1
Fork 0
mirror of https://github.com/Steffo99/gravity-fusion.git synced 2024-11-22 16:24:20 +00:00
gravity-fusion/Assets/Components/Gravitation.cs

58 lines
1.6 KiB
C#
Raw Normal View History

2019-10-05 08:55:53 +00:00
using System.Collections;
2019-10-06 13:04:50 +00:00
using System.Linq;
2019-10-07 15:50:34 +00:00
using System.Collections.Generic;
2019-10-05 08:55:53 +00:00
using UnityEngine;
2019-10-05 09:48:36 +00:00
[RequireComponent(typeof(Rigidbody2D))]
2019-10-05 08:55:53 +00:00
public class Gravitation : MonoBehaviour
2019-10-05 09:48:36 +00:00
{
2019-10-05 18:41:07 +00:00
public bool isStatic;
2019-10-07 21:29:58 +00:00
protected Rigidbody2D rigidbody;
2019-10-05 09:48:36 +00:00
protected GameController gameController;
2019-10-05 08:55:53 +00:00
2019-10-06 17:04:47 +00:00
public List<Gravitation> SimulatedObjects {
get {
return gameController.simulatedObjects;
}
}
2019-10-05 18:41:07 +00:00
public float Mass {
2019-10-05 08:55:53 +00:00
get {
return rigidbody.mass;
}
2019-10-05 18:41:07 +00:00
}
2019-10-05 08:55:53 +00:00
2019-10-05 18:41:07 +00:00
public float GravitationConstant {
get {
return gameController.gravitationConstant;
2019-10-05 08:55:53 +00:00
}
}
2019-10-05 18:41:07 +00:00
private void Awake() {
rigidbody = GetComponent<Rigidbody2D>();
gameController = GameObject.Find("GameController").GetComponent<GameController>();
}
2019-10-05 10:36:09 +00:00
private void OnEnable() {
2019-10-06 17:04:47 +00:00
SimulatedObjects.Add(this);
2019-10-05 08:55:53 +00:00
}
2019-10-05 10:36:09 +00:00
private void OnDisable() {
2019-10-06 17:04:47 +00:00
SimulatedObjects.Remove(this);
2019-10-05 10:36:09 +00:00
}
2019-10-05 08:55:53 +00:00
// O(n²)
private void FixedUpdate()
{
2019-10-07 15:50:34 +00:00
int positionInList = SimulatedObjects.IndexOf(this);
foreach(Gravitation other in SimulatedObjects.Skip(positionInList)) {
2019-10-05 08:55:53 +00:00
float distance = Vector3.Distance(this.transform.position, other.transform.position);
2019-10-05 21:50:43 +00:00
float force = GravitationConstant * this.Mass * other.Mass / Mathf.Clamp(Mathf.Pow(distance, 2), 0.1f, float.PositiveInfinity);
2019-10-05 08:55:53 +00:00
Vector3 direction = (other.transform.position - this.transform.position).normalized;
2019-10-05 18:41:07 +00:00
if(!this.isStatic) rigidbody.AddForce(direction * force);
if(!other.isStatic) other.rigidbody.AddForce(-direction * force);
2019-10-05 08:55:53 +00:00
}
}
}