Vec2DNormalize() public static method

public static Vec2DNormalize ( Vector2D v ) : Vector2D
v Vector2D
return Vector2D
        /// <summary>
        ///  Given a target, this behavior returns a steering force which will
        ///  allign the agent with the target and move the agent in the desired
        ///  direction
        /// </summary>
        /// <returns></returns>
        protected Vector2D calculateSeekVector(Vector2D target)
        {
            Vector2D desiredVelocity = Vector2D.Vec2DNormalize(target - _player.Position)
                                       * _player.MaxSpeed;

            return(desiredVelocity - _player.Velocity);
        }
Example #2
0
        private void calculateNormal()
        {
            Vector2D temp = Vector2D.Vec2DNormalize(_vectorTo - _vectorFrom);

            _vectorNormal.X = -temp.Y;
            _vectorNormal.Y = temp.X;
        }
        public override void Execute(GoalKeeper keeper)
        {
            PlayerBase receiver = null;
            Vector2D   BallTarget;

            //test if there are players further forward on the field we might
            //be able to pass to. If so, make a pass.
            if (keeper.Team.FindPass(keeper,
                                     out receiver,
                                     out BallTarget,
                                     ParameterManager.Instance.MaxPassingForce,
                                     ParameterManager.Instance.GoalkeeperMinPassDist))
            {
                //make the pass
                keeper.Ball.Kick(Vector2D.Vec2DNormalize(BallTarget - keeper.Ball.Position),
                                 ParameterManager.Instance.MaxPassingForce);

                //goalkeeper no longer has ball
                keeper.Pitch.GoalKeeperHasBall = false;

                //let the receiving player know the ball's comin' at him
                MessageDispatcher.Instance.DispatchMsg(new TimeSpan(0), keeper.ObjectId,
                                                       receiver.ObjectId,
                                                       (int)SoccerGameMessages.ReceiveBall,
                                                       BallTarget);

                //go back to tending the goal
                keeper.StateMachine.ChangeState(TendGoalState.Instance);

                return;
            }

            keeper.Velocity = new Vector2D(0, 0);
        }
        /// <summary>
        /// This calculates a force repelling from the other neighbors
        /// </summary>
        /// <returns></returns>
        protected Vector2D calculateSeparationVector()
        {
            //iterate through all the neighbors and calculate the vector from the
            Vector2D steeringForce = new Vector2D();

            List <PlayerBase> allPlayers = AutoList <PlayerBase> .GetAllMembers();

            for (int playerIndex = 0; playerIndex < allPlayers.Count; playerIndex++)
            {
                //make sure this agent isn't included in the calculations and that
                //the agent is close enough
                if (allPlayers[playerIndex] != _player && allPlayers[playerIndex].SteeringBehaviors.Tagged)
                {
                    Vector2D toAgent = _player.Position - allPlayers[playerIndex].Position;

                    //scale the force inversely proportional to the agents distance
                    //from its neighbor.
                    if (Math.Abs(toAgent.Length) > double.Epsilon)
                    {
                        steeringForce += Vector2D.Vec2DNormalize(toAgent) / toAgent.Length;
                    }
                }
            }

            return(steeringForce);
        }
        public bool RotateHeadingToFacePosition(Vector2D target)
        {
            Vector2D delta    = target - Position;
            Vector2D toTarget = Vector2D.Vec2DNormalize(delta);

            double dot = _heading.GetDotProduct(toTarget);

            //some compilers lose acurracy so the value is clamped to ensure it
            //remains valid for the acos
            if (dot < -1)
            {
                dot = -1;
            }
            else if (dot > 1)
            {
                dot = 1;
            }

            //first determine the angle between the heading vector and the target
            double angle = Math.Acos(dot);

            //return true if the player is facing the target
            if (angle < .00001)
            {
                return(true);
            }

            //clamp the amount to turn to the max turn rate
            if (angle > _maxTurnRate)
            {
                angle = _maxTurnRate;
            }

            //The next few lines use a rotation matrix to rotate the player's heading
            //vector accordingly
            Matrix2D rotationMatrix = new Matrix2D();

            //notice how the direction of rotation has to be determined when creating
            //the rotation matrix
            rotationMatrix.Rotate(angle * _heading.Sign(toTarget));
            rotationMatrix.TransformVector2Ds(_heading);
            rotationMatrix.TransformVector2Ds(_velocity);

