/*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); }
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); }
/// <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(); }