/// <summary>
 /// Turns the selected Rotation toward a given point using the provided interpolation settings
 /// </summary>
 /// <param name="position">end desired position to LookAt</param>
 /// <param name="rotationType">Rotation (Yaw/Pitch/Roll) which will turn</param>
 /// <param name="interpolateType">Rotation interpolation (Lerp/Slerp/RotateTowards/etc.) type used</param>
 /// <param name="interpolateRate">Rate of the interpolation (desired ranges based on selected interpolation type)</param>
 /// <param name="up">Up direction to maintain (null will try to maintain the transform's current up direction)</param>
 public void TurnToward(Vector3 position, Rotation rotationType, MathExtensions.QuaternionInterpolationType interpolateType, float interpolateRate, Vector3? up = null)
 {
     Transform trans = GetTransform(rotationType);
     Quaternion desiredFacing = GetFacingDirectionOnPlane(rotationType, position, up);
     trans.rotation = MathExtensions.Interpolate(interpolateType, trans.rotation, desiredFacing, interpolateRate);
 }
Example #2
0
        /// <summary>
        /// Calculates this mathematical expression (using gradian).
        /// </summary>
        /// <param name="parameters">An object that contains all parameters and functions for expressions.</param>
        /// <returns>
        /// A result of the calculation.
        /// </returns>
        /// <seealso cref="ExpressionParameters" />
        protected override double ExecuteGradian(ExpressionParameters parameters)
        {
            var radian = (double)m_argument.Execute(parameters) * Math.PI / 200;

            return(MathExtensions.Csc(radian));
        }
Example #3
0
 /// <summary>
 /// Calculates this mathematical expression (using degree).
 /// </summary>
 /// <param name="degree">The calculation result of argument.</param>
 /// <returns>
 /// A result of the calculation.
 /// </returns>
 /// <seealso cref="ExpressionParameters" />
 protected override double ExecuteDergee(double degree)
 {
     return(MathExtensions.Acot(degree) / Math.PI * 180);
 }
Example #4
0
        /// <summary>
        /// Gets all possible actions for the active character and splits them into offensive and defensive actions,
        /// giving each a priority based on the amount of healing, damage, and/or ai weight provided by the action.
        /// </summary>
        /// <returns>A struct providing the action priorities of offensive and defensive actions.</returns>
        protected virtual ActionPriorities EvaluateActions()
        {
            var defensiveActionsPoints    = new Dictionary <ActionBase, int>();
            var offensiveActionsPoints    = new Dictionary <ActionBase, int>();
            var defensiveActionPriorities = new Dictionary <ActionBase, int>();
            var offensiveActionPriorities = new Dictionary <ActionBase, int>();
            var allActions = new List <ActionBase>();

            allActions.AddRange(_activeCharacter.Attacks);
            allActions.AddRange(_activeCharacter.SpellList);
            allActions.AddRange(_activeCharacter.SkillList);
            var consumables = _activeCharacter.Inventory
                              .Where(item => item is Consumable)
                              .Select(item => ((Consumable)item).ItemSpell);

            allActions.AddRange(consumables);

            // Use average max health as basis for effectiveness of damage and healing
            int averageMaxHealth = 0;

            foreach (var character in AICharacters)
            {
                averageMaxHealth += character.CurrentMaxHealth;
            }
            averageMaxHealth /= AICharacters.Count();

            // Calculate total healing and damage and use it to determine if an action is offensive or defensive
            foreach (var action in allActions)
            {
                int damage         = DamageCalculator.GetDamageAsInt(_activeCharacter, action);
                int healing        = DamageCalculator.GetHealing(_activeCharacter, action);
                int percentHealing = DamageCalculator.GetHealingPercentage(_activeCharacter, action);

                int netDamage = damage - healing;

                if (netDamage < 0 || percentHealing > 0 || !action.IsOffensive)
                {
                    int maxPotential = -netDamage;
                    maxPotential += (percentHealing * averageMaxHealth / 100);
                    defensiveActionsPoints[action] = maxPotential;
                }
                else
                {
                    int maxPotential = netDamage;
                    offensiveActionsPoints[action] = maxPotential;
                }
            }

            int medianHealing = MathExtensions.GetMedian(defensiveActionsPoints.Values.ToList());
            int medianDamage  = MathExtensions.GetMedian(offensiveActionsPoints.Values.ToList());

            // Assign action priorities based on how an action performs on par with other actions

            foreach (var key in defensiveActionsPoints.Keys)
            {
                int healing = defensiveActionsPoints[key];
                defensiveActionPriorities[key] = key.AiWeight;
                if (medianHealing > 0)
                {
                    if (PercentageCalculator.GetPercentage(healing, medianHealing) >= 150)
                    {
                        defensiveActionPriorities[key] += 3;
                    }
                    else if (PercentageCalculator.GetPercentage(healing, medianHealing) >= 120)
                    {
                        defensiveActionPriorities[key] += 2;
                    }
                }
                else
                {
                    defensiveActionPriorities[key] += 1;
                }
            }

            foreach (var key in offensiveActionsPoints.Keys)
            {
                int damage = offensiveActionsPoints[key];
                offensiveActionPriorities[key] = key.AiWeight;
                if (medianDamage > 0)
                {
                    if (PercentageCalculator.GetPercentage(damage, medianDamage) >= 150)
                    {
                        offensiveActionPriorities[key] += 3;
                    }
                    else if (PercentageCalculator.GetPercentage(damage, medianDamage) >= 120)
                    {
                        offensiveActionPriorities[key] += 2;
                    }
                }
                else
                {
                    offensiveActionPriorities[key] += 1;
                }
            }

            return(new ActionPriorities()
            {
                DefensiveActionPriorities = defensiveActionPriorities,
                OffensiveActionPriorities = offensiveActionPriorities
            });
        }
Example #5
0
        public void ExecuteGradianTest()
        {
            var exp = new Csc(new Number(1));

            Assert.Equal(MathExtensions.Csc(Math.PI / 200), exp.Execute(AngleMeasurement.Gradian));
        }
Example #6
0
 /// <summary>
 /// Calculates this mathematical expression (using degree).
 /// </summary>
 /// <param name="degree">The calculation result of argument.</param>
 /// <returns>
 /// A result of the calculation.
 /// </returns>
 /// <seealso cref="ExpressionParameters" />
 protected override double ExecuteDergee(double degree)
 {
     return(MathExtensions.Cot(degree * Math.PI / 180));
 }
        private static bool SurfaceRotateTool(SelectionType selectionType, Rect dragArea)
        {
            var id = GUIUtility.GetControlID(kSurfaceRotateHash, FocusType.Keyboard, dragArea);

            if (!ChiselUVToolCommon.SurfaceToolBase(id, selectionType, dragArea))
            {
                return(false);
            }

            bool needRepaint = false;

            if (!ChiselUVToolCommon.IsToolEnabled(id))
            {
                needRepaint          = haveRotateStartAngle;
                haveRotateStartAngle = false;
                ChiselUVToolCommon.pointHasSnapped = false;
            }

            switch (Event.current.GetTypeForControl(id))
            {
            // TODO: support rotating texture using keyboard?
            case EventType.Repaint:
            {
                if (haveRotateStartAngle)
                {
                    var toWorldVector = ChiselUVToolCommon.worldDragDeltaVector;
                    var magnitude     = toWorldVector.magnitude;
                    toWorldVector /= magnitude;

