示例#1
0
 private void UpdateSystem()
 {
     //update the spring values
     for (int j = 0; j < particleSystem.numberOfSprings(); j++)
     {
         ParticleSpring spring = particleSystem.getSpring(j);
         spring.setDamping(_d);
         if (!_use_rl)
         {
             spring.setRestLength(_r);
         }
         spring.setSpringConstant(_s);
     }
     for (int j = 0; j < particleSystem.numberOfParticles(); j++)
     {
         Particle p = particleSystem.getParticle(j);
         p.setMass(_m);
     }
 }
示例#2
0
        //public override void Evaluate(FSharpList<Value> args, Dictionary<PortData, Value> outPuts)
        //{
        //    _points = ((Value.List)args[0]).Item;//point list
        //    _curves = ((Value.List)args[1]).Item;//spring list
        //    _d = ((Value.Number)args[2]).Item;//dampening
        //    _s = ((Value.Number)args[3]).Item;//spring constant
        //    _r = ((Value.Number)args[4]).Item;//rest length
        //    _useRl = Convert.ToBoolean(((Value.Number)args[5]).Item);//use rest length
        //    _rlf = ((Value.Number)args[6]).Item;//rest length factor
        //    _m = ((Value.Number)args[7]).Item;//nodal mass
        //    _g = ((Value.Number)args[8]).Item;//gravity z component
        //    _threshold = ((Value.Number) args[9]).Item; //convergence threshold

        //    //if we are in the evaluate, this has been
        //    //marked dirty and we should set it to unconverged
        //    //in case one of the inputs has changed.
        //    ParticleSystem.setConverged(false);
        //    ParticleSystem.setGravity(_g);
        //    ParticleSystem.setThreshold(_threshold);

        //    //if the particle system has a different layout, then
        //    //clear it instead of updating
        //    if(ParticleSystem.numberOfParticles() == 0 ||
        //        _fixPtCount != _points.Count() ||
        //        _curves.Count() != ParticleSystem.numberOfSprings() ||
        //        _reset)
        //    {
        //        ResetSystem(_points, _curves);
        //    }
        //    else
        //    {
        //        UpdateSystem();
        //    }

        //    outPuts[_psPort] = Value.NewContainer(ParticleSystem);
        //    outPuts[_forcesPort] = Value.NewList(Utils.SequenceToFSharpList(
        //        ParticleSystem.Springs.Select(s => Value.NewNumber(s.getResidualForce()))));
        //}

        private void UpdateSystem()
        {
            //update the spring values
            for (int j = 0; j < ParticleSystem.numberOfSprings(); j++)
            {
                ParticleSpring spring = ParticleSystem.getSpring(j);
                spring.setDamping(d);
                if (!useRl)
                {
                    spring.setRestLength(r);
                }
                spring.setSpringConstant(s);
            }
            for (int j = 0; j < ParticleSystem.numberOfParticles(); j++)
            {
                Particle p = ParticleSystem.getParticle(j);
                p.setMass(m);
            }
        }