mirror of
https://github.com/Steffo99/gravity-fusion.git
synced 2024-11-22 08:24:17 +00:00
69 lines
2 KiB
C#
69 lines
2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody2D))]
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public class Gravitation : MonoBehaviour
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{
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[Header("Config")]
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public bool isStatic;
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[Header("Forces")]
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protected Vector3 appliedForce;
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[Header("Internals")]
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public int positionInList;
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public static List<Gravitation> simulatedObjects;
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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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public float Mass {
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get {
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return rigidbody.mass;
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}
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}
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public float GravitationConstant {
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get {
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return gameController.gravitationConstant;
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}
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}
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private void Awake() {
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rigidbody = GetComponent<Rigidbody2D>();
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gameController = GameObject.Find("GameController").GetComponent<GameController>();
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}
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private void OnEnable() {
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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 OnDisable() {
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simulatedObjects.Remove(this);
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}
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private void Start()
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{
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appliedForce = new Vector3(0f, 0f, 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 = GravitationConstant * this.Mass * other.Mass / Mathf.Clamp(Mathf.Pow(distance, 2), 0.1f, float.PositiveInfinity);
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Vector3 direction = (other.transform.position - this.transform.position).normalized;
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if(!this.isStatic) rigidbody.AddForce(direction * force);
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if(!other.isStatic) other.rigidbody.AddForce(-direction * force);
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}
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appliedForce = new Vector3(0, 0, 0);
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}
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}
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