            //finally recreate m_vSide
            _side = _heading.Perp;

            return(false);
        }
Example #6
0
        /// <summary>
        ///  given a line segment AB and a circle position and radius, this function
        ///  determines if there is an intersection and stores the position of the
        ///  closest intersection in the reference IntersectionPoint
        ///
        ///  returns false if no intersection point is found
        /// </summary>
        /// <param name="A"></param>
        /// <param name="B"></param>
        /// <param name="pos"></param>
        /// <param name="radius"></param>
        /// <param name="IntersectionPoint"></param>
        /// <returns></returns>
        public static bool GetLineSegmentCircleClosestIntersectionPoint(Vector2D A,
                                                                        Vector2D B,
                                                                        Vector2D pos,
                                                                        double radius,
                                                                        ref Vector2D IntersectionPoint)
        {
            Vector2D toBNorm = Vector2D.Vec2DNormalize(B - A);

            //move the circle into the local space defined by the vector B-A with origin
            //at A
            Vector2D LocalPos = Transformations.PointToLocalSpace(pos, toBNorm, toBNorm.Perp, A);

            bool ipFound = false;

            //if the local position + the radius is negative then the circle lays behind
            //point A so there is no intersection possible. If the local x pos minus the
            //radius is greater than length A-B then the circle cannot intersect the
            //line segment
            if ((LocalPos.X + radius >= 0) &&
                ((LocalPos.X - radius) * (LocalPos.X - radius) <= Vector2D.Vec2DDistanceSq(B, A)))
            {
                //if the distance from the x axis to the object's position is less
                //than its radius then there is a potential intersection.
                if (Math.Sqrt(LocalPos.Y) < radius)
                {
                    //now to do a line/circle intersection test. The center of the
                    //circle is represented by A, B. The intersection points are
                    //given by the formulae x = A +/-sqrt(r^2-B^2), y=0. We only
                    //need to look at the smallest positive value of x.
                    double a = LocalPos.X;
                    double b = LocalPos.Y;

                    double ip = a - Math.Sqrt(radius * radius - b * b);

                    if (ip <= 0)
                    {
                        ip = a + Math.Sqrt(radius * radius - b * b);
                    }

                    ipFound = true;

                    IntersectionPoint = A + toBNorm * ip;
                }
            }

            return(ipFound);
        }
Example #7
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        /// <summary>
        ///  Given a time this method returns the ball position at that time in the
        ///  future
        /// </summary>
        /// <param name="time"></param>
        /// <returns></returns>
        public Vector2D CalculateFuturePosition(double time)
        {
            //using the equation s = ut + 1/2at^2, where s = distance, a = friction
            //u=start velocity

            //calculate the ut term, which is a vector
            Vector2D ut = Velocity * time;

            //calculate the 1/2at^2 term, which is scalar
            double half_a_t_squared = 0.5 * ParameterManager.Instance.Friction * time * time;

            //turn the scalar quantity into a vector by multiplying the value with
            //the normalized velocity vector (because that gives the direction)
            Vector2D scalarToVector = half_a_t_squared * Vector2D.Vec2DNormalize(Velocity);

            //the predicted position is the balls position plus these two terms
            return(Position + ut + scalarToVector);
        }
Example #8
0
        public override void Update()
        {
            //run the logic for the current state
            _stateMachine.Update();

            //calculate the combined force from each steering behavior
            Vector2D SteeringForce = _steeringBehaviors.CalculateSteeringForce();

            //Acceleration = Force/Mass
            Vector2D Acceleration = SteeringForce / Mass;

            //update velocity
            Velocity += Acceleration;

            //make sure player does not exceed maximum velocity
            Velocity.Truncate(MaxSpeed);

            //update the position
            Position += Velocity;

            //enforce a non-penetration constraint if desired
            if (ParameterManager.Instance.NonPenetrationConstraint)
            {
                EntityManager.EnforceNonPenetrationContraint <PlayerBase>(this, AutoList <PlayerBase> .GetAllMembers());
            }

            //update the heading if the player has a non zero velocity
            if (!Velocity.IsZero)
            {
                Heading = Vector2D.Vec2DNormalize(Velocity);

