Ejemplo n.º 1
0
    void boundaryCollision()
    {
        // Border Line points
        ballIndex      = 0;
        LineStartPoint = new Vector3(borders[ballIndex].position.x - ballRadius, 0, borders[ballIndex].position.z);
        LineEndPoint   = new Vector3(borders[ballIndex].position.x - ballRadius, 0, borders[ballIndex].position.z - (borders[ballIndex].position.z * 2));


        // Vertical X axis positive
        if (VectorLibrary.isPointOnLine(position, LineStartPoint, LineEndPoint))
        {
            // Reflect Velocity
            velocity        = VectorLibrary.getVectorReflection(velocity, true);
            overlapDistance = Mathf.Abs(VectorLibrary.getScalarDistance(position.x + ballRadius, borders[ballIndex].position.x));

            // Transposes ball back if it goes outside the boundary
            position.x -= overlapDistance;
        }

        ballIndex      = 1;
        LineStartPoint = new Vector3(borders[ballIndex].position.x + ballRadius, 0, borders[ballIndex].position.z);
        LineEndPoint   = new Vector3(borders[ballIndex].position.x + ballRadius, 0, borders[ballIndex].position.z - (borders[ballIndex].position.z * 2));

        // Vertical X axis negative
        if (VectorLibrary.isPointOnLine(position, LineStartPoint, LineEndPoint))
        {
            velocity        = VectorLibrary.getVectorReflection(velocity, true);
            overlapDistance = Mathf.Abs(VectorLibrary.getScalarDistance(position.x - ballRadius, borders[ballIndex].position.x));
            position.x     += overlapDistance;
        }


        ballIndex      = 2;
        LineStartPoint = new Vector3(borders[ballIndex].position.x, 0, borders[ballIndex].position.z - ballRadius);
        LineEndPoint   = new Vector3(borders[ballIndex].position.x - (borders[ballIndex].position.x * 2), 0, borders[ballIndex].position.z - ballRadius);

        // Horizontal Z axis positive
        if (VectorLibrary.isPointOnLine(position, LineStartPoint, LineEndPoint))
        {
            velocity        = VectorLibrary.getVectorReflection(velocity, false);
            overlapDistance = Mathf.Abs(VectorLibrary.getScalarDistance(position.z + ballRadius, borders[ballIndex].position.z));
            position.z     -= overlapDistance;
        }

        ballIndex      = 3;
        LineStartPoint = new Vector3(borders[ballIndex].position.x, 0, borders[ballIndex].position.z + ballRadius);
        LineEndPoint   = new Vector3(borders[ballIndex].position.x - (borders[ballIndex].position.x * 2), 0, borders[ballIndex].position.z + ballRadius);

        // Horizontal Z axis negative
        if (VectorLibrary.isPointOnLine(position, LineStartPoint, LineEndPoint))
        {
            velocity        = VectorLibrary.getVectorReflection(velocity, false);
            overlapDistance = Mathf.Abs(VectorLibrary.getScalarDistance(position.z - ballRadius, borders[3].position.z));
            position.z     += overlapDistance;
        }
    }
Ejemplo n.º 2
0
    // Start is called before the first frame update
    void Start()
    {
        Vector3 a = new Vector3(1, 3, 2);
        Vector3 b = new Vector3(4, 7, 1);

        Vector3 point = new Vector3(2.66f, 0f, 2.66f);
        Vector3 start = new Vector3(2f, 0f, 2f);
        Vector3 end   = new Vector3(12f, 0f, 12f);

        float scalarNum = 2;

        float   radius = 5f;
        float   theta  = 2.214298f;
        Vector3 n      = new Vector3(-3, 0f, 4);


        Vector3 b1 = new Vector3(1, 10, 1);
        Vector3 b2 = new Vector3(1, 20, 1);


        Debug.Log("Vector 1: " + a + "  Vector 2: " + b + "  Scalar Number: " + scalarNum);
        Debug.Log("Angle between 2 3D Vectors - Output: " + VectorLibrary.angleOfVectors(a, b) + "\nExpected Output: 0.47 radians");
        Debug.Log("3D Vector addition - Output: " + VectorLibrary.addVectors(a, b) + "\nExpected Output: (5, 10, 3)");
        Debug.Log("3D Vector subtraction - Output: " + VectorLibrary.subVectors(a, b) + "\nExpected Output: (-3, -4, 1)");
        Debug.Log("3D Dot Product Vector - Output: " + VectorLibrary.dotProduct(a, b) + "\nExpected Output: 27");
        Debug.Log("Unit vector of a 3D Vector - Output: " + VectorLibrary.getUnitVector(a) + "\nExpected Output: (0.3, 0.8 , 0.5)");

        Debug.Log("Vector reflection (axis aligned X) Output: " + VectorLibrary.getVectorReflection(point, true) + "\nExpected Output: (-2.66f,0f,2.66f) ");
        Debug.Log("Vector reflection (axis aligned Z) Output: " + VectorLibrary.getVectorReflection(point, false) + "\nExpected Output: (2.66f,0f,-2.66f) ");

        Debug.Log("Polar to Cartesian - Output:  " + VectorLibrary.convertToCartesian(radius, theta) + "\nExpected Output: -3, 4");
        Debug.Log("Cartesian to Polar - Output:  " + VectorLibrary.convertToPolar(n).x + " " + VectorLibrary.convertToPolar(n).z + "\nExpected Output: 5 2.214 ");

        Debug.Log("Unit Direction Vector - Output: " + VectorLibrary.getUnitDirection(a, b) + "\nExpected Output: (0.6, 0.8, -0.2)");
        Debug.Log("Magnitude of a 3D Vector - Output: " + VectorLibrary.getMagnitude(a) + "\nExpected Output: 3.7416");
        Debug.Log("Scalar Multiple of a 3D Vector - Output: " + VectorLibrary.getScalarMultiple(a, scalarNum) + "\nExpected Output: 2,6,4");
        Debug.Log("Vectors nearly equal with radius - Output: " + VectorLibrary.circleCollision(b1, b2, radius) + "\nExpected Output: False");
        Debug.Log("3D zero Vector - Output: " + VectorLibrary.getScalarMultiple(a, scalarNum) + "\nExpected Output: (2,6,4)");
        Debug.Log("A point is on a Line - Output: " + VectorLibrary.isPointOnLine(point, start, end) + "\nExpected Output: True");
    }