Example #1
0
    // untested
    // determine sector by world coordinates, returning 401 means out of perimeter, 404 generic error
    private int DetermineSector(GameObject plot)
    {
        Vector3 plotBearing3D = plot.gameObject.transform.position - perimeter.center;

        float sqrToPlot = Vector3.SqrMagnitude(plotBearing3D);

        if (sqrToPlot > (perimeter.Sectors[12].distanceRange.y * perimeter.Sectors[12].distanceRange.y))
        {
            return(404);
        }               // if the dbogie*dbogie is farther than an outer sector farther distance*distance, return 404, i.e out of perimeter

        float headingToPlot = NTools.HeadingFromVector(new Vector2(plotBearing3D.x, plotBearing3D.y));
        float bearing       = NTools.GetBearingFromHeadings(perimeter.headingFloat, headingToPlot);

        if (bearing > 360 || bearing < 0)
        {
            return(404);
        }                                                           // Sanity check

        // 13 different sectors exist, loop through all, store the one where it is
        for (int i = 0; i <= 12; i++)
        {
            if (sqrToPlot < Mathf.Pow(perimeter.Sectors[i].headingRange.y, 2f) && sqrToPlot > Mathf.Pow(perimeter.Sectors[i].headingRange.x, 2f))
            {
                if (perimeter.Sectors[i].headingRange.x > perimeter.Sectors[i].headingRange.y)
                {
                    if (bearing < perimeter.Sectors[i].headingRange.x && bearing > perimeter.Sectors[i].headingRange.y)
                    {
                        return(i); // i represents the sector index from the sectors array
                    }
                }
                else if (perimeter.Sectors[i].headingRange.x < perimeter.Sectors[i].headingRange.y)
                {
                    if (bearing < perimeter.Sectors[i].headingRange.x || bearing > perimeter.Sectors[i].headingRange.y)
                    {
                        return(i); // i represents the sector index from the sectors array
                    }
                }
            }
        }

        Debug.Log("Determine sector: 404");
        return(404);
    }
Example #2
0
    // Used to determine for example in which direction the enemy lies and how widespread they are.
    // works in CCW mode
    public static NTools.Slice AnalyseGroupDisposition(Vector3 originPos, float originHeading, List <GameObject> objects)
    {
        NTools.Slice slice = new NTools.Slice(originPos, originHeading, 0, 0, 0, 0, new Vector3(0, 0, 0));

        // sanity check, no objects means return of 000000 !!!
        if (objects.Count == 0)
        {
            return(slice);
        }

        float tempBear, leftBear = 0, rightBear = 0;

        // statistical analysis floats:
        float meanbearing = 0f, sumDiffFromMean = 0f;

        float[] bearings = new float[objects.Count];

        slice.centerOfMass = NTools.GetCenterOfObjects3D(objects);

        for (int i = 0; i < objects.Count; i++)
        {
            // left bearing is positive, right bearing is negative, clamped between -180 to 180

            tempBear = Mathf.Clamp(
                NTools.GetBearingFromHeadings(
                    originHeading,
                    NTools.HeadingFromVector(objects[i].transform.position - originPos)
                    ), -180f, 180f);

            // storing for later analysis
            bearings[i] = tempBear;

            // with the first heading set both left and right bearings
            if (i == 0)
            {
                leftBear = tempBear; rightBear = tempBear;
            }
            else
            {
                if (tempBear > leftBear)
                {
                    leftBear = tempBear;
                }
                else if (tempBear < rightBear)
                {
                    rightBear = tempBear;
                }
            }
        }


        // disperison computation
        for (int i = 0; i < bearings.Length; i++)
        {
            meanbearing += bearings[i];
        }
        meanbearing = meanbearing / bearings.Length;

        for (int i = 0; i < bearings.Length; i++)
        {
            sumDiffFromMean += bearings[i] - meanbearing;
        }


        // Filling the slice !!!
        slice.leftmostBearing  = leftBear;
        slice.rightmostBearing = rightBear;
        slice.bearingRange     = leftBear - rightBear;
        slice.stdDeviation     = Mathf.Sqrt(Mathf.Pow(sumDiffFromMean, 2f) / (bearings.Length - 1));

        return(slice);
    }