                    // TODO: need a nicer visualization here, show delta rotation, angles etc.
                    Handles.DrawWireDisc(ChiselUVToolCommon.worldStartPosition, ChiselUVToolCommon.worldProjectionPlane.normal, magnitude);
                    if (haveRotateStartAngle)
                    {
                        var snappedToWorldVector = Quaternion.AngleAxis(rotateAngle, ChiselUVToolCommon.worldDragPlane.normal) * fromWorldVector;
                        Handles.DrawDottedLine(ChiselUVToolCommon.worldStartPosition, ChiselUVToolCommon.worldStartPosition + (fromWorldVector * magnitude), 4.0f);
                        Handles.DrawDottedLine(ChiselUVToolCommon.worldStartPosition, ChiselUVToolCommon.worldStartPosition + (snappedToWorldVector * magnitude), 4.0f);
                    }
                    else
                    {
                        Handles.DrawDottedLine(ChiselUVToolCommon.worldStartPosition, ChiselUVToolCommon.worldStartPosition + (toWorldVector * magnitude), 4.0f);
                    }
                }
                if (ChiselUVToolCommon.IsToolEnabled(id))
                {
                    if (haveRotateStartAngle &&
                        ChiselUVToolCommon.pointHasSnapped)
                    {
                        ChiselUVToolCommon.RenderIntersectionPoint();
                        ChiselUVToolCommon.RenderSnapEvent();
                    }
                }
                break;
            }

            case EventType.MouseDrag:
            {
                if (!ChiselUVToolCommon.IsToolEnabled(id))
                {
                    break;
                }

                if (ChiselUVToolCommon.StartToolDragging())
                {
                    haveRotateStartAngle = false;
                    ChiselUVToolCommon.pointHasSnapped = false;
                }

                var toWorldVector = ChiselUVToolCommon.worldDragDeltaVector;
                if (!haveRotateStartAngle)
                {
                    var handleSize     = HandleUtility.GetHandleSize(ChiselUVToolCommon.worldStartPosition);
                    var minDiameterSqr = handleSize * kMinRotateDiameter;
                    // Only start rotating when we've moved the cursor far away enough from the center of rotation
                    if (toWorldVector.sqrMagnitude > minDiameterSqr)
                    {
                        // Switch to rotation mode, we have a center and a start angle to compare with,
                        // from now on, when we move the mouse we change the rotation angle relative to this first angle.
                        haveRotateStartAngle = true;
                        ChiselUVToolCommon.pointHasSnapped = false;
                        fromWorldVector = toWorldVector.normalized;
                        rotateAngle     = 0;

                        // We override the snapping settings to only allow snapping against vertices & edges,
                        // we do this only after we have our starting vector, so that when we rotate we're not constantly
                        // snapping against the grid when we really just want to be able to snap against the current rotation step.
                        // On the other hand, we do want to be able to snap against vertices ..
                        ChiselUVToolCommon.toolSnapOverrides = SnapSettings.UVGeometryVertices | SnapSettings.UVGeometryEdges;
                    }
                }
                else
                {
                    // Get the angle between 'from' and 'to' on the plane we're dragging over
                    rotateAngle = MathExtensions.SignedAngle(fromWorldVector, toWorldVector.normalized, ChiselUVToolCommon.worldDragPlane.normal);

                    // If we snapped against something, ignore angle snapping
                    if (!ChiselUVToolCommon.pointHasSnapped)
                    {
                        rotateAngle = ChiselUVToolCommon.SnapAngle(rotateAngle);
                    }

                    RotateSurfacesInWorldSpace(ChiselUVToolCommon.worldStartPosition, ChiselUVToolCommon.worldDragPlane.normal, -rotateAngle);     // TODO: figure out why this is reversed
                }
                break;
            }
            }
            return(needRepaint);
        }
Example #8
0
        private static int stbi__zbuild_huffman(stbi__zhuffman z, FakePtr <byte> sizelist, int num)
        {
            var i         = 0;
            var k         = 0;
            var code      = 0;
            var next_code = new int[16];
            var sizes     = new int[17];

            sizes.Clear();
            z.fast.Clear();
            for (i = 0; i < num; ++i)
            {
                ++sizes[sizelist[i]];
            }
            sizes[0] = 0;
            for (i = 1; i < 16; ++i)
            {
                if (sizes[i] > 1 << i)
                {
                    Decoder.stbi__err("bad sizes");
                }
            }
            code = 0;
            for (i = 1; i < 16; ++i)
            {
                next_code[i]     = code;
                z.firstcode[i]   = (ushort)code;
                z.firstsymbol[i] = (ushort)k;
                code             = code + sizes[i];
                if (sizes[i] != 0)
                {
                    if (code - 1 >= 1 << i)
                    {
                        Decoder.stbi__err("bad codelengths");
                    }
                }
                z.maxcode[i] = code << (16 - i);
                code       <<= 1;
                k           += sizes[i];
            }

            z.maxcode[16] = 0x10000;
            for (i = 0; i < num; ++i)
            {
                var s = (int)sizelist[i];
                if (s != 0)
                {
                    var c     = next_code[s] - z.firstcode[s] + z.firstsymbol[s];
                    var fastv = (ushort)((s << 9) | i);
                    z.size[c]  = (byte)s;
                    z.value[c] = (ushort)i;
                    if (s <= 9)
                    {
                        var j = MathExtensions.stbi__bit_reverse(next_code[s], s);
                        while (j < 1 << 9)
                        {
                            z.fast[j] = fastv;
                            j        += 1 << s;
                        }
                    }

