目录
前言:
本文用于介绍如何使用递归的方法来模拟点与点碰撞最终静止的结果,为后续做更复杂图形碰撞递归打下基础。
1.目标
为了实现两个点的“碰撞”散开的结果
2.主体代码
private void RunScript(List<Point3d> x, ref object A)
{
A = judgeAndMove(x, 20);//A是电池输出端
}
public List<Point3d> judgeAndMove(List<Point3d> points, double r){
Point3d p0 = points[0];
Point3d p1 = points[1];
Vector3d v0 = new Vector3d(p0 - p1);
v0.Unitize();
Vector3d v1 = new Vector3d(p1 - p0);
v1.Unitize();
double dis = p0.DistanceTo(p1);
if(dis <= 2 * r){//条件:如果两个点的间距小于圆的半径
p0 = p0 + v0;
p1 = p1 + v1;
points[0] = p0;
points[1] = p1;
return judgeAndMove(points, r);
}
else{
return points;
}
}