コード例 #1
0
        public Vector3D?GetTorque(ChaseOrientation_GetTorqueArgs e)
        {
            Vector3D unit;
            double   length;

            GetDesiredVector(out unit, out length, e, this.Direction);
            if (Math3D.IsNearZero(unit))
            {
                return(null);
            }

            double torque = this.Value;

            if (this.IsAccel)
            {
                // f=ma
                torque *= e.ItemMass;
            }

            if (this.IsSpring)
            {
                torque *= e.Rotation.Angle;
            }

            if (this.IsDrag)
            {
                torque *= -length;       // negative, because it needs to be a drag force
            }

            // Gradient %
            if (this.Gradient != null)
            {
                torque *= ChasePoint_Force.GetGradientPercent(e.Rotation.Angle, this.Gradient);
            }

            return(unit * torque);
        }
コード例 #2
0
        private static ChasePoint_Force[] GetRepelInitialForces(double powerMult = 1, double distMult = 1)
        {
            //Tuple<double,double>[] gradient = GetDropoffGradient(5, 10, 1);
            Tuple<double, double>[] gradient = new[]
            {
                Tuple.Create(0d, 1d),
                Tuple.Create(10d * distMult, 0d),
            };

            ChasePoint_Force repel = new ChasePoint_Force(ChaseDirectionType.Attract_Direction, ACCEL * -3 * powerMult, gradient: gradient);

            gradient = new[]
            {
                Tuple.Create(0d, 1d),
                Tuple.Create(1.5 * distMult, .7d),
                Tuple.Create(3d * distMult, 0d),
            };
            ChasePoint_Force tooCloseAndHotFriction = new ChasePoint_Force(ChaseDirectionType.Drag_Velocity_AlongIfVelocityToward, ACCEL * 4 * powerMult, gradient: gradient);

            return new[] { repel, tooCloseAndHotFriction };
        }