                    ++next_code[s];
                }
            }

            return(1);
        }
Example #9
0
        private void RecursiveBuild(IntermediateOCTreeNode node, OCTPoly[] PolyList, Vector3 center, Vector3 extents, int depth)
        {
            var planeArray = new[] { MathExtensions.PlaneFromPointNormal(center + (planeOffsets[0] * extents), planeNormals[0]), MathExtensions.PlaneFromPointNormal(center + (planeOffsets[1] * extents), planeNormals[1]), MathExtensions.PlaneFromPointNormal(center + (planeOffsets[2] * extents), planeNormals[2]), MathExtensions.PlaneFromPointNormal(center + (planeOffsets[3] * extents), planeNormals[3]), MathExtensions.PlaneFromPointNormal(center + (planeOffsets[4] * extents), planeNormals[4]), MathExtensions.PlaneFromPointNormal(center + (planeOffsets[5] * extents), planeNormals[5]) };
            var polyArray  = new OCTPoly[PolyList.Length];
            var index      = 0;

            while (index < PolyList.Length)
            {
                polyArray[index] = new OCTPoly(PolyList[index]);
                index++;
            }
            for (var i = 0; i < planeArray.Length; i++)
            {
                var list = new List <OCTPoly>();
                for (var j = 0; j < polyArray.Length; j++)
                {
                    int num4;
                    var newPolys = new OCTPoly[2];
                    Split(polyArray[j], planeArray[i], ref newPolys, out num4);
                    index = 0;
                    while (index < num4)
                    {
                        var plane = new Plane(newPolys[index].Verts[0], newPolys[index].Verts[1], newPolys[index].Verts[2]);
                        if (!float.IsNaN(plane.Normal.X))
                        {
                            list.Add(newPolys[index]);
                        }
                        index++;
                    }
                }
                polyArray = new OCTPoly[list.Count];
                index     = 0;
                while (index < list.Count)
                {
                    polyArray[index] = new OCTPoly(list[index]);
                    index++;
                }
            }
            if ((polyArray.Length <= MaxPolygonsPerNode) || (depth >= MaxSubdivisions))
            {
                node.Polys = new OCTPoly[polyArray.Length];
                if (polyArray.Length > 0)
                {
                    for (index = 0; index < polyArray.Length; index++)
                    {
                        node.Polys[index] = new OCTPoly(polyArray[index]);
                    }
                }
            }
            else
            {
                node.Children = new IntermediateOCTreeNode[8];
                for (index = 0; index < 8; index++)
                {
                    node.Children[index] = new IntermediateOCTreeNode();
                    var vector  = (extents * 0.5f);
                    var vector2 = center + (nodeOffsets[index] * vector);
                    node.Children[index].Bounds = new BoundingBox(vector2 - vector, vector2 + vector);
                    RecursiveBuild(node.Children[index], PolyList, vector2, vector, depth + 1);
                }
            }
        }
        public void ExecuteRadianTest()
        {
            var exp = new Arcoth(new Number(0.5));

            Assert.Equal(MathExtensions.Acoth(0.5), exp.Execute(AngleMeasurement.Radian));
        }
Example #11
0
        ///<summary>
        ///  Calculate <a href = "http://en.wikipedia.org/wiki/Great-circle_distance">geodesic
        ///              distance</a> in Meters between this Object and a second Object passed to
        ///  this method using <a href = "http://en.wikipedia.org/wiki/Thaddeus_Vincenty">Thaddeus Vincenty's</a>
        ///  inverse formula See T Vincenty, "<a href = "http://www.ngs.noaa.gov/PUBS_LIB/inverse.pdf">Direct and Inverse
        ///                                     Solutions of Geodesics on the Ellipsoid with application of nested
        ///                                     equations</a>", Survey Review, vol XXII no 176, 1975
        ///</summary>
        ///<param name = "location">
        ///  the destination location </param>
        ///<param name = "formula">
        ///  This formula calculates initial bearing (<seealso cref = "INITIAL_BEARING" />),
        ///  final bearing (<seealso cref = "FINAL_BEARING" />) and distance (<seealso cref = "DISTANCE" />). </param>
        private double VincentyFormula(GeoLocation location, int formula)
        {
            double a = 6378137;
            double b = 6356752.3142;
            double f = 1 / 298.257223563; // WGS-84 ellipsiod
            double L = MathExtensions.ToRadians(location.Longitude - Longitude);
            double U1 = Math.Atan((1 - f) * Math.Tan(MathExtensions.ToRadians(Latitude)));
            double U2 = Math.Atan((1 - f) * Math.Tan(MathExtensions.ToRadians(location.Latitude)));
            double sinU1 = Math.Sin(U1), cosU1 = Math.Cos(U1);
            double sinU2 = Math.Sin(U2), cosU2 = Math.Cos(U2);

            double lambda     = L;
            double lambdaP    = 2 * Math.PI;
            double iterLimit  = 20;
            double sinLambda  = 0;
            double cosLambda  = 0;
            double sinSigma   = 0;
            double cosSigma   = 0;
            double sigma      = 0;
            double sinAlpha   = 0;
            double cosSqAlpha = 0;
            double cos2SigmaM = 0;
            double C;

            while (Math.Abs(lambda - lambdaP) > 1e-12 && --iterLimit > 0)
            {
                sinLambda = Math.Sin(lambda);
                cosLambda = Math.Cos(lambda);
                sinSigma  =
                    Math.Sqrt((cosU2 * sinLambda) * (cosU2 * sinLambda) +
                              (cosU1 * sinU2 - sinU1 * cosU2 * cosLambda) * (cosU1 * sinU2 - sinU1 * cosU2 * cosLambda));
                if (sinSigma == 0)
                {
                    return(0); // co-incident points
                }
                cosSigma   = sinU1 * sinU2 + cosU1 * cosU2 * cosLambda;
                sigma      = Math.Atan2(sinSigma, cosSigma);
                sinAlpha   = cosU1 * cosU2 * sinLambda / sinSigma;
                cosSqAlpha = 1 - sinAlpha * sinAlpha;
                cos2SigmaM = cosSigma - 2 * sinU1 * sinU2 / cosSqAlpha;
                if (double.IsNaN(cos2SigmaM))
                {
                    cos2SigmaM = 0; // equatorial line: cosSqAlpha=0 (§6)
                }
                C       = f / 16 * cosSqAlpha * (4 + f * (4 - 3 * cosSqAlpha));
                lambdaP = lambda;
                lambda  = L +
                          (1 - C) * f * sinAlpha *
                          (sigma + C * sinSigma * (cos2SigmaM + C * cosSigma * (-1 + 2 * cos2SigmaM * cos2SigmaM)));
            }
            if (iterLimit == 0)
            {
                return(double.NaN); // formula failed to converge
            }
            double uSq        = cosSqAlpha * (a * a - b * b) / (b * b);
            double A          = 1 + uSq / 16384 * (4096 + uSq * (-768 + uSq * (320 - 175 * uSq)));
            double B          = uSq / 1024 * (256 + uSq * (-128 + uSq * (74 - 47 * uSq)));
            double deltaSigma = B * sinSigma *
                                (cos2SigmaM +
                                 B / 4 *
                                 (cosSigma * (-1 + 2 * cos2SigmaM * cos2SigmaM) -
                                  B / 6 * cos2SigmaM * (-3 + 4 * sinSigma * sinSigma) * (-3 + 4 * cos2SigmaM * cos2SigmaM)));
            double distance = b * A * (sigma - deltaSigma);

