public MapForcesManager(Map map, Point3D boundryMin, Point3D boundryMax) { _map = map; _boundryMin = boundryMin; _boundryMax = boundryMax; // This will keep objects on the XY plane using forces (not velocities) _keep2D = new KeepItems2D(); _map.ItemAdded += Map_ItemAdded; _map.ItemRemoved += Map_ItemRemoved; // Just using one property from boundry (assumes the boundry is square, and max is positive) _boundryForceEnd = _boundryMax.X; _boundryForceBegin = _boundryForceEnd * .85d; _boundryForceBeginSquared = _boundryForceBegin * _boundryForceBegin; _boundryWidth = _boundryForceEnd - _boundryForceBegin; }
public MapForcesManager(Map map, Point3D boundryMin, Point3D boundryMax) { _map = map; _boundryMin = boundryMin; _boundryMax = boundryMax; // This will keep objects on the XY plane using forces (not velocities) _keep2D = new KeepItems2D(); _map.ItemAdded += new EventHandler<MapItemArgs>(Map_ItemAdded); _map.ItemRemoved += new EventHandler<MapItemArgs>(Map_ItemRemoved); // Just using one property from boundry (assumes the boundry is square, and max is positive) _boundryForceEnd = _boundryMax.X; _boundryForceBegin = _boundryForceEnd * .85d; _boundryForceBeginSquared = _boundryForceBegin * _boundryForceBegin; _boundryWidth = _boundryForceEnd - _boundryForceBegin; }