                Side = Heading.Perp;
            }

            //look-at vector always points toward the ball
            if (!Team.Pitch.GoalKeeperHasBall)
            {
                _lookAt = Vector2D.Vec2DNormalize(Ball.Position - Position);
            }
        }
        /// <summary>
        ///  This function calculates how much of its max steering force the
        ///  vehicle has left to apply and then applies that amount of the
        ///  force to add.
        /// </summary>
        /// <param name="steeringForce"></param>
        /// <param name="additionalForce"></param>
        /// <returns></returns>
        protected bool accumulateForce(ref Vector2D steeringForce, Vector2D additionalForce)
        {
            bool accumulated = false;

            //first calculate how much steering force we have left to use
            double magnitudeSoFar = steeringForce.Length;

            double magnitudeRemaining = _player.MaxForce - magnitudeSoFar;

            //return false if there is no more force left to use
            if (magnitudeRemaining <= 0.0)
            {
                return(false);
            }

            //calculate the magnitude of the force we want to add
            double magnitudeToAdd = additionalForce.Length;

            //now calculate how much of the force we can really add
            if (magnitudeToAdd > magnitudeRemaining)
            {
                magnitudeToAdd = magnitudeRemaining;
            }


            //add it to the steering force
            Vector2D add = (Vector2D.Vec2DNormalize(additionalForce) * magnitudeToAdd);

            steeringForce += add;

            //steeringForce.X += add.X;
            //steeringForce.Y += add.Y;

            accumulated = true;


            return(accumulated);
        }
Example #10
0
        /// <summary>
        ///  updates the ball physics, tests for any collisions and adjusts
        ///  the ball's velocity accordingly
        ///
        /// </summary>
        public override void Update()
        {
            //keep a record of the old position so the goal::scored method
            //can utilize it for goal testing
            _oldPosition = Position;

            //Test for collisions
            TestCollisionWithWalls(_pitchBoundary);

            //Simulate Prm.Friction. Make sure the speed is positive
            //first though
            if (Velocity.LengthSquared > ParameterManager.Instance.Friction * ParameterManager.Instance.Friction)
            {
                Velocity += Vector2D.Vec2DNormalize(Velocity) * ParameterManager.Instance.Friction;

                Position += Velocity;



                //update heading
                Heading = Vector2D.Vec2DNormalize(Velocity);
            }
        }
Example #11
0
        public override void Execute(FieldPlayer player)
        {
            Random random = new Random();

            //calculate the dot product of the vector pointing to the ball
            //and the player's heading
            Vector2D ToBall = player.Ball.Position - player.Position;
            double   dot    = player.Heading.GetDotProduct(Vector2D.Vec2DNormalize(ToBall));

            //cannot kick the ball if the goalkeeper is in possession or if it is
            //behind the player or if there is already an assigned receiver. So just
            //continue chasing the ball
            if (player.Team.ReceivingPlayer != null ||
                player.Pitch.GoalKeeperHasBall ||
                (dot < 0))
            {
                System.Diagnostics.Debug.WriteLine("Goaly has ball / ball behind player");
                player.StateMachine.ChangeState(ChaseBallState.Instance);
                return;
            }

            /* Attempt a shot at the goal */

            //if a shot is possible, this vector will hold the position along the
            //opponent's goal line the player should aim for.
            Vector2D BallTarget = new Vector2D();

            //the dot product is used to adjust the shooting force. The more
            //directly the ball is ahead, the more forceful the kick
            double power = ParameterManager.Instance.MaxShootingForce * dot;

            double distance = player.Position.Distance(player.Team.OpponentsGoal.GoalLineCenter);

            //if it is determined that the player could score a goal from this position
            //OR if he should just kick the ball anyway, the player will attempt
            //to make the shot
            if (player.Team.CanShoot(player.Ball.Position,
                                     power,
                                     ref BallTarget) ||
                (random.NextDouble() < ParameterManager.Instance.ChancePlayerAttemptsPotShot) ||
                distance < player.Pitch.PlayingArea.Width / 8)
            {
                System.Diagnostics.Debug.WriteLine(string.Format("Player {0} attempts a shot at ({1}, {2})", player.ObjectId, BallTarget.X, BallTarget.Y));

                //add some noise to the kick. We don't want players who are
                //too accurate! The amount of noise can be adjusted by altering
                //Prm.PlayerKickingAccuracy
                BallTarget = SoccerBall.AddNoiseToKick(player.Ball.Position, BallTarget);