            // initial bearing
            double fwdAz = MathExtensions.ToDegree(Math.Atan2(cosU2 * sinLambda, cosU1 * sinU2 - sinU1 * cosU2 * cosLambda));
            // final bearing
            double revAz = MathExtensions.ToDegree(Math.Atan2(cosU1 * sinLambda, -sinU1 * cosU2 + cosU1 * sinU2 * cosLambda));

            if (formula == DISTANCE)
            {
                return(distance);
            }
            else if (formula == INITIAL_BEARING)
            {
                return(fwdAz);
            }
            else if (formula == FINAL_BEARING)
            {
                return(revAz);
            } // should never happpen
            else
            {
                return(double.NaN);
            }
        }
Example #12
0
        /// <summary>
        /// Gets enemies near target.
        /// </summary>
        public IEnumerable <IKillable> GetEnemies(IKiller sender, float x, float z, byte range)
        {
            IEnumerable <IKillable> mobs  = sender is Mob ? new List <IKillable>() : GetAllMobs(true).Where(m => !m.HealthManager.IsDead && m.HealthManager.IsAttackable && m.CountryProvider.Country != sender.CountryProvider.Country && MathExtensions.Distance(x, m.PosX, z, m.PosZ) <= range);
            IEnumerable <IKillable> chars = GetAllPlayers(true)
                                            .Where(p => !p.HealthManager.IsDead &&
                                                   p.HealthManager.IsAttackable &&
                                                   (p.CountryProvider.Country != sender.CountryProvider.Country || (sender is Character senderPlayer && senderPlayer.DuelManager.IsStarted && p.Id == senderPlayer.DuelManager.OpponentId)) &&
                                                   MathExtensions.Distance(x, p.PosX, z, p.PosZ) <= range);

            return(mobs.Concat(chars));
        }
Example #13
0
        private Dictionary <Point, ThreatenedCell> GetThreatenSpaces(HashSet <Point> reach, Unit unit)
        {
            var threathenedSpaces = new Dictionary <Point, ThreatenedCell>();

            int minimumRange = 1;

            if (unit.Stats[Stats.Range] > 0 && unit.Stats[Stats.Magic] == 0)
            {
                minimumRange = 2;
            }
            foreach (var pos in reach)
            {
                for (int i = unit.Stats[Stats.Range] + 1; i >= minimumRange; i--)
                {
                    int currPriority = 1000 - MathExtensions.CellDistance(unit.Position, pos);
                    for (int j = i; j != 0; j--)
                    {
                        Point threatPos = new Point(pos.X - j, pos.Y - (i - j));
                        if (threathenedSpaces.ContainsKey(threatPos) && threathenedSpaces[threatPos].Priority >= currPriority)
                        {
                            continue;
                        }
                        threathenedSpaces[threatPos] = new ThreatenedCell()
                        {
                            Position = threatPos, From = pos, Priority = currPriority
                        };
                    }
                    for (int j = i; j != 0; j--)
                    {
                        Point threatPos = new Point(pos.X + (i - j), pos.Y - j);
                        if (threathenedSpaces.ContainsKey(threatPos) && threathenedSpaces[threatPos].Priority >= currPriority)
                        {
                            continue;
                        }
                        threathenedSpaces[threatPos] = new ThreatenedCell()
                        {
                            Position = threatPos, From = pos, Priority = currPriority
                        };
                    }
                    for (int j = i; j != 0; j--)
                    {
                        Point threatPos = new Point(pos.X + j, pos.Y + (i - j));
                        if (threathenedSpaces.ContainsKey(threatPos) && threathenedSpaces[threatPos].Priority >= currPriority)
                        {
                            continue;
                        }
                        threathenedSpaces[threatPos] = new ThreatenedCell()
                        {
                            Position = threatPos, From = pos, Priority = currPriority
                        };
                    }
                    for (int j = i; j != 0; j--)
                    {
                        Point threatPos = new Point(pos.X - (i - j), pos.Y + j);
                        if (threathenedSpaces.ContainsKey(threatPos) && threathenedSpaces[threatPos].Priority >= currPriority)
                        {
                            continue;
                        }
                        threathenedSpaces[threatPos] = new ThreatenedCell()
                        {
                            Position = threatPos, From = pos, Priority = currPriority
                        };
                    }
                }
            }

            foreach (var u in units)
            {
                if (u == null)
                {
                    continue;
                }
                if (u.Enemy == unit.Enemy)
                {
                    threathenedSpaces.Remove(u.Position);
                }
            }

            return(threathenedSpaces);
        }
Example #14
0
 /// <summary>
 /// Calculates this mathematical expression (using gradian).
 /// </summary>
 /// <param name="parameters">An object that contains all parameters and functions for expressions.</param>
 /// <returns>
 /// A result of the calculation.
 /// </returns>
 /// <seealso cref="ExpressionParameters" />
 protected override double ExecuteGradian(ExpressionParameters parameters)
 {
     return(MathExtensions.Acsc((double)m_argument.Execute(parameters)) / Math.PI * 200);
 }
Example #15
0
        private void UpdateBolts(bool active = false)
        {
            if (MyAPIGateway.Session.Player == null)
            {
                return;
            }

            //if(Vector3D.Distance(MyAPIGateway.Session.Camera.Position, m_block.PositionComp.GetPosition()) > 50f)
            if (Vector3D.DistanceSquared(MyAPIGateway.Session.Player.GetPosition(), m_block.PositionComp.GetPosition()) > 50f * 50f)
            {
                return;
            }

            for (int s = m_activeBolts.Count - 1; s >= 0; s--)
            {
                var activeItem = m_activeBolts[s];

                activeItem.Position++;
                if (activeItem.Position >= activeItem.MaxPosition)
                {
                    m_activeBolts.Remove(activeItem);
                    continue;
                }
            }

            if (m_activeBolts.Count < m_maxBolts)
            {
                int numAdd = m_maxBolts - m_activeBolts.Count;
                for (int r = 0; r < numAdd; r++)
                {
                    var bolt     = LightningBoltEffect.BoltPool[MyUtils.GetRandomInt(0, LightningBoltEffect.BoltPool.Count)];
                    var boltItem = new LightningBoltInstance(bolt, null, 60 + MyUtils.GetRandomInt(-10, 15));
                    m_activeBolts.Add(boltItem);
                }
            }

            for (int s = 0; s < m_activeBolts.Count; s++)
            {
                var activeItem = m_activeBolts[s];

                Vector3D endBoltPosition = m_centerSphere.PositionComp.LocalMatrix.Translation + new Vector3D(0f, 1.5f, 0f);

                int startPos      = 0;
                int maxPos        = activeItem.Bolt.Points.Count;
                var previousPoint = activeItem.Bolt.Points[startPos];
                var color         = new Vector4(0.35f, 0.05f, 0.35f, 0.75f);
                if (active)
                {
                    color = new Vector4(0.05f, 0.05f, 0.35f, 0.75f);
                }

                for (int r = startPos + 1; r < maxPos; r++)
                {
                    var currentPoint = activeItem.Bolt.Points[startPos + r];

                    if (previousPoint.Length() > endBoltPosition.Length())
                    {
                        break;
                    }

                    var startPoint = Vector3D.Transform(currentPoint, MatrixD.CreateRotationY(MathHelper.ToRadians((float)activeItem.Position * 5)));
                    startPoint -= new Vector3D(0f, 1.5f, 0f);
                    startPoint  = Vector3D.Transform(startPoint, m_block.WorldMatrix);

                    var endPoint = Vector3D.Transform(previousPoint, MatrixD.CreateRotationY(MathHelper.ToRadians((float)activeItem.Position * 5)));
                    endPoint -= new Vector3D(0f, 1.5f, 0f);
                    endPoint  = Vector3D.Transform(endPoint, m_block.WorldMatrix);

                    var dir    = Vector3D.Normalize(endPoint - startPoint);
                    var length = (endPoint - startPoint).Length() * 2f;

                    float pulse = MathExtensions.TrianglePulse((float)activeItem.Position, 1f, activeItem.MaxPosition / 2f) + 0.2f;
                    if (activeItem.Position < 10)
                    {
                        pulse = MathExtensions.TrianglePulse((float)activeItem.Position, 1f, 2.5f);
                    }

