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MyGravityProviderSystem.cs
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MyGravityProviderSystem.cs
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using Sandbox.Game.Entities;
using System.Collections.Generic;
using VRage.Collections;
using VRageMath;
namespace Sandbox.Game.GameSystems
{
public static class MyGravityProviderSystem
{
public const float G = 9.81f;
static List<IMyGravityProvider> m_gravityGenerators = new List<IMyGravityProvider>();
static public List<Vector3> GravityVectors = new List<Vector3>();
private static float m_lastLargestNaturalGravityMultiplier = 0.0f;
public static Vector3 CalculateTotalGravityInPoint(Vector3D worldPoint, bool clearVectors = true)
{
Vector3 resultGravity = Vector3.Zero;
if(clearVectors)
GravityVectors.Clear();
var naturalGravity = CalculateNaturalGravityInPoint(worldPoint, false);
var artificialGravity = CalculateArtificialGravityInPoint(worldPoint, false, CalculateArtificialGravityStrengthMultiplier(m_lastLargestNaturalGravityMultiplier));
resultGravity = naturalGravity + artificialGravity;
return resultGravity;
}
public static Vector3 CalculateArtificialGravityInPoint(Vector3D worldPoint, bool clearVectors = true, float gravityMultiplier = 1.0f)
{
Vector3 resultGravity = Vector3.Zero;
if(clearVectors)
GravityVectors.Clear();
foreach (IMyGravityProvider generator in m_gravityGenerators)
{
if (generator.IsWorking && generator.IsPositionInRange(worldPoint))
{
Vector3 worldGravity = generator.GetWorldGravity(worldPoint)*gravityMultiplier;
resultGravity += worldGravity;
GravityVectors.Add(worldGravity);
}
}
return resultGravity;
}
public static Vector3 CalculateNaturalGravityInPoint(Vector3D worldPoint, bool clearVectors = true)
{
return Vector3.Zero;
}
public static float CalculateHighestNaturalGravityMultiplierInPoint(Vector3D worldPoint)
{
return 0;
}
public static float CalculateArtificialGravityStrengthMultiplier(float naturalGravityMultiplier)
{
return MathHelper.Clamp(1.0f - naturalGravityMultiplier * 2.0f, 0.0f, 1.0f);
}
public static void AddGravityGenerator(IMyGravityProvider gravityGenerator)
{
m_gravityGenerators.Add(gravityGenerator);
}
public static void RemoveGravityGenerator(IMyGravityProvider gravityGenerator)
{
m_gravityGenerators.Remove(gravityGenerator);
}
}
}