                //this is the direction the ball will be kicked in
                Vector2D KickDirection = BallTarget - player.Ball.Position;

                player.Ball.Kick(KickDirection, power);

                //change state
                player.StateMachine.ChangeState(WaitState.Instance);

                player.FindSupport();

                return;
            }


            /* Attempt a pass to a player */

            //if a receiver is found this will point to it
            PlayerBase receiver = null;

            power = ParameterManager.Instance.MaxPassingForce * dot;

            //test if there are any potential candidates available to receive a pass
            if (player.IsThreatened() &&
                player.Team.FindPass(player,
                                     out receiver,
                                     out BallTarget,
                                     power,
                                     ParameterManager.Instance.MinPassDist))
            {
                //add some noise to the kick
                BallTarget = SoccerBall.AddNoiseToKick(player.Ball.Position, BallTarget);

                Vector2D KickDirection = BallTarget - player.Ball.Position;

                player.Ball.Kick(KickDirection, power);

                System.Diagnostics.Debug.WriteLine(string.Format("Player {0} passes the ball with force {1} to player {2} Target is ({3},{4})", player.ObjectId, power, receiver.ObjectId, BallTarget.X, BallTarget.Y));


                //let the receiver know a pass is coming
                MessageDispatcher.Instance.DispatchMsg(
                    new TimeSpan(0),
                    player.ObjectId,
                    receiver.ObjectId,
                    (int)SoccerGameMessages.ReceiveBall,
                    BallTarget);


                //the player should wait at his current position unless instruced
                //otherwise
                player.StateMachine.ChangeState(WaitState.Instance);

                player.FindSupport();

                return;
            }

            //cannot shoot or pass, so dribble the ball upfield
            else
            {
                player.FindSupport();

                player.StateMachine.ChangeState(DribbleState.Instance);
            }
        }
Example #12
0
        /// <summary>
        /// Tests to see if the ball has collided with a ball and reflects
        /// the ball's velocity accordingly
        /// </summary>
        /// <param name="walls"></param>
        public void TestCollisionWithWalls(List <Wall2D> walls)
        {
            //test ball against each wall, find out which is closest
            int closestIndex = -1;

            Vector2D normalVector = Vector2D.Vec2DNormalize(Velocity);

            Vector2D intersectionPoint = new Vector2D(), collisionPoint = new Vector2D();

            double distToIntersection = double.MaxValue;

            ////iterate through each wall and calculate if the ball intersects.
            ////If it does then store the index into the closest intersecting wall
            for (int wallIndex = 0; wallIndex < walls.Count; wallIndex++)
            {
                //assuming a collision if the ball continued on its current heading
                //calculate the point on the ball that would hit the wall. This is
                //simply the wall's normal(inversed) multiplied by the ball's radius
                //and added to the balls center (its position)
                Vector2D thisCollisionPoint = Position - (walls[wallIndex].VectorNormal * BoundingRadius);

                //  //calculate exactly where the collision point will hit the plane
                if (Geometry.WhereIsPoint(thisCollisionPoint,
                                          walls[wallIndex].VectorFrom,
                                          walls[wallIndex].VectorNormal) == Geometry.PlaneLocation.Behind)
                {
                    double distToWall = Geometry.DistanceToRayPlaneIntersection(thisCollisionPoint, walls[wallIndex].VectorNormal, walls[wallIndex].VectorFrom, walls[wallIndex].VectorNormal);
                    intersectionPoint = thisCollisionPoint + (distToWall * walls[wallIndex].VectorNormal);
                }
                else
                {
                    double distToWall = Geometry.DistanceToRayPlaneIntersection(thisCollisionPoint,
                                                                                normalVector,
                                                                                walls[wallIndex].VectorFrom,
                                                                                walls[wallIndex].VectorNormal);

                    intersectionPoint = thisCollisionPoint + (distToWall * normalVector);
                }

                //check to make sure the intersection point is actually on the line
                //segment
                bool onLineSegment = false;

                if (Geometry.LineIntersection2D(walls[wallIndex].VectorFrom,
                                                walls[wallIndex].VectorTo,
                                                thisCollisionPoint - walls[wallIndex].VectorNormal * 20.0,
                                                thisCollisionPoint + walls[wallIndex].VectorNormal * 20.0))
                {
                    onLineSegment = true;
                }

