Пример #1
0
        private void btnResetTotal_Click(object sender, EventArgs e)
        {
            chkCoupledXPos.Checked = false;
            chkCoupledYPos.Checked = false;

            _rigidBody = new RigidBody(new MyVector(0, 0, 0), new DoubleVector(1, 0, 0, 0, 1, 0), 1, _boundryLower, _boundryUpper);

            // Set up PointMasses
            _north = _rigidBody.AddPointMass(0, 0, 0, MINMASS);
            _south = _rigidBody.AddPointMass(0, 0, 0, MINMASS);
            _east = _rigidBody.AddPointMass(0, 0, 0, MINMASS);
            _west = _rigidBody.AddPointMass(0, 0, 0, MINMASS);

            trkNorthPos.Value = 500;
            trkNorthPos_Scroll(this, new EventArgs());
            trkSouthPos.Value = 500;
            trkSouthPos_Scroll(this, new EventArgs());
            trkEastPos.Value = 500;
            trkEastPos_Scroll(this, new EventArgs());
            trkWestPos.Value = 500;
            trkWestPos_Scroll(this, new EventArgs());

            trkNorthMass.Value = 500;
            trkNorthMass_Scroll(this, new EventArgs());
            trkSouthMass.Value = 500;
            trkSouthMass_Scroll(this, new EventArgs());
            trkEastMass.Value = 500;
            trkEastMass_Scroll(this, new EventArgs());
            trkWestMass.Value = 500;
            trkWestMass_Scroll(this, new EventArgs());

            // Set the momentum
            trkAngularMomentum.Value = 500;
            trkAngularMomentum_Scroll(this, new EventArgs());
        }
Пример #2
0
        private void btnAddRigidBody_Click(object sender, EventArgs e)
        {
            const int MINPOINTMASSES = 3;
            const int MAXPOINTMASSES = 8;
            const double MINPOINTMASSRADIUS = MINRADIUSMASS / MINPOINTMASSES;
            const double MAXPOINTMASSRADIUS = MAXRADIUSMASS / MAXPOINTMASSES;

            // Make the chassis
            RigidBody ball = new RigidBody(Utility3D.GetRandomVector(_boundryLower, _boundryUpper), new DoubleVector(0, -1, 0, -1, 0, 0), .1d, GetElasticity(), 1, 1, _boundryLower, _boundryUpper);

            int numPointMasses = _rand.Next(MINPOINTMASSES, MAXPOINTMASSES + 1);
            //double maxOffset = MAXRADIUSMASS - ((MINPOINTMASSRADIUS + MAXPOINTMASSRADIUS) / 2d);		// this could result in bodies slightly larger than the other two types, but it should be close
            double maxOffset = MAXRADIUSMASS - MAXPOINTMASSRADIUS;
            double ballRadius = ball.Radius;
            double curRadius;

            // Add point masses
            for (int massCntr = 1; massCntr <= numPointMasses; massCntr++)
            {
                MyVector pointMassPos = Utility3D.GetRandomVectorSpherical(maxOffset);
                pointMassPos.Z = 0;		// I do this here for the radius calculation below
                double pointMassMass = MINPOINTMASSRADIUS + (_rand.NextDouble() * (MAXPOINTMASSRADIUS - MINPOINTMASSRADIUS));

                // Add a point mass
                ball.AddPointMass(pointMassPos.X, pointMassPos.Y, 0, pointMassMass);

                // See if this pushes out the ball's overall radius
                curRadius = pointMassPos.GetMagnitude() + pointMassMass;		// I assume that the pointmass's mass is the same as its radius
                if (curRadius > ballRadius)
                {
                    ballRadius = curRadius;
                }
            }

            // Store the new radius
            ball.Radius = ballRadius * 1.1d;		// make it slightly bigger

            // Set the velocity
            ball.Velocity.Add(Utility3D.GetRandomVector(MAXVELOCITY));
            ball.Velocity.Z = 0;

            BallBlip blip = new BallBlip(ball, CollisionStyle.Standard, RadarBlipQual.BallUserDefined02, TokenGenerator.NextToken());

            _map.Add(blip);
        }
Пример #3
0
        private void btnResetPartial_Click(object sender, EventArgs e)
        {
            _rigidBody = new RigidBody(new MyVector(0, 0, 0), new DoubleVector(1, 0, 0, 0, 1, 0), 1, _boundryLower, _boundryUpper);

            // Set up PointMasses
            _north = _rigidBody.AddPointMass(0, 0, 0, MINMASS);
            _south = _rigidBody.AddPointMass(0, 0, 0, MINMASS);
            _east = _rigidBody.AddPointMass(0, 0, 0, MINMASS);
            _west = _rigidBody.AddPointMass(0, 0, 0, MINMASS);

            trkNorthPos_Scroll(this, new EventArgs());
            trkSouthPos_Scroll(this, new EventArgs());
            trkEastPos_Scroll(this, new EventArgs());
            trkWestPos_Scroll(this, new EventArgs());

            trkNorthMass_Scroll(this, new EventArgs());
            trkSouthMass_Scroll(this, new EventArgs());
            trkEastMass_Scroll(this, new EventArgs());
            trkWestMass_Scroll(this, new EventArgs());

            // Set the momentum
            trkAngularMomentum_Scroll(this, new EventArgs());
        }