipQual.BallUserDefined02, TokenGenerator.NextToken());

            _map.Add(blip);
        }
コード例 #9
0
        public TractorBeamCone(SimpleMap map, BallBlip ship, MyVector offset, DoubleVector dirFacing, BeamMode mode, bool isSoft, double sweepAngle, double maxDistance, double forceAtZero, double forceAtMax, double maxForcePerTick)
        {
            _map = map;

            _ship = ship;

            _offset    = offset;
            _dirFacing = dirFacing;

            _mode = mode;

            _isSoft = isSoft;

            _sweepAngle      = sweepAngle;
            _maxDistance     = maxDistance;
            _forceAtZero     = forceAtZero;
            _forceAtMax      = forceAtMax;
            _maxForcePerTick = maxForcePerTick;
        }
コード例 #10
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        private void ApplyExplosionForce(RadarBlip blip)
        {
            if (!(blip is BallBlip))
            {
                return;
            }

            BallBlip castBlip = (BallBlip)blip;

            MyVector force = castBlip.Ball.Position - this.Ball.Position;

            force.BecomeUnitVector();
            force.Multiply(_explosion.Force);

            // Setting the force does no good, because PrepareForNewTick is called before it can take affect
            //castBlip.Ball.ExternalForce.Add(force);

            force.Divide(castBlip.Ball.Mass);           // F=MA
            castBlip.Ball.Velocity.Add(force);
        }
コード例 #11
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        private void PropsChangedSprtNew()
        {
            MyVector position = null;

            // Kill Existing
            if (_ship != null)
            {
                position = _ship.Ball.Position.Clone();
                _map.Remove(_ship.Token);
                _ship = null;
            }
            else
            {
                position = Utility3D.GetRandomVector(_boundryLower, _boundryUpper);
            }

            _tractorBeams.Clear();
            _cannon = null;
            _machineGuns.Clear();

            #region New Ship

            //TODO:  Listen to global props
            double elasticity      = .75d;
            double kineticFriction = .75d;
            double staticFriction  = 1d;

            // Build New
            Ball          newBall;
            RadarBlipQual blipQual;        // logic came from BallAdder.CommitObject

            switch (_type)
            {
            case ShipTypeQual.None:
                return;

            case ShipTypeQual.Ball:
                #region Ball

                newBall = new Ball(position, new DoubleVector(0, 1, 0, 1, 0, 0), _shipSize, UtilityCore.GetMassForRadius(_shipSize, 1d), elasticity, kineticFriction, staticFriction, _boundryLower, _boundryUpper);

                blipQual = RadarBlipQual.BallUserDefined00;

                _thrustForce = GetThrustForce(newBall.Mass);
                _torqueballLeftRightThrusterForce = _thrustForce;

                #endregion
                break;

            case ShipTypeQual.SolidBall:
                #region Solid Ball

                newBall = new SolidBall(position, new DoubleVector(0, 1, 0, 1, 0, 0), _shipSize, UtilityCore.GetMassForRadius(_shipSize, 1d), elasticity, kineticFriction, staticFriction, _boundryLower, _boundryUpper);

                blipQual = RadarBlipQual.BallUserDefined01;

                _thrustForce = GetThrustForce(newBall.Mass);
                _torqueballLeftRightThrusterForce = GetLeftRightThrusterMagnitude(((SolidBall)newBall).InertialTensorBody);

                #endregion
                break;

            default:
                throw new ApplicationException("Unknown ShipTypeQual: " + _type.ToString());
            }

            newBall.RotateAroundAxis(new MyVector(0, 0, 1), Math.PI);

            // Finish Building
            _ship = new BallBlip(newBall, CollisionStyle.Standard, blipQual, _blipToken);
            _map.Add(_ship);

            #endregion

            if (this.CreateNewTractorBeams != null)
            {
                this.CreateNewTractorBeams(this, new EventArgs());
            }

