| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323 | using System;using FarseerPhysics.Dynamics;using Microsoft.Xna.Framework;namespace FarseerPhysics.Controllers{    public abstract class AbstractForceController : Controller    {        #region DecayModes enum                                        public enum DecayModes        {            None,            Step,            Linear,            InverseSquare,            Curve        }        #endregion        #region ForceTypes enum                                        public enum ForceTypes        {            Point,            Line,            Area        }        #endregion        #region TimingModes enum                                                                        public enum TimingModes        {            Switched,            Triggered,            Curve        }        #endregion                                public Curve DecayCurve;                                public ForceTypes ForceType;                                        protected Random Randomize;                                                        public Curve StrengthCurve;                                public AbstractForceController()            : base(ControllerType.AbstractForceController)        {            Enabled = true;            Strength = 1.0f;            Position = new Vector2(0, 0);            MaximumSpeed = 100.0f;            TimingMode = TimingModes.Switched;            ImpulseTime = 0.0f;            ImpulseLength = 1.0f;            Triggered = false;            StrengthCurve = new Curve();            Variation = 0.0f;            Randomize = new Random(1234);            DecayMode = DecayModes.None;            DecayCurve = new Curve();            DecayStart = 0.0f;            DecayEnd = 0.0f;            StrengthCurve.Keys.Add(new CurveKey(0, 5));            StrengthCurve.Keys.Add(new CurveKey(0.1f, 5));            StrengthCurve.Keys.Add(new CurveKey(0.2f, -4));            StrengthCurve.Keys.Add(new CurveKey(1f, 0));        }                                        public AbstractForceController(TimingModes mode)            : base(ControllerType.AbstractForceController)        {            TimingMode = mode;            switch (mode)            {                case TimingModes.Switched:                    Enabled = true;                    break;                case TimingModes.Triggered:                    Enabled = false;                    break;                case TimingModes.Curve:                    Enabled = false;                    break;            }        }                                public float Strength { get; set; }                                        public Vector2 Position { get; set; }                                        public float MaximumSpeed { get; set; }                                                public float MaximumForce { get; set; }                                public TimingModes TimingMode { get; set; }                                        public float ImpulseTime { get; private set; }                                public float ImpulseLength { get; set; }                                        public bool Triggered { get; private set; }                                        public float Variation { get; set; }                                public DecayModes DecayMode { get; set; }                                public float DecayStart { get; set; }                                public float DecayEnd { get; set; }                                                                        protected float GetDecayMultiplier(Body body)        {                        float distance = (body.Position - Position).Length();            switch (DecayMode)            {                case DecayModes.None:                    {                        return 1.0f;                    }                case DecayModes.Step:                    {                        if (distance < DecayEnd)                            return 1.0f;                        else                            return 0.0f;                    }                case DecayModes.Linear:                    {                        if (distance < DecayStart)                            return 1.0f;                        if (distance > DecayEnd)                            return 0.0f;                        return (DecayEnd - DecayStart / distance - DecayStart);                    }                case DecayModes.InverseSquare:                    {                        if (distance < DecayStart)                            return 1.0f;                        else                            return 1.0f / ((distance - DecayStart) * (distance - DecayStart));                    }                case DecayModes.Curve:                    {                        if (distance < DecayStart)                            return 1.0f;                        else                            return DecayCurve.Evaluate(distance - DecayStart);                    }                default:                    return 1.0f;            }        }                                public void Trigger()        {            Triggered = true;            ImpulseTime = 0;        }                                                public override void Update(float dt)        {            switch (TimingMode)            {                case TimingModes.Switched:                    {                        if (Enabled)                        {                            ApplyForce(dt, Strength);                        }                        break;                    }                case TimingModes.Triggered:                    {                        if (Enabled && Triggered)                        {                            if (ImpulseTime < ImpulseLength)                            {                                ApplyForce(dt, Strength);                                ImpulseTime += dt;                            }                            else                            {                                Triggered = false;                            }                        }                        break;                    }                case TimingModes.Curve:                    {                        if (Enabled && Triggered)                        {                            if (ImpulseTime < ImpulseLength)                            {                                ApplyForce(dt, Strength * StrengthCurve.Evaluate(ImpulseTime));                                ImpulseTime += dt;                            }                            else                            {                                Triggered = false;                            }                        }                        break;                    }            }        }                                                        public abstract void ApplyForce(float dt, float strength);    }}
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