                //Note, there is no test for collision with the end of a line segment
                //now check to see if the collision point is within range of the
                //velocity vector. [work in distance squared to avoid sqrt] and if it
                //is the closest hit found so far.
                //If it is that means the ball will collide with the wall sometime
                //between this time step and the next one.
                double distSq = Vector2D.Vec2DDistanceSq(thisCollisionPoint, intersectionPoint);

                if ((distSq <= Velocity.LengthSquared) && (distSq < distToIntersection) && onLineSegment)
                {
                    distToIntersection = distSq;
                    closestIndex       = wallIndex;
                    collisionPoint     = intersectionPoint;
                }
            } // next wall


            //to prevent having to calculate the exact time of collision we
            //can just check if the velocity is opposite to the wall normal
            //before reflecting it. This prevents the case where there is overshoot
            //and the ball gets reflected back over the line before it has completely
            //reentered the playing area.
            if ((closestIndex >= 0) && normalVector.GetDotProduct(walls[closestIndex].VectorNormal) < 0)
            {
                Velocity.Reflect(walls[closestIndex].VectorNormal);
            }
        }
Example #13
0
        /// <summary>
        ///  test if a pass from 'from' to 'to' can be intercepted by an opposing player
        ///
        /// </summary>
        /// <param name="from"></param>
        /// <param name="target"></param>
        /// <param name="receiver"></param>
        /// <param name="opp"></param>
        /// <param name="PassingForce"></param>
        /// <returns></returns>
        public bool IsPassSafeFromOpponent(Vector2D from,
                                           Vector2D target,
                                           PlayerBase receiver,
                                           PlayerBase opp,
                                           double PassingForce)
        {
            //move the opponent into local space.
            Vector2D ToTarget           = target - from;
            Vector2D ToTargetNormalized = Vector2D.Vec2DNormalize(ToTarget);

            Vector2D LocalPosOpp = Transformations.PointToLocalSpace(opp.Position,
                                                                     ToTargetNormalized,
                                                                     ToTargetNormalized.Perp,
                                                                     from);

            //if opponent is behind the kicker then pass is considered okay(this is
            //based on the assumption that the ball is going to be kicked with a
            //velocity greater than the opponent's max velocity)
            if (LocalPosOpp.X < 0)
            {
                return(true);
            }

            //if the opponent is further away than the target we need to consider if
            //the opponent can reach the position before the receiver.
            if (Vector2D.Vec2DDistanceSq(from, target) < Vector2D.Vec2DDistanceSq(opp.Position, from))
            {
                if (receiver != null)
                {
                    if (Vector2D.Vec2DDistanceSq(target, opp.Position) >
                        Vector2D.Vec2DDistanceSq(target, receiver.Position))
                    {
                        return(true);
                    }

                    else
                    {
                        return(false);
                    }
                }

                else
                {
                    return(true);
                }
            }

            //calculate how long it takes the ball to cover the distance to the
            //position orthogonal to the opponents position
            double TimeForBall =
                Pitch.Ball.CalucateTimeToCoverDistance(new Vector2D(0, 0),
                                                       new Vector2D(LocalPosOpp.X, 0),
                                                       PassingForce);

            //now calculate how far the opponent can run in this time
            double reach = opp.MaxSpeed * TimeForBall +
                           Pitch.Ball.BoundingRadius +
                           opp.BoundingRadius;

            //if the distance to the opponent's y position is less than his running
            //range plus the radius of the ball and the opponents radius then the
            //ball can be intercepted
            if (Math.Abs(LocalPosOpp.Y) < reach)
            {
                return(false);
            }

            return(true);
        }
 /// <summary>
 /// Given an opponent and an object position this method returns a
 ///  force that attempts to position the agent between them
 /// </summary>
 /// <param name="ball"></param>
 /// <param name="target"></param>
 /// <param name="distFromTarget"></param>
 /// <returns></returns>
 protected Vector2D calculateInterposeVector(SoccerBall ball,
                                             Vector2D target,
                                             double distFromTarget)
 {
     return(calculateArriveVector(target + Vector2D.Vec2DNormalize(ball.Position - target) * distFromTarget, DecelerationState.Normal));
 }
Example #15
0
 public void TrackTarget()
 {
     Heading = Vector2D.Vec2DNormalize(SteeringBehaviors.Target - Position);
 }