// Preview rendering of this function is non-trivial, since ephemeral edges only work for the most recent edge.
        public static PlanetariaShape create_equilateral(PlanetariaShape shape, Vector3 center, Vector3 vertex, int faces,
                                                         PlanetariaShape.AppendMode permanence = PlanetariaShape.AppendMode.OverwriteWithPermanent)
        {
            if (faces > 0 && center != vertex)
            {
                if (faces >= 2)
                {
                    Vector3 forward = center.normalized;
                    Vector3 right   = Vector3.ProjectOnPlane(vertex, forward).normalized;
                    Vector3 up      = Vector3.Cross(forward, right).normalized;

                    float phi = Vector3.Angle(vertex, center) * Mathf.Deg2Rad;

                    List <Vector3> vertices = new List <Vector3>();
                    for (float face_index = 0; face_index < faces; ++face_index)
                    {
                        Vector3 equatorial_position = PlanetariaMath.spherical_linear_interpolation(right, up, -(face_index / faces) * (Mathf.PI * 2));
                        Vector3 final_position      = PlanetariaMath.spherical_linear_interpolation(forward, equatorial_position, phi);
                        vertices.Add(final_position);
                    }

                    List <SerializedArc> polygon = new List <SerializedArc>();
                    for (int face_index = 0; face_index < faces; ++face_index)
                    {
                        Vector3 start_point = vertices[face_index];
                        Vector3 end_point   = vertices[(face_index + 1) % faces];
                        polygon.Add(ArcFactory.line(start_point, end_point));
                    }
                    shape.append(polygon, permanence);
                    return(shape);
                }
                else // create a circle with given radius
                {
                    // first_vertex is circle start
                    Vector3 right         = Vector3.Cross(center, vertex).normalized;
                    Vector3 mirror        = Vector3.Cross(center, right).normalized;
                    Vector3 hidden_vertex = Vector3.Reflect(vertex, mirror).normalized; // opposite end of circle start

                    Vector3 first_up      = Vector3.Cross(vertex, right).normalized;
                    Vector3 first_tangent = -Vector3.Cross(first_up, vertex).normalized;

                    Vector3 second_up      = -Vector3.Cross(hidden_vertex, right).normalized;
                    Vector3 second_tangent = -Vector3.Cross(second_up, hidden_vertex).normalized;

                    SerializedArc upper_circle = ArcFactory.curve(vertex, first_tangent, hidden_vertex);
                    SerializedArc lower_circle = ArcFactory.curve(hidden_vertex, second_tangent, vertex);


                    // TODO: this entire function can be replaced now (with the circle generator)
                    shape.append(new List <SerializedArc>()
                    {
                        upper_circle, lower_circle
                    }, permanence);
                    return(shape);
                }
            }
            shape.append(new List <SerializedArc>(), permanence);
            return(shape);
        }
Example #2
0
        /// <summary>
        /// Inspector - Finds the collision points between an arc extrapolated to be distance long (the PlanetariaRaycastHit structs have no particular order)
        /// </summary>
        /// <param name="arc">A fragment that defines the arc in space (might not be fully used or return collisions after the end of the arc).</param>
        /// <param name="distance">The distance to raycast (may be greater than or less than the length of the arc - or negative).</param>
        /// <param name="layer_mask">The collision mask that defines which objects will be ignored.</param>
        /// <returns>All of the collision points of the Raycast (listed exactly once).</returns>
        private static PlanetariaRaycastHit[] unordered_raycast_all(Arc arc, float distance, int layer_mask, bool collide_with_fields)
        {
            //float angle = arc.angle(); // this would determine the intersections for the un-modified arc (ignoring distance)

            // desired_angle = desired_length * (partial_angle/partial_length) i.e. length * length_to_angle ratio
            float desired_angle = distance * (arc.angle() / arc.length()); // TODO: verify negative distances go backwards

            desired_angle = Mathf.Clamp(desired_angle, -2 * Mathf.PI, 2 * Mathf.PI);

            // primative arc points
            Vector3 arc_left   = arc.position(-arc.angle() / 2);
            Vector3 arc_center = arc.position(-arc.angle() / 2 + desired_angle / 2);
            Vector3 arc_right  = arc.position(-arc.angle() / 2 + desired_angle);

            SerializedArc ray_arc = ArcFactory.curve(arc_left, arc_center, arc_right);

            PlanetariaShape ray_shape = PlanetariaShape.Create(new List <SerializedArc> {
                ray_arc
            }, false);

            // composites
            Vector3 arc_boundary_midpoint = (arc_left + arc_right) / 2;                      // if the arc is like a wooden bow, this is the midpoint of the string
            Vector3 arc_forward           = (arc_center - arc_boundary_midpoint).normalized; // the direction a hypothetical arrow would travel
            Vector3 arc_up = arc.floor().normal;                                             // orthogonal/perpendicular to the imaginary "bow"