                    Vector4 diff      = color * pulse;
                    float   thickness = (0.0125f);

                    MyTransparentGeometry.AddLineBillboard(MyStringId.GetOrCompute("Testfly"), diff, startPoint, dir, (float)length, (float)thickness);
                    previousPoint = currentPoint;
                }
            }
        }
Example #16
0
        private void Split(OCTPoly poly, Plane p, ref OCTPoly[] newPolys, out int numPolys)
        {
            numPolys = 0;
            var num    = p.DotCoordinate(poly.Verts[0]);
            var num2   = p.DotCoordinate(poly.Verts[1]);
            var num3   = p.DotCoordinate(poly.Verts[2]);
            var vector = MathExtensions.NormalFromPoints(poly.Verts[0], poly.Verts[1], poly.Verts[2]);

            if (((num > 0f) && (num2 > 0f)) && (num3 > 0f))
            {
                newPolys[0] = new OCTPoly(poly.Verts[0], poly.Verts[1], poly.Verts[2]);
                numPolys    = 1;
            }
            else if (((num < 0f) && (num2 < 0f)) && (num3 < 0f))
            {
                numPolys = 0;
            }
            else if (((num == 0f) && (num2 == 0f)) && (num3 == 0f))
            {
                if (p.DotNormal(vector) >= 0f)
                {
                    newPolys[0] = new OCTPoly(poly.Verts[0], poly.Verts[1], poly.Verts[2]);
                    numPolys    = 1;
                }
                else
                {
                    numPolys = 0;
                }
            }
            else
            {
                var vectorArray = new Vector3[4];
                var num4        = 0;
                for (var i = 0; i < 3; i++)
                {
                    var vector2 = poly.Verts[i];
                    var vector3 = poly.Verts[((i + 1) > 2) ? 0 : (i + 1)];
                    var num6    = p.DotCoordinate(vector2);
                    var num7    = p.DotCoordinate(vector3);
                    if (num6 >= 0f)
                    {
                        vectorArray[num4++] = vector2;
                    }
                    if (((num7 <= 0f) && (num6 > 0f)) || ((num7 >= 0f) && (num6 < 0f)))
                    {
                        Vector3 point;
                        if (Intersection.LineSegmentIntersectsPlane(vector2, vector3, p, out point))
                        {
                            vectorArray[num4++] = point;
                        }
                    }
                }
                switch (num4)
                {
                case 3:
                case 4:
                    newPolys[0] = new OCTPoly(vectorArray[0], vectorArray[1], vectorArray[2]);
                    numPolys    = 1;
                    if (num4 == 4)
                    {
                        newPolys[1] = new OCTPoly(vectorArray[0], vectorArray[2], vectorArray[3]);
                        numPolys    = 2;
                    }
                    break;
                }
            }
        }
Example #17
0
        public void ExecuteGradianTest()
        {
            var exp = new Arcosh(new Number(0.5));

            Assert.Equal(MathExtensions.Acosh(0.5) / Math.PI * 200, exp.Execute(AngleMeasurement.Gradian));
        }
Example #18
0
        public void ExecuteTest()
        {
            var exp = new Arcsch(new Number(1));

            Assert.Equal(MathExtensions.Acsch(1), exp.Execute());
        }
Example #19
0
 /// <summary>
 /// Calculates this mathematical expression (using gradian).
 /// </summary>
 /// <param name="gradian">The calculation result of argument.</param>
 /// <returns>
 /// A result of the calculation.
 /// </returns>
 /// <seealso cref="ExpressionParameters" />
 protected override double ExecuteGradian(double gradian)
 {
     return(MathExtensions.Cot(gradian * Math.PI / 200));
 }
    /// <summary>
    /// Group cells of same color that are near each other.
    /// </summary>
    /// <param name="sortedCells"></param>
    /// <returns></returns>
    private static List <List <Transform> > GroupConnectedCells(List <Transform> sortedCells)
    {
        Queue <Transform>        stackedCells  = new Queue <Transform>(sortedCells);
        List <List <Transform> > groupsOfCells = new List <List <Transform> >();

        while (stackedCells.Count != 0)
        {
            Transform                cellToCompare  = stackedCells.Dequeue();
            List <Transform>         currentGroup   = null;
            List <List <Transform> > groupsToRemove = new List <List <Transform> >();
            foreach (var cellGroup in groupsOfCells)
            {
                foreach (var cell in cellGroup)
                {
                    if (MathExtensions.SafeComparison(cellToCompare.position.x - 1, cell.position.x) && MathExtensions.SafeComparison(cellToCompare.position.y, cell.position.y) ||
                        MathExtensions.SafeComparison(cellToCompare.position.x + 1, cell.position.x) && MathExtensions.SafeComparison(cellToCompare.position.y, cell.position.y) ||
                        MathExtensions.SafeComparison(cellToCompare.position.y - 1, cell.position.y) && MathExtensions.SafeComparison(cellToCompare.position.x, cell.position.x) ||
                        MathExtensions.SafeComparison(cellToCompare.position.y + 1, cell.position.y) && MathExtensions.SafeComparison(cellToCompare.position.x, cell.position.x))
                    {
                        if (currentGroup != null) // Merge Group
                        {
                            currentGroup.AddRange(cellGroup);
                            groupsToRemove.Add(cellGroup);
                        }
                        else   // Add to a Group
                        {
                            cellGroup.Add(cellToCompare);
                            currentGroup = cellGroup;
                        }
                        break;
                    }
                }
            }
            groupsToRemove.ForEach(x => groupsOfCells.Remove(x));
            if (currentGroup == null)
            {
                var cellGroup = new List <Transform>();
                cellGroup.Add(cellToCompare);
                groupsOfCells.Add(cellGroup);
            }
        }

        return(groupsOfCells);
    }
Example #21
0
        /// <summary>
        /// Loops through all player characters and creates a dictionary of integer priorities based on the amount of threat
        /// a character has generated.
        /// <para>Priority is based on the threat a character generates compared to the rest of it's squad.</para>
        /// </summary>
        /// <returns></returns>
        protected virtual Dictionary <Character, int> EvaluateEnemies()
        {
            var enemies             = new List <Character>(LivingPlayerCharacters);
            var characterPriorities = new Dictionary <Character, int>();

