Пример #1
0
        /*public static Engine.Calc.Vector ExpressiveForce(this Engine.Effects.Particles.Attractor attractor,
         *  Engine.Effects.Particles.ForceParticle p)
         * {
         *  float G = 4f;
         *
         *  Engine.Calc.Vector relDistance = attractor.Distance(p);
         *
         *  float distance = relDistance.Norm; // Norm seems the magnitude in Processing
         *
         *  float force = G / distance;
         *
         *  force = Engine.Calc.Math.Sigmoid(force);
         *
         *  relDistance.Normalize();
         *  Engine.Calc.Vector.Multiply(relDistance, force);
         *
         *  return relDistance;
         * }*/

        /// <summary>
        ///
        /// </summary>
        /// <param name="attractor"></param>
        /// <param name="p"></param>
        /// <param name="G">The "Gravitational constant" of the force (suggested value 1.3)</param>
        /// <param name="expansion">Allows the force to be stronger or weaker on longer distances while remaining weak at very short distances.
        /// suggested value 2.8</param>
        /// <param name="direction">the direction of the force. positive makes the force attraction, negative makes the force repulsion. suggested value 0.5 or -0.5</param>
        /// <returns></returns>
        public static Engine.Calc.Vector ModularForce(this Engine.Effects.Particles.Attractor attractor,
                                                      Engine.Effects.Particles.ForceParticle p)
        {
            Engine.Calc.Vector relDistance = attractor.Distance(p);

            double distance = System.Math.Sqrt(relDistance.X * relDistance.X + relDistance.Y * relDistance.Y);

            double force = (attractor.Intensity * attractor.Force * distance) - 10d / System.Math.Pow(attractor.Expression, -1 * (distance / attractor.Force));

            relDistance.Normalize();

            relDistance *= force;

            return(relDistance);
        }
Пример #2
0
        public static Engine.Calc.Vector Distance(this Engine.Effects.Particles.Attractor attractor, Engine.Effects.Particles.BaseParticle p)
        {
            Engine.Calc.Vector distance = attractor.Position - p.Position;

            return(distance);
        }
Пример #3
0
 /// <summary>
 /// Updates the position of the particule according to its own position, velocity, and the force (and location) of the
 /// specified attractor.
 /// </summary>
 /// <param name="attractor"></param>
 public void Update(Engine.Effects.Particles.Attractor attractor)
 {
     //t_acceleration = attractor.ExpressiveForce(this);
     t_acceleration = attractor.ModularForce(this);
     Update();
 }