public void ConstrainParticle(BDG_Particle2D p) { float px = p.CurrentPosition.x; float py = p.CurrentPosition.y; switch (wall) { case WhichWall.North: py = Mathf.Min(dist, py); break; case WhichWall.East: px = Mathf.Min(dist, px); break; case WhichWall.West: px = Mathf.Max(-dist, px); break; case WhichWall.South: py = Mathf.Max(-dist, py); break; } p.CurrentPosition = new Vector2(px, py); }
public BDG_ConstraintDistance(float distance, BDG_Particle2D p0, BDG_Particle2D p1, string GUID) { this.Distance = distance; this.P0 = p0; this.P1 = p1; this.GUID = GUID; }
public void AddParticle(BDG_Particle2D particle) { particles.Add(particle); }