public _Point ForceOn(Particle particle, Particle p) { _Point vector = VectMath.Subtract(p.Position, particle.Position); //Vector pointing from particle to p double distance = VectMath.Magnitude(vector); if (distance > ParticleRadius & distance < AttractionRadius) { return(VectMath.Scale(vector, (1 / distance))); } else { if (distance < ParticleRadius) { if (distance == 0) { return(new _Point(0, 0, 0)); } else { return(VectMath.Scale(vector, (-1 / distance))); } } else { return(new _Point(0, 0, 0)); } } }
public static _Point RotateByAngle(_Point pnt, _Point Axis, double Angle) { if (VectMath.IsParallel(pnt, Axis) == true) { return(pnt); } Angle = (Angle * Math.PI) / 180; _Point Avector = VectMath.Subtract(pnt, VectMath.Project(pnt, Axis)); double MagAvector = VectMath.Magnitude(Avector); _Point V1 = VectMath.Unit(VectMath.Cross(Axis, Avector)); _Point V2 = (VectMath.Negate(Avector)); _Point TransVector = VectMath.Add(VectMath.Scale(V1, MagAvector * Math.Sin(Angle)), VectMath.Scale(V2, (-1 * Math.Cos(Angle) + 1))); return(VectMath.Add(TransVector, pnt)); }
public static _Point Unit(_Point a) { return(VectMath.Scale(a, 1 / VectMath.Magnitude(a))); }
public static double AngleBetween(_Point a, _Point b) { return(Math.Acos((VectMath.Dot(a, b)) / (VectMath.Magnitude(a) * VectMath.Magnitude(b)))); }