2019-10-05 08:55:53 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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2019-10-05 09:48:36 +00:00
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[RequireComponent(typeof(Rigidbody2D))]
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2019-10-05 08:55:53 +00:00
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public class Gravitation : MonoBehaviour
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2019-10-05 09:48:36 +00:00
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{
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[Header("Forces")]
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protected Vector3 appliedForce;
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protected float forcesIntensity;
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2019-10-05 08:55:53 +00:00
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2019-10-05 09:48:36 +00:00
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[Header("Internals")]
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public static List<Gravitation> simulatedObjects;
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2019-10-05 08:55:53 +00:00
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public int positionInList;
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2019-10-05 09:48:36 +00:00
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[Header("References")]
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protected new Rigidbody2D rigidbody;
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protected GameController gameController;
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2019-10-05 08:55:53 +00:00
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protected float mass {
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get {
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return rigidbody.mass;
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}
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set {
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rigidbody.mass = value;
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}
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}
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private void Awake() {
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if(simulatedObjects == null) {
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simulatedObjects = new List<Gravitation>();
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}
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positionInList = simulatedObjects.Count;
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simulatedObjects.Add(this);
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}
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private void Start()
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{
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rigidbody = GetComponent<Rigidbody2D>();
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gameController = GameObject.Find("GameController").GetComponent<GameController>();
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appliedForce = new Vector3(0f, 0f, 0f);
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forcesIntensity = 0f;
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}
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// O(n²)
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private void FixedUpdate()
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{
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foreach(Gravitation other in simulatedObjects) {
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if(other.positionInList <= this.positionInList) continue;
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float distance = Vector3.Distance(this.transform.position, other.transform.position);
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float force = gameController.gravitationConstant * this.mass * other.mass / Mathf.Pow(distance, 2);
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Vector3 direction = (other.transform.position - this.transform.position).normalized;
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this.appliedForce += direction * force;
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this.forcesIntensity += force;
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other.appliedForce -= direction * force;
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other.forcesIntensity += force;
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}
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rigidbody.AddForce(appliedForce);
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if(forcesIntensity >= 5f) {
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GetComponent<SpriteRenderer>().color = Color.yellow;
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}
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appliedForce = new Vector3(0, 0, 0);
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forcesIntensity = 0f;
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}
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}
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