            // UnityEngine.Physics.OverlapBox() requirements
            // FIXME: OPTIMIZE: half_extents currently provides unnecessary false positives because the "width" of plane (the depth into the distance and zero height are fine)
            Vector3    half_extents = new Vector3(1, 0, 1);                    // The largest collision "box" for a unit sphere is a radius of 1 in the x-z plane; height along y is 0.
            Vector3    center       = arc_boundary_midpoint + arc_forward * 1; // The center of the "box" must be offset 1 (the radius) along the forward axis from the two arc boundaries.
            Quaternion rotation     = Quaternion.LookRotation(arc_forward, arc_up);

            // SphereColliders (only) that represent potential collisions (not guaranteed).
            Collider[] colliders = Physics.OverlapBox(center, half_extents, rotation, layer_mask, QueryTriggerInteraction.Collide); // TODO: verify this casts properly
            List <PlanetariaRaycastHit> raycast_hits = new List <PlanetariaRaycastHit>();

            Debug.Log(colliders.Length);
            foreach (SphereCollider sphere_collider in colliders)
            {
                PlanetariaCollider planetaria_collider = PlanetariaCache.collider_fetch(sphere_collider);
                if (planetaria_collider.is_field && !collide_with_fields)
                {
                    Debug.LogError("Why?");
                    continue;
                }
                Quaternion geometry_rotation = planetaria_collider.gameObject.internal_game_object.transform.rotation;
                Debug.Log("Found a collider with " + planetaria_collider.shape.Length + " arcs.");
                foreach (Arc geometry_arc in ray_shape.block_collision(planetaria_collider.shape, geometry_rotation))
                {
                    Vector3[] intersections = PlanetariaIntersection.raycast_intersection(arc, geometry_arc, distance, geometry_rotation); // TODO: verify distance is indeed the angle in this scenario
                    Debug.Log("Found an arc with " + intersections.Length + " intersections.");
                    foreach (Vector3 intersection in intersections)
                    {
                        PlanetariaRaycastHit single_collision = PlanetariaRaycastHit.hit(arc, planetaria_collider, geometry_arc, intersection, distance);
                        raycast_hits.Add(single_collision);
                    }
                }
            }
            return(raycast_hits.ToArray());
        }
Example #3
0
        /// <summary>
        /// Constructor - Create a concave corner arc (for underground path)
        /// </summary>
        /// <param name="serialized_left">The arc that attaches to the beginning of the corner.</param>
        /// <param name="serialized_right">The arc that attaches to the end of the corner.</param>
        /// <returns>An arc that represents the path of a burrowed object.</returns>
        private static SerializedArc concave_corner(Arc left, Arc right) // CONSIDER: combine with convex_corner?
        {
            SerializedArc convex           = convex_corner(left, right);
            Vector3       forward_axis     = convex.compact_basis_vectors * Vector3.back; // forward axis negated because it's concave
            Vector3       center_axis      = convex.compact_basis_vectors * Vector3.up;
            Quaternion    concave_rotation = Quaternion.LookRotation(forward_axis, center_axis);

            return(new SerializedArc(concave_rotation, convex.half_angle, convex.arc_latitude, ArcType.ConcaveCorner));
        }
Example #4
0
        private Arc(SerializedArc serialized_arc)
        {
            half_angle   = serialized_arc.half_angle;
            arc_latitude = serialized_arc.arc_latitude;
            curvature    = serialized_arc.curvature;

            forward_axis = Vector3.forward;
            right_axis   = (curvature == ArcType.ConcaveCorner ? Vector3.left : Vector3.right);
            center_axis  = Vector3.up;

            if (serialized_arc.compact_basis_vectors != Quaternion.identity)
            {
                forward_axis = serialized_arc.compact_basis_vectors * forward_axis;
                right_axis   = serialized_arc.compact_basis_vectors * right_axis;
                center_axis  = serialized_arc.compact_basis_vectors * center_axis;
            }
        }
Example #5
0
        /// <summary>
        /// Constructor - Create a straight corner arc (should have zero length).
        /// </summary>
        /// <param name="serialized_left">The arc that attaches to the beginning of the corner.</param>
        /// <param name="serialized_right">The arc that attaches to the end of the corner.</param>
        /// <returns>A straight corner arc.</returns>
        private static SerializedArc straight_corner(Arc left, Arc right)
        {
            SerializedArc convex = convex_corner(left, right);

            return(new SerializedArc(convex.compact_basis_vectors, Precision.just_above_zero, convex.arc_latitude, ArcType.StraightCorner));
        }
Example #6
0
 /// <summary>
 /// Inspector/Constructor - Appends a new arc to a current shape.
 /// </summary>
 /// <param name="arc">The arc you are appending to the end of the shape.</param>
 /// <param name="permanence">Are the changes permanent?</param>
 /// <returns>A shape with a new arc appended.</returns>
 public void append(SerializedArc arc, AppendMode permanence = AppendMode.OverwriteWithPermanent)
 {
     append(new List <SerializedArc> {
         arc
     }, permanence);
 }