            int median = MathExtensions.GetMedian(enemies.Select(enemy => enemy.Threat).ToList());

            if (enemies.Count() == 2)
            {
                if (enemies[0].Threat > enemies[1].Threat)
                {
                    characterPriorities[enemies[0]] = 2;
                    characterPriorities[enemies[1]] = 1;
                }
                else
                {
                    characterPriorities[enemies[1]] = 2;
                    characterPriorities[enemies[0]] = 1;
                }
                foreach (var enemy in enemies)
                {
                    int percentHealth = (int)(((float)enemy.CurrentHealth) / enemy.CurrentMaxHealth * 100);
                    // If percentage of health is less than 25%, increase threat level by 2
                    if (percentHealth <= 25)
                    {
                        characterPriorities[enemy] += 2;
                    }
                    else if (percentHealth <= 50)
                    {
                        characterPriorities[enemy] += 1;
                    }
                }
            }
            else
            {
                foreach (var enemy in enemies)
                {
                    int threatAsMedianPercentage = (int)(((float)enemy.Threat) / median * 100);

                    // If threat is 50% higher than the median, threat level is 3
                    if (threatAsMedianPercentage >= 150)
                    {
                        characterPriorities[enemy] = 3;
                    }
                    // If threat is 20% higher than the median, threat level is 2
                    else if (threatAsMedianPercentage >= 120)
                    {
                        characterPriorities[enemy] = 2;
                    }
                    else
                    {
                        characterPriorities[enemy] = 1;
                    }

                    int percentHealth = (int)(((float)enemy.CurrentHealth) / enemy.CurrentMaxHealth * 100);

                    // If percentage of health is less than 25%, increase threat level by 2
                    if (percentHealth <= 25)
                    {
                        characterPriorities[enemy] += 2;
                    }
                    else if (percentHealth <= 50)
                    {
                        characterPriorities[enemy] += 1;
                    }
                }
            }
            return(characterPriorities);
        }
    /// <summary>
    /// Mark cells on top of the cellPosition that are floating in the air.
    /// </summary>
    /// <param name="allCells"></param>
    /// <param name="cellPosition">starting position where cells are searched for</param>
    private void MarkFlyingCell(List <Transform> allCells, Vector2 cellPosition)
    {
        List <Transform> upperCell = allCells.Where(c => cellPosition.y < c.position.y && MathExtensions.SafeComparison(cellPosition.x, c.position.x)).OrderBy(c => c.position.y).ToList();

        if (upperCell.Count > 0 && upperCell[0].position.y > 1)
        {
            upperCell.ForEach(c => { c.GetComponent <BlockAnnotation>().UpInTheAir = true; c.GetComponent <BlockController>().ChangeText("L"); });
        }
    }
Example #23
0
        public void ExecuteDegreeTest()
        {
            var exp = new Csc(new Number(1));

            Assert.Equal(MathExtensions.Csc(Math.PI / 180), exp.Execute(AngleMeasurement.Degree));
        }
Example #24
0
        /// <summary>
        /// A method that calculates UTC sunset as well as any time based on an angle
        /// above or below sunset. This abstract method is implemented by the classes
        /// that extend this class.
        /// </summary>
        /// <param name="astronomicalCalendar">Used to calculate day of year.</param>
        /// <param name="zenith">the azimuth below the vertical zenith of 90°;. For sunset
        /// typically the <see cref="AstronomicalCalculator.AdjustZenith">zenith</see> used for the
        /// calculation uses geometric zenith of 90°; and
        /// <see cref="AstronomicalCalculator.AdjustZenith">adjusts</see> this slightly to account for
        /// solar refraction and the sun's radius. Another example would
        /// be <see cref="AstronomicalCalendar.GetEndNauticalTwilight"/> that
        /// passes <see cref="AstronomicalCalendar.NAUTICAL_ZENITH"/> to this
        /// method.</param>
        /// <param name="adjustForElevation"></param>
        /// <returns>
        /// The UTC time of sunset in 24 hour format. 5:45:00 AM will return
        /// 5.75.0. If an error was encountered in the calculation (expected
        /// behavior for some locations such as near the poles,
        /// <seealso cref="Double.NaN"/> will be returned.
        /// </returns>
        public override double GetUtcSunset(IAstronomicalCalendar astronomicalCalendar, double zenith,
                                            bool adjustForElevation)
        {
            // zenith = adjustZenithForElevation(astronomicalCalendar, zenith,
            // geoLocation.getElevation());
            // double elevationAdjustment = this.getElevationAdjustment(zenith,
            // geoLocation.getElevation());
            // double refractionAdjustment = this.getRefraction(zenith);
            // zenith = zenith + elevationAdjustment + refractionAdjustment;

            if (adjustForElevation)
            {
                zenith = AdjustZenith(zenith, astronomicalCalendar.DateWithLocation.Location.Elevation);
            }
            else
            {
                zenith = AdjustZenith(zenith, 0);
            }

            // step 1: First calculate the day of the year
            // int calendarDayOfYear = calelendar.DAY_OF_YEAR;

            // int N=theday - date(1,1,theday.year()) + 1;
            int N = astronomicalCalendar.DateWithLocation.Date.DayOfYear;

            // step 2: convert the longitude to hour value and calculate an
            // approximate time
            double lngHour = astronomicalCalendar.DateWithLocation.Location.Longitude / 15;

            double t = N + ((18 - lngHour) / 24);

            // step 3: calculate the sun's mean anomaly
            double M = (0.9856 * t) - 3.289;

            // step 4: calculate the sun's true longitude
            double L = M + (1.916 * Math.Sin(MathExtensions.ToRadians(M))) + (0.020 * Math.Sin(MathExtensions.ToRadians(2 * M))) +
                       282.634;

            while (L < 0)
            {
                double Lx = L + 360;
                L = Lx;
            }
            while (L >= 360)
            {
                double Lx = L - 360;
                L = Lx;
            }

            // step 5a: calculate the sun's right ascension
            double RA = MathExtensions.ToDegree(Math.Atan(0.91764 * Math.Tan(MathExtensions.ToRadians(L))));

            while (RA < 0)
            {
                double RAx = RA + 360;
                RA = RAx;
            }
            while (RA >= 360)
            {
                double RAx = RA - 360;
                RA = RAx;
            }

            // step 5b: right ascension value needs to be in the same quadrant as L
            double Lquadrant  = Math.Floor(L / 90) * 90;
            double RAquadrant = Math.Floor(RA / 90) * 90;

            RA = RA + (Lquadrant - RAquadrant);

            // step 5c: right ascension value needs to be converted into hours
            RA /= 15;

            // step 6: calculate the sun's declination
            double sinDec = 0.39782 * Math.Sin(MathExtensions.ToRadians(L));
            double cosDec = Math.Cos(Math.Asin(sinDec));