            #region Guns

            _cannon = new ProjectileWeapon(300, 150, UtilityCore.GetMassForRadius(150, 1d), 25, true, _ignoreOtherProjectiles, RadarBlipQual.Projectile, false, _map, _boundryLower, _boundryUpper);
            _cannon.AddBarrel(_ship.Ball.OriginalDirectionFacing.Standard.Clone());
            _cannon.AddFiringMode(20);
            _cannon.SetProjectileExplosion(450, 2, 10000);
            _cannon.SeProjectileFuse(500);
            _cannon.SetShip(_ship);

            for (int cntr = 0; cntr < 2; cntr++)
            {
                ProjectileWeapon weapon = new ProjectileWeapon(30, 20, UtilityCore.GetMassForRadius(20, 1d), 100, true, _ignoreOtherProjectiles, RadarBlipQual.Projectile, false, _map, _boundryLower, _boundryUpper);
                weapon.AddBarrel(new MyVector(), new MyQuaternion());
                weapon.AddFiringMode(2);
                weapon.SetProjectileExplosion(40, 2, 300);
                weapon.SeProjectileFuse(500);
                weapon.SetShip(_ship);

                _machineGuns.Add(weapon);
            }

            #endregion
        }
コード例 #12
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        private void HurtBlip(Projectile projectile, RadarBlip blip)
        {
            #region See if a split should occur

            if (blip.CollisionStyle != CollisionStyle.Standard)
            {
                return;
            }

            if (!(blip is BallBlip))
            {
                return;
            }

            BallBlip castBlip = (BallBlip)blip;

            double ratio = projectile.Pain / castBlip.Ball.Mass;
            double rand  = _rand.NextDouble();

            if (ratio < rand)
            {
                return;
            }

            #endregion

            #region Calculate Split Percents

            int      numParts      = 2 + _rand.Next(3); // between 2 and 4 parts
            double[] splitPercents = new double[numParts];

            double remainder = 1d;

            for (int cntr = 0; cntr < numParts - 1; cntr++)
            {
                splitPercents[cntr] = _rand.NextDouble() * remainder;
                remainder          -= splitPercents[cntr];
            }
            splitPercents[numParts - 1] = remainder;

            #endregion

            #region Build Objects

            _map.Remove(blip.Token);

            foreach (double percent in splitPercents)
            {
                double size = castBlip.Ball.Mass * percent;

                if (size < 20)
                {
                    continue;
                }

                Ball ball;
                if (castBlip.Ball is SolidBall)
                {
                    ball = new SolidBall(castBlip.Ball.Position.Clone(), castBlip.Ball.OriginalDirectionFacing.Clone(), size, size, castBlip.Ball.Elasticity, castBlip.Ball.KineticFriction, castBlip.Ball.StaticFriction, _boundryLower, _boundryUpper);
                }
                else
                {
                    ball = new Ball(castBlip.Ball.Position.Clone(), castBlip.Ball.OriginalDirectionFacing.Clone(), size, size, castBlip.Ball.Elasticity, castBlip.Ball.KineticFriction, castBlip.Ball.StaticFriction, _boundryLower, _boundryUpper);
                }

                ball.Velocity.StoreNewValues(castBlip.Ball.Velocity);

                //TODO:  Lay them out so they aren't touching each other.  The smallest ones should be closest
                // to the point of impact (maybe give them slightly tweaked velocities as well so they explode
                // outward)

                _map.Add(new BallBlip(ball, blip.CollisionStyle, blip.Qual, TokenGenerator.NextToken()));
            }

            #endregion
        }
コード例 #13
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 public Interaction(BallBlip blip, MyVector forceDirection, double force)
 {
     this.Blip           = blip;
     this.ForceDirection = forceDirection;
     this.Force          = force;
 }
コード例 #14
0
 /// <summary>
 /// This ties this gun to a ship (null is an allowed value)
 /// </summary>
 public void SetShip(BallBlip ship)
 {
     _ship = ship;
 }