示例#1
0
        private List <BallBlip> FindBlipsInCone(MyVector centerWorld, MyVector dirFacingWorld)
        {
            List <BallBlip> retVal = new List <BallBlip>();

            // Cache some stuff for use inside the loop
            double halfSweepAngle = _sweepAngle / 2d;
            double maxDistSquared = _maxDistance * _maxDistance;

            // Scan for objects in my path
            foreach (RadarBlip blip in _map.GetAllBlips())
            {
                if (blip.Token == _ship.Token)
                {
                    // Can't manipulate me
                    continue;
                }

                if (blip.CollisionStyle == CollisionStyle.Ghost)
                {
                    // Ghost blips don't interact with anything
                    continue;
                }

                if (!(blip is BallBlip))
                {
                    // The blip needs to be at least a ball
                    continue;
                }

                MyVector lineBetween = blip.Sphere.Position - centerWorld;
                if (lineBetween.GetMagnitudeSquared() > maxDistSquared)
                {
                    // The object is too far away
                    continue;
                }

                MyVector rotationAxis;
                double   rotationRadians;
                dirFacingWorld.GetAngleAroundAxis(out rotationAxis, out rotationRadians, lineBetween);
                if (rotationRadians > halfSweepAngle)
                {
                    // The sweep angle is too great (not inside the cone)
                    continue;
                }

                // It's inside the cone
                retVal.Add(blip as BallBlip);
            }

            // Exit Function
            return(retVal);
        }
示例#2
0
        private void StoreMouseMove(int x, int y)
        {
            MyVector safe = new MyVector();

            safe.X = UtilityCore.GetScaledValue(_multiplier * -1d, _multiplier, 0, this.Width, x);
            safe.Y = UtilityCore.GetScaledValue(_multiplier * -1d, _multiplier, 0, this.Height, y);

            double safeMultiplier = _multiplier * SAFEPERCENT;          // I don't want to butt up against the multiplier, or store value will increase it on me

            if (safe.GetMagnitudeSquared() > safeMultiplier * safeMultiplier)
            {
                safe.BecomeUnitVector();
                safe.Multiply(safeMultiplier);
            }

            StoreNewValue(safe.X, safe.Y, 0d);
        }
示例#3
0
        private void RunGravityBall(double elapsedTime, Ball gravityBall, Color color)
        {
            const double GRAVITATIONALCONSTANT = 1000d;

            pictureBox1.FillCircle(color, gravityBall.Position, gravityBall.Radius);

            gravityBall.PrepareForNewTimerCycle();

            MyVector gravityLink = _centerMassWorld - gravityBall.Position;

            double force = GRAVITATIONALCONSTANT * (gravityBall.Mass * _ship.Mass) / gravityLink.GetMagnitudeSquared();

            gravityLink.BecomeUnitVector();
            gravityLink.Multiply(force);

            gravityBall.ExternalForce.Add(gravityLink);

            gravityLink.Multiply(-1d);

            _ship.ExternalForce.Add(gravityLink);

            gravityBall.TimerTestPosition(elapsedTime);
            gravityBall.TimerFinish();
        }
示例#4
0
        private void DoGravityEachOther()
        {
            const double GRAVITATIONALCONSTANT         = .0001d;     //500d;
            double       gravitationalConstantAdjusted = GRAVITATIONALCONSTANT * _gravityMultiplier;

            RadarBlip[] blips = _map.GetAllBlips();

            for (int outerCntr = 0; outerCntr < blips.Length - 1; outerCntr++)
            {
                if (blips[outerCntr].CollisionStyle == CollisionStyle.Ghost)
                {
                    continue;
                }

                Ball ball1 = blips[outerCntr].Sphere as Ball;

                for (int innerCntr = outerCntr + 1; innerCntr < blips.Length; innerCntr++)
                {
                    if (blips[innerCntr].CollisionStyle == CollisionStyle.Ghost)
                    {
                        continue;
                    }

                    #region Apply Gravity

                    Ball ball2 = blips[innerCntr].Sphere as Ball;

                    MyVector centerMass1, centerMass2;
                    if (ball1 is TorqueBall)
                    {
                        centerMass1 = ball1.Position + ((TorqueBall)ball1).CenterOfMass;
                    }
                    else
                    {
                        centerMass1 = ball1.Position;
                    }

                    if (ball2 is TorqueBall)
                    {
                        centerMass2 = ball2.Position + ((TorqueBall)ball2).CenterOfMass;
                    }
                    else
                    {
                        centerMass2 = ball2.Position;
                    }

                    MyVector gravityLink = centerMass1 - centerMass2;

                    double force = gravitationalConstantAdjusted * (ball1.Mass * ball2.Mass) / gravityLink.GetMagnitudeSquared();

                    gravityLink.BecomeUnitVector();
                    gravityLink.Multiply(force);

                    if (blips[innerCntr].CollisionStyle == CollisionStyle.Standard)
                    {
                        ball2.ExternalForce.Add(gravityLink);
                    }

                    if (blips[outerCntr].CollisionStyle == CollisionStyle.Standard)
                    {
                        gravityLink.Multiply(-1d);
                        ball1.ExternalForce.Add(gravityLink);
                    }

                    #endregion
                }
            }
        }
示例#5
0
        private void timer1_Tick(object sender, EventArgs e)
        {
            const double ELAPSEDTIME        = .1d;
            const double MAXVELOCITY        = 100d;
            const double MAXVELOCITYSQUARED = MAXVELOCITY * MAXVELOCITY;

            bool         drawAccel   = chkDrawAccel.Checked;
            List <Ball>  accelLines  = new List <Ball>();
            List <Color> accelColors = new List <Color>();
            double       force;