            // step 7a: calculate the sun's local hour angle
            double cosH = (Math.Cos(MathExtensions.ToRadians(zenith)) -
                           (sinDec * Math.Sin(MathExtensions.ToRadians(astronomicalCalendar.DateWithLocation.Location.Latitude)))) /
                          (cosDec * Math.Cos(MathExtensions.ToRadians(astronomicalCalendar.DateWithLocation.Location.Latitude)));

            // the following line would throw an Exception if the sun never set.
            // this is not needed since the calculation will return a Double.NaN
            // if (cosH < -1) throw new ZmanimException("doesnthappen");

            // step 7b: finish calculating H and convert into hours
            double H = MathExtensions.ToDegree(Math.Acos(cosH));

            H = H / 15;

            // step 8: calculate local mean time

            double T = H + RA - (0.06571 * t) - 6.622;

            // step 9: convert to UTC
            double UT = T - lngHour;

            while (UT < 0)
            {
                double UTx = UT + 24;
                UT = UTx;
            }
            while (UT >= 24)
            {
                double UTx = UT - 24;
                UT = UTx;
            }
            return(UT);
        }
Example #25
0
 /// <summary>
 /// Calculates this mathematical expression (using radian).
 /// </summary>
 /// <param name="parameters">An object that contains all parameters and functions for expressions.</param>
 /// <returns>
 /// A result of the calculation.
 /// </returns>
 /// <seealso cref="ExpressionParameters" />
 protected override double ExecuteRadian(ExpressionParameters parameters)
 {
     return(MathExtensions.Csc((double)m_argument.Execute(parameters)));
 }
Example #26
0
        /// <summary>
        /// A method that calculates UTC sunrise as well as any time based on an
        /// angle above or below sunrise. This abstract method is implemented by the
        /// classes that extend this class.
        /// </summary>
        /// <param name="astronomicalCalendar">Used to calculate day of year.</param>
        /// <param name="zenith">the azimuth below the vertical zenith of 90 degrees. for
        /// sunrise typically the <see cref="AstronomicalCalculator.AdjustZenith">zenith</see> used for
        /// the calculation uses geometric zenith of 90°; and
        /// <see cref="AstronomicalCalculator.AdjustZenith">adjusts</see> this slightly to account for
        /// solar refraction and the sun's radius. Another example would
        /// be <see cref="AstronomicalCalendar.GetBeginNauticalTwilight"/>
        /// that passes <see cref="AstronomicalCalendar.NAUTICAL_ZENITH"/> to
        /// this method.</param>
        /// <param name="adjustForElevation"></param>
        /// <returns>
        /// The UTC time of sunrise in 24 hour format. 5:45:00 AM will return
        /// 5.75.0. If an error was encountered in the calculation (expected
        /// behavior for some locations such as near the poles,
        /// <see cref="Double.NaN"/> will be returned.
        /// </returns>
        public override double GetUtcSunrise(IAstronomicalCalendar astronomicalCalendar, double zenith,
                                             bool adjustForElevation)
        {
            // zenith = adjustZenithForElevation(astronomicalCalendar, zenith,
            // geoLocation.getElevation());
            // double elevationAdjustment = this.getElevationAdjustment(zenith,
            // geoLocation.getElevation());
            // double refractionAdjustment = this.getRefraction(zenith);
            // zenith = zenith + elevationAdjustment + refractionAdjustment;
            if (adjustForElevation)
            {
                zenith = AdjustZenith(zenith, astronomicalCalendar.DateWithLocation.Location.Elevation);
            }
            else
            {
                zenith = AdjustZenith(zenith, 0);
            }


            // step 1: First calculate the day of the year
            // NOT NEEDED in this implementation

            // step 2: convert the longitude to hour value and calculate an
            // approximate time
            double lngHour = astronomicalCalendar.DateWithLocation.Location.Longitude / 15;

            double t = astronomicalCalendar.DateWithLocation.Date.DayOfYear + ((6 - lngHour) / 24); // use 18 for
            // sunset instead
            // of 6

            // step 3: calculate the sun's mean anomaly
            double m = (0.9856 * t) - 3.289;

            // step 4: calculate the sun's true longitude
            double l = m + (1.916 * Math.Sin(MathExtensions.ToRadians(m))) + (0.020 * Math.Sin(MathExtensions.ToRadians(2 * m))) +
                       282.634;

            while (l < 0)
            {
                double Lx = l + 360;
                l = Lx;
            }
            while (l >= 360)
            {
                double Lx = l - 360;
                l = Lx;
            }

            // step 5a: calculate the sun's right ascension
            double RA = MathExtensions.ToDegree(Math.Atan(0.91764 * Math.Tan(MathExtensions.ToRadians(l))));

            while (RA < 0)
            {
                double RAx = RA + 360;
                RA = RAx;
            }
            while (RA >= 360)
            {
                double RAx = RA - 360;
                RA = RAx;
            }

            // step 5b: right ascension value needs to be in the same quadrant as L
            double lQuadrant  = Math.Floor(l / 90) * 90;
            double raQuadrant = Math.Floor(RA / 90) * 90;

            RA = RA + (lQuadrant - raQuadrant);

            // step 5c: right ascension value needs to be converted into hours
            RA /= 15;

            // step 6: calculate the sun's declination
            double sinDec = 0.39782 * Math.Sin(MathExtensions.ToRadians(l));
            double cosDec = Math.Cos(Math.Asin(sinDec));

            // step 7a: calculate the sun's local hour angle
            double cosH = (Math.Cos(MathExtensions.ToRadians(zenith)) -
                           (sinDec * Math.Sin(MathExtensions.ToRadians(astronomicalCalendar.DateWithLocation.Location.Latitude)))) /
                          (cosDec * Math.Cos(MathExtensions.ToRadians(astronomicalCalendar.DateWithLocation.Location.Latitude)));

            // the following line would throw an Exception if the sun never rose.
            // this is not needed since the calculation will return a Double.NaN
            // if (cosH > 1) throw new Exception("doesnthappen");

            // FOR SUNSET use the following instead of the above if statement.
            // if (cosH < -1)

            // step 7b: finish calculating H and convert into hours
            double H = 360 - MathExtensions.ToDegree(Math.Acos(cosH));

            // FOR SUNSET remove "360 - " from the above

            H = H / 15;

            // step 8: calculate local mean time

            double T = H + RA - (0.06571 * t) - 6.622;

