Exemplo n.º 1
0
        public override void TimerTestPosition(double elapsedTime)
        {
            base.TimerTestPosition(elapsedTime);

            // Either remember the orig rotation, or restore to that orig rotation (as of PrepareForNew)
            if (_savedRotation == null)
            {
                _savedRotation = this.Rotation.Clone();
            }
            else
            {
                this.Rotation.StoreNewValues(_savedRotation);
            }

            // Remember the elapsed time that was passed in
            _elapsedTime = elapsedTime;

            // Figure out the new rotation (the body has been rotating at some velocity during the previous tick)
            if (!_angularVelocity.IsZero)
            {
                // Figure out what the angle will be
                double timedAngle = _angularVelocity.GetMagnitude();
                timedAngle *= elapsedTime;

                if (!_centerOfMass.IsZero)
                {
                    #region Rotate around center of mass

                    // Remember where the center of mass is in world coords
                    MyVector cmRotated = this.Rotation.GetRotatedVector(_centerOfMass, true);
                    MyVector cmWorld   = this.Position + cmRotated;

                    // Get the opposite of the cm
                    MyVector posRelativeToCM = cmRotated.Clone();
                    posRelativeToCM.Multiply(-1d);

                    // Rotate the center of position around the center of mass
                    posRelativeToCM.RotateAroundAxis(_angularVelocity, timedAngle);

                    // Now figure out the new center of position
                    this.Position.X = cmWorld.X + posRelativeToCM.X;
                    this.Position.Y = cmWorld.Y + posRelativeToCM.Y;
                    this.Position.Z = cmWorld.Z + posRelativeToCM.Z;

                    #endregion
                }

                // Rotate myself
                this.RotateAroundAxis(_angularVelocity, timedAngle);
            }
        }
Exemplo n.º 2
0
        protected void GetCollisionNormalAndPointsOfContact_SphereSphere(out MyVector normal, out double normalMagnitude, out MyVector pointOfContact1, out MyVector pointOfContact2, BallBlip ball1, BallBlip ball2)
        {
            // Vector that is perpendicular to the tangent of the collision, and it points in the direction of object 1.  Real
            // easy when dealing with spheres     :)
            normal = ball2.Ball.Position - ball1.Ball.Position;

            // Remember this length
            normalMagnitude = normal.GetMagnitude();

            // This needs to be returned as a unit vector
            normal.Divide(normalMagnitude);

            // Start them off as unit vectors
            pointOfContact1 = normal.Clone();
            pointOfContact2 = normal.Clone();

            // Finish (use the ratio of their radii)
            pointOfContact1.Multiply((ball1.Ball.Radius / (ball1.Ball.Radius + ball2.Ball.Radius)) * normalMagnitude);
            pointOfContact2.Multiply((ball2.Ball.Radius / (ball1.Ball.Radius + ball2.Ball.Radius)) * normalMagnitude * -1);		// I want this one pointing the other direction

            // Now that I have the points of contact relative to the centers of position, I need to make them
            // relative to the centers of mass
            if (ball1.TorqueBall != null)
            {
                pointOfContact1.Subtract(ball1.TorqueBall.CenterOfMass);
            }

            if (ball2.TorqueBall != null)
            {
                pointOfContact2.Subtract(ball2.TorqueBall.CenterOfMass);
            }
        }