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Octree.cs
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using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using Microsoft.DirectX.Direct3D;
using Microsoft.DirectX;
using System.Drawing;
namespace GalaxySmash
{
public class Octree
{
private Sector _root = null;
private readonly int MaxStarsPerSector;
private readonly LinkedList<Sector> AllSectors;
private readonly List<BlackHole> _blackHoles;
private readonly List<StarBufferIndex> _allStars;
private readonly List<Mesh> _blackHoleMeshes;
public Octree(int maxStarsPerSector)
{
MaxStarsPerSector = maxStarsPerSector;
AllSectors = new LinkedList<Sector>();
_blackHoles = new List<BlackHole>();
_allStars = new List<StarBufferIndex>();
_blackHoleMeshes = new List<Mesh>();
Clear();
}
public void FrameMoveBlackHoles()
{
//return;
double pullDirectionX;
double pullDirectionY;
double pullDirectionZ;
double force;
double distance;
double magic = 0.00000005;
foreach (BlackHole blackHoleOuter in BlackHoles)
{
foreach (BlackHole blackHoleInner in BlackHoles)
{
if (blackHoleOuter.ID == blackHoleInner.ID)
continue;
pullDirectionX = blackHoleInner.PosX - blackHoleOuter.PosX;
pullDirectionY = blackHoleInner.PosY - blackHoleOuter.PosY;
pullDirectionZ = blackHoleInner.PosZ - blackHoleOuter.PosZ;
distance = Math.Sqrt(
pullDirectionX * pullDirectionX +
pullDirectionY * pullDirectionY +
pullDirectionZ * pullDirectionZ);
force = 0.0000000000667300 * ((blackHoleInner.Mass * blackHoleOuter.Mass) / (distance * distance));
blackHoleOuter.VelX += (float)(force * pullDirectionX);
blackHoleOuter.VelY += (float)(force * pullDirectionY);
blackHoleOuter.VelZ += (float)(force * pullDirectionZ);
}
blackHoleOuter.PosX += blackHoleOuter.VelX * magic;
blackHoleOuter.PosY += blackHoleOuter.VelY * magic;
blackHoleOuter.PosZ += blackHoleOuter.VelZ * magic;
}
}
/// <summary>
///
/// </summary>
/// <param name="sector"></param>
public void RegisterSector(Sector sector)
{
AllSectors.AddLast(sector);
}
/// <summary>
/// Not thread safe. Be sure no threads are accessing data
/// </summary>
public void Clear()
{
foreach (Sector sector in AllSectors)
{
sector.Clear();
}
AllSectors.Clear();
_blackHoles.Clear();
_allStars.Clear();
_root = new Sector(this, MaxStarsPerSector, 0);
RegisterSector(_root);
}
/// <summary>
///
/// </summary>
/// <param name="star"></param>
public void AddStar(StarBufferIndex star)
{
Sector current = _root;
while (current.HasSubdivided)
{
current = current.GetAppropriateChildSector(star);
}
_allStars.Add(star);
current.AddStar(star);
}
/// <summary>
///
/// </summary>
/// <param name="star"></param>
public void AddBlackHole(BlackHole blackHole)
{
_blackHoles.Add(blackHole);
// _blackHoleMeshes.Add(
}
/*
/// <summary>
///
/// </summary>
/// <returns></returns>
public List<CustomVertex.PositionColored> GetStarGeometry()
{
var starGeometry = new List<CustomVertex.PositionColored>();
foreach (Star star in _allStars)
{
starGeometry.Add(new CustomVertex.PositionColored((float)star.PosX, (float)star.PosY, (float)star.PosZ, star.Color.ToArgb()));
}
return starGeometry;
var sectorGeometry = new List<CustomVertex.PositionColored>();
var sectorsLeftToTraverse = new LinkedList<Sector>();
sectorsLeftToTraverse.AddFirst(_root);
while (sectorsLeftToTraverse.Count > 0)
{
Sector current = sectorsLeftToTraverse.First.Value;
sectorsLeftToTraverse.RemoveFirst();
if (current.HasSubdivided)
{
Sector[] children = current.ChildSectors;
sectorsLeftToTraverse.AddLast(children[0]);
sectorsLeftToTraverse.AddLast(children[1]);
sectorsLeftToTraverse.AddLast(children[2]);
sectorsLeftToTraverse.AddLast(children[3]);
sectorsLeftToTraverse.AddLast(children[4]);
sectorsLeftToTraverse.AddLast(children[5]);
sectorsLeftToTraverse.AddLast(children[6]);
sectorsLeftToTraverse.AddLast(children[7]);
}
else
{
sectorGeometry.AddRange(current.GetStarGeometry());
}
}
return sectorGeometry;
}
* */
/// <summary>
///
/// </summary>