            // Tell the balls to move
            //foreach (Ball ball in _balls)
            for (int ballCntr = 0; ballCntr < _balls.Count; ballCntr++)
            {
                _balls[ballCntr].PrepareForNewTimerCycle();

                if (_mouseLocation != null)
                {
                    #region Apply Force (ball to mouse)

                    MyVector ballToMouse = _mouseLocation - _balls[ballCntr].Position;

                    double distanceSquared = ballToMouse.GetMagnitudeSquared();

                    ballToMouse.BecomeUnitVector();
                    // Force = G * (M1*M2) / R^2
                    force = _gravitationalConstant * (_balls[ballCntr].Mass / distanceSquared);
                    ballToMouse.Multiply(force);

                    _balls[ballCntr].ExternalForce.Add(ballToMouse);

                    if (drawAccel)
                    {
                        #region Store Accel Line

                        double acceleration = force / _balls[ballCntr].Mass;

                        if (acceleration > .05d)
                        {
                            accelLines.Add(_balls[ballCntr]);

                            if (acceleration > 1d)
                            {
                                accelColors.Add(Color.Yellow);
                            }
                            else
                            {
                                int color = Convert.ToInt32((acceleration - .05d) * (255d / .95d));
                                if (color < 0)
                                {
                                    color = 0;
                                }
                                if (color > 255)
                                {
                                    color = 255;
                                }
                                accelColors.Add(Color.FromArgb(color, color, 0));
                            }
                        }

                        #endregion
                    }

                    #endregion
                }

                _balls[ballCntr].TimerTestPosition(ELAPSEDTIME);
                _balls[ballCntr].TimerFinish();
                _balls[ballCntr].Velocity.Z = 0;
                _balls[ballCntr].Position.Z = 0;
                if (_balls[ballCntr].Velocity.GetMagnitudeSquared() > MAXVELOCITYSQUARED)
                {
                    _balls[ballCntr].Velocity.BecomeUnitVector();
                    _balls[ballCntr].Velocity.Multiply(MAXVELOCITY);
                }

                _ballTails[ballCntr].AddPoint(_balls[ballCntr].Position.Clone());
            }

            // Clear the view
            ClearPictureBox();

            // Draw the force lines
            if (accelLines.Count > 0)
            {
                for (int lineCntr = 0; lineCntr < accelLines.Count; lineCntr++)
                {
                    DrawVector(_mouseLocation, accelLines[lineCntr].Position, accelColors[lineCntr]);
                }
            }

            if (chkDrawTail.Checked)
            {
                foreach (Trail tail in _ballTails)
                {
                    tail.Draw(_graphics);
                }
            }

            // Draw the balls
            for (int ballCntr = 0; ballCntr < _balls.Count; ballCntr++)
            {
                DrawBall(_balls[ballCntr], _ballColors[ballCntr]);
            }

            BlitImage();
        }
示例#6
0
        public void Timer()
        {
            if (!(_active && _cursorInMap))
            {
                return;
            }

            _accelLines.Clear();
            _accelColors.Clear();

            Ball   ball;
            double force;

            foreach (RadarBlip blip in _map.GetAllBlips())
            {
                #region Check for exempt blips

                if (blip.Token == _cursorBlip.Token)
                {
                    continue;
                }

                if (blip.CollisionStyle != CollisionStyle.Standard)
                {
                    continue;
                }

                if (!(blip is BallBlip))
                {
                    continue;
                }

                #endregion

                #region Pull Apart

                if (_map.CollisionHandler.IsColliding(blip, _cursorBlip) == CollisionDepth.Penetrating)
                {
                    _map.CollisionHandler.PullItemsApartInstant(blip, _cursorBlip);
                }

                #endregion

                ball = ((BallBlip)blip).Ball;

                #region Calculate Force

                // Apply Force (ball to mouse)
                MyVector ballToMouse = _curMousePoint - ball.Position;

                double distanceSquared = ballToMouse.GetMagnitudeSquared();

                // Force = G * (M1*M2) / R^2
                force = GRAVITATIONALCONSTANT * (ball.Mass / distanceSquared);

                if (_isMouseDown == MouseButtonDown.Left)
                {
                    force *= 10d;
                }
                else if (_isMouseDown == MouseButtonDown.Right)
                {
                    force *= -2d;
                }

                ballToMouse.BecomeUnitVector();
                ballToMouse.Multiply(force);

                ball.ExternalForce.Add(ballToMouse);

                #endregion

                #region Store Accel Line

                double acceleration = force / ball.Mass;
                double absAccel     = Math.Abs(acceleration);

                if (absAccel > .05d)            // otherwise, it's too faint to see anyway
                {
                    _accelLines.Add(ball);

                    int alpha = Convert.ToInt32((absAccel - .05d) * (255d / .95d));
                    if (alpha < 0)
                    {
                        alpha = 0;
                    }
                    if (alpha > 255)
                    {
                        alpha = 255;
                    }

                    if (acceleration > 0d)
                    {
                        _accelColors.Add(Color.FromArgb(alpha, _attractColor));
                    }
                    else
                    {
                        _accelColors.Add(Color.FromArgb(alpha, _repelColor));
                    }
                }

                #endregion
            }
        }