            // step 9: convert to UTC
            double UT = T - lngHour;

            while (UT < 0)
            {
                double UTx = UT + 24;
                UT = UTx;
            }
            while (UT >= 24)
            {
                double UTx = UT - 24;
                UT = UTx;
            }
            return(UT);
        }
Example #27
0
 /// <summary>
 /// Calculates this mathematical expression (using gradian).
 /// </summary>
 /// <param name="gradian">The calculation result of argument.</param>
 /// <returns>
 /// A result of the calculation.
 /// </returns>
 /// <seealso cref="ExpressionParameters" />
 protected override double ExecuteGradian(double gradian)
 {
     return(MathExtensions.Asech(gradian) / Math.PI * 200);
 }
Example #28
0
        static Vector3?GetPointAtPosition(Vector2 mousePosition, Rect dragArea)
        {
            UnitySceneExtensions.Grid.HoverGrid = null;
            if (s_CurrentPointIndex == 0)
            {
                s_StartIntersection = ChiselClickSelectionManager.GetPlaneIntersection(mousePosition, dragArea);
                if (s_StartIntersection != null &&
                    s_StartIntersection.plane.normal.sqrMagnitude > 0) // TODO: figure out how this could happen
                {
                    // TODO: try to cache this ..
                    var activeGridUp       = UnitySceneExtensions.Grid.ActiveGrid.Up;
                    var activeGridForward  = UnitySceneExtensions.Grid.ActiveGrid.Forward;
                    var activeGridCenter   = UnitySceneExtensions.Grid.ActiveGrid.Center;
                    var surfaceGridPlane   = s_StartIntersection.plane;
                    var surfaceGridUp      = surfaceGridPlane.normal;
                    var surfaceGridForward = MathExtensions.CalculateBinormal(surfaceGridUp);

                    var activeGridFromWorldRotation     = Quaternion.LookRotation(activeGridUp, activeGridForward);
                    var worldFromActiveGridRotation     = Quaternion.Inverse(activeGridFromWorldRotation);
                    var surfaceGridFromWorldRotation    = Quaternion.LookRotation(surfaceGridUp, surfaceGridForward);
                    var activeGridToSurfaceGridRotation = surfaceGridFromWorldRotation * worldFromActiveGridRotation;


                    // Make sure the center of the new grid is as close to the active grid center as possible
                    Vector3 surfaceGridCenter = activeGridCenter;
                    var     forwardRay        = new Ray(activeGridCenter, worldFromActiveGridRotation * Vector3.up);
                    var     backRay           = new Ray(activeGridCenter, worldFromActiveGridRotation * Vector3.down);
                    var     leftRay           = new Ray(activeGridCenter, worldFromActiveGridRotation * Vector3.left);
                    var     rightRay          = new Ray(activeGridCenter, worldFromActiveGridRotation * Vector3.right);
                    var     upRay             = new Ray(activeGridCenter, worldFromActiveGridRotation * Vector3.forward);
                    var     downRay           = new Ray(activeGridCenter, worldFromActiveGridRotation * Vector3.back);

                    var   bestDist = float.PositiveInfinity;
                    float dist;

                    if (surfaceGridPlane.SignedRaycast(forwardRay, out dist))
                    {
                        var abs_dist = Mathf.Abs(dist); if (abs_dist < bestDist)
                        {
                            bestDist = abs_dist; surfaceGridCenter = forwardRay.GetPoint(dist);
                        }
                    }
                    if (surfaceGridPlane.SignedRaycast(backRay, out dist))
                    {
                        var abs_dist = Mathf.Abs(dist); if (abs_dist < bestDist)
                        {
                            bestDist = abs_dist; surfaceGridCenter = backRay.GetPoint(dist);
                        }
                    }
                    if (surfaceGridPlane.SignedRaycast(leftRay, out dist))
                    {
                        var abs_dist = Mathf.Abs(dist); if (abs_dist < bestDist)
                        {
                            bestDist = abs_dist; surfaceGridCenter = leftRay.GetPoint(dist);
                        }
                    }
                    if (surfaceGridPlane.SignedRaycast(rightRay, out dist))
                    {
                        var abs_dist = Mathf.Abs(dist); if (abs_dist < bestDist)
                        {
                            bestDist = abs_dist; surfaceGridCenter = rightRay.GetPoint(dist);
                        }
                    }
                    if (bestDist > 100000) // prefer rays on the active-grid, only go up/down from the active-grid when we have no other choice
                    {
                        if (surfaceGridPlane.SignedRaycast(upRay, out dist))
                        {
                            var abs_dist = Mathf.Abs(dist); if (abs_dist < bestDist)
                            {
                                bestDist = abs_dist; surfaceGridCenter = upRay.GetPoint(dist);
                            }
                        }
                        if (surfaceGridPlane.SignedRaycast(downRay, out dist))
                        {
                            var abs_dist = Mathf.Abs(dist); if (abs_dist < bestDist)
                            {
                                bestDist = abs_dist; surfaceGridCenter = downRay.GetPoint(dist);
                            }
                        }
                    }

                    // TODO: try to snap the new surface grid point in other directions on the active-grid? (do we need to?)

                    s_Transform = Matrix4x4.TRS(surfaceGridCenter - activeGridCenter, activeGridToSurfaceGridRotation, Vector3.one) *
                                  UnitySceneExtensions.Grid.ActiveGrid.GridToWorldSpace;
                    s_InvTransform = s_Transform.inverse;
                    s_Snapping2D.Initialize(new UnitySceneExtensions.Grid(s_Transform), mousePosition, s_StartIntersection.point, UnityEditor.Handles.matrix);
                }
            }

            if (s_StartIntersection != null)
            {
                if (!dragArea.Contains(mousePosition))
                {
                    return(null);
                }
                if (s_Snapping2D.DragTo(mousePosition, SnappingMode.Always))
                {
                    UnitySceneExtensions.Grid.HoverGrid = s_Snapping2D.WorldSlideGrid;
                    return(s_Snapping2D.WorldSnappedPosition);
                }
            }
            return(null);
        }
Example #29
0
 /// <summary>
 /// Calculates this mathematical expression (using radian).
 /// </summary>
 /// <param name="radian">The calculation result of argument.</param>
 /// <returns>
 /// A result of the calculation.
 /// </returns>
 /// <seealso cref="ExpressionParameters" />
 protected override double ExecuteRadian(double radian)
 {
     return(MathExtensions.Acot(radian));
 }
Example #30
0
        public void ExecuteDegreeTest()
        {
            var exp = new Arcosh(new Number(0.5));

            Assert.Equal(MathExtensions.Acosh(0.5) / Math.PI * 180, exp.Execute(AngleMeasurement.Degree));
        }
 public void TurnToward(Vector3 position, Rotation priority1, Rotation priority2, Rotation? priority3, MathExtensions.QuaternionInterpolationType interpolateType, float interpolateRate, Vector3? up = null)
 {
     if (priority1 == priority2 || priority1 == priority3 || priority2 == priority3)
     {
         Debug.LogError("Priorities must be unique.");
         return;
     }
     TurnToward(position, priority1, interpolateType, interpolateRate, up);
     TurnToward(position, priority2, interpolateType, interpolateRate, up);
     if (priority3 != null)
         TurnToward(position, priority3.Value, interpolateType, interpolateRate, up);
 }
Example #32
0
        public void TestCubicSolve()
        {
            double result1 = MathExtensions.SolveReducedCubicEquation(2, 2)[0];

            Assert.AreEqual(Math.Round(result1, 2), -0.77);
        }