/// <returns></returns>
public List<CustomVertex.PositionColored> GetVelocityVectors()
{
var velocityVectors = new List<CustomVertex.PositionColored>();
foreach (StarBufferIndex star in _allStars)
{
velocityVectors.Add(new CustomVertex.PositionColored(
star.Buffer[star.Index].X,
star.Buffer[star.Index].Y,
star.Buffer[star.Index].Z,
Color.Red.ToArgb()));
velocityVectors.Add(new CustomVertex.PositionColored(
(float)(star.Buffer[star.Index].X + star.VelX),
(float)(star.Buffer[star.Index].Y + star.VelY),
(float)(star.Buffer[star.Index].Z + star.VelZ),
Color.White.ToArgb()));
}
return velocityVectors;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public List<CustomVertex.PositionColored> GetSectorGeometry()
{
var sectorGeometry = new List<CustomVertex.PositionColored>();
var sectorsLeftToTraverse = new LinkedList<Sector>();
sectorsLeftToTraverse.AddFirst(_root);
while (sectorsLeftToTraverse.Count > 0)
{
Sector current = sectorsLeftToTraverse.First.Value;
sectorsLeftToTraverse.RemoveFirst();
if (!current.HasSubdivided)
continue;
Sector[] children = current.ChildSectors;
sectorsLeftToTraverse.AddLast(children[0]);
sectorsLeftToTraverse.AddLast(children[1]);
sectorsLeftToTraverse.AddLast(children[2]);
sectorsLeftToTraverse.AddLast(children[3]);
sectorsLeftToTraverse.AddLast(children[4]);
sectorsLeftToTraverse.AddLast(children[5]);
sectorsLeftToTraverse.AddLast(children[6]);
sectorsLeftToTraverse.AddLast(children[7]);
sectorGeometry.AddRange(current.GetGeometry());
}
return sectorGeometry;
}
/// <summary>
///
/// </summary>
/// <param name="calculationMode"></param>
public void FrameMove(CalculationMode calculationMode)
{
switch (calculationMode)
{
case CalculationMode.None:
FrameMoveNone();
break;
case CalculationMode.SimpleApproximated:
FrameMoveSimpleApproximated();
break;
case CalculationMode.SectorApproximated:
FrameMoveSectorApproximated();
break;
case CalculationMode.Scientific:
FrameMoveScientific();
break;
}
}
/// <summary>
///
/// </summary>
private void FrameMoveNone()
{
}
/// <summary>
///
/// </summary>
private void FrameMoveSectorApproximated()
{
}
/// <summary>
///
/// </summary>
private void FrameMoveScientific()
{
}
public BlackHole[] BlackHoles
{
get
{
return _blackHoles.ToArray();
}
}
/// <summary>
///
/// </summary>
private void FrameMoveSimpleApproximated()
{
double pullDirectionX;
double pullDirectionY;
double pullDirectionZ;
double force;
double distance;
/*
for (int a = 0; a < _blackHoles.Count; a++)
{
Star blackHole = new Star();
for (int b =0; b < _blackHoles.Count; b++)
{
if (a == b)
continue;
blackHole = _blackHoles[a];
pullDirectionX = blackHole.PosX - _blackHoles[b].PosX;
pullDirectionY = blackHole.PosY - _blackHoles[b].PosY;
pullDirectionZ = blackHole.PosZ - _blackHoles[b].PosZ;
distance = Math.Sqrt(
pullDirectionX * pullDirectionX +
pullDirectionY * pullDirectionY +
pullDirectionZ * pullDirectionZ);
force = PhysicsConstants.G * ((blackHole.Mass * _blackHoles[b].Mass) / (distance * distance)) * 0.001;
blackHole.VelX += force * pullDirectionX;
blackHole.VelY += force * pullDirectionY;
blackHole.VelZ += force * pullDirectionZ;
}
blackHole.PosX += blackHole.VelX;
blackHole.PosY += blackHole.VelY;
blackHole.PosZ += blackHole.VelZ;
}
*/
foreach (StarBufferIndex star in _allStars)
{
foreach (BlackHole blackHole in _blackHoles)
{
pullDirectionX = blackHole.PosX - star.Buffer[star.Index].X;
pullDirectionY = blackHole.PosY - star.Buffer[star.Index].Y;
pullDirectionZ = blackHole.PosZ - star.Buffer[star.Index].Z;
distance = Math.Sqrt(
pullDirectionX * pullDirectionX +
pullDirectionY * pullDirectionY +
pullDirectionZ * pullDirectionZ);
force = 0.0000000000667300 * ((star.Mass * blackHole.Mass) / (distance * distance));
star.VelX += (float)(force * pullDirectionX);
star.VelY += (float)(force * pullDirectionY);
star.VelZ += (float)(force * pullDirectionZ);
}
star.Buffer[star.Index].X += star.VelX;
star.Buffer[star.Index].Y += star.VelY;
star.Buffer[star.Index].Z += star.VelZ;
}
}
}
}