Exemple #1
0
        /// <summary>
        /// Calculates the required acceleration to arrive at a location in a given amount of time.
        /// </summary>
        /// <param name="car">The car to use in the calculation.</param>
        /// <param name="target">The target location for the aerial.</param>
        /// <param name="time">The time allowed to complete the aerial.</param>
        /// <returns></returns>
        public static Vector3 CalculateCourse(Car car, Vector3 target, float time)
        {
            Vector3 z  = Vector3.UnitZ;
            Vector3 P  = target;
            Vector3 x0 = car.Position;
            Vector3 v0 = car.Velocity;

            float delta_t = time;

            if (car.HasWheelContact)
            {
                v0 += car.Up * jump_dv;
                x0 += car.Up * jump_dx;
            }

            float g = -650.0f;
            float a = 9.0f;

            Vector3 A = P - x0 - v0 * delta_t - 0.5f * g * delta_t * delta_t * z;

            Vector3 dir = Vector3.Normalize(A);

            // estimate the time required to turn
            float phi = MathUtility.Angle(car.Rotation, MathUtility.LookAt(dir, car.Up));

            float T = (float)(0.7 * (2.0 * Math.Sqrt(phi / a)));

            // see if the boost acceleration needed to reach the target is achievable
            return(dir * 2.0f * A.Length() / ((delta_t - T) * (delta_t - T)));
        }
Exemple #2
0
        public Controller Step(Ball ball, float dt, float currentTime)
        {
            float   delta_t = ArrivalTime - currentTime;
            Vector3 A       = CalculateCourse(Car, Target, delta_t);

            Controller c = new Controller();

            Vector3 dir = Vector3.Normalize(A);

            if (doubleJump != null && !doubleJump.Finished)
            {
                c = doubleJump.Step();
            }
            else
            {
                Quaternion t;

                Vector3 predicted = Car.Position + Car.Velocity * delta_t + 0.5f * -650f * delta_t * delta_t * Vector3.UnitZ;

                if ((predicted - Target).Length() > 50)
                {
                    t = MathUtility.LookAt(dir, Car.Up);
                }
                else
                {
                    Vector3 d = ball.Position - Car.Position;
                    Vector3 r = new Vector3(d.Y, -d.X, 0);

                    t = MathUtility.LookAt(Vector3.Normalize(Vector3.Cross(d, r)), -Vector3.Normalize(d));
                }

                Vector3 inputs = RotationController.GetInputs(Car, t, dt);

                c.Roll  = inputs.X;
                c.Pitch = inputs.Y;
                c.Yaw   = inputs.Z;

                if (MathUtility.Angle(Car.Rotation, MathUtility.LookAt(dir, Car.Up)) < 0.4f)
                {
                    c.Boost = true;
                }

                if (Car.CanDodge)
                {
                    Finished = true;
                }
            }

            if (currentTime > ArrivalTime)
            {
                Finished = true;
            }

            return(c);
        }
Exemple #3
0
        public Controller Step(Ball ball, float dt, float currentTime)
        {
            Vector3 A = CalculateCourse(Car, Target, ArrivalTime - currentTime);

            Controller c = new Controller();

            Vector3 dir = Vector3.Normalize(A);

            if (doubleJump != null && !doubleJump.Finished)
            {
                c = doubleJump.Step();
            }
            else
            {
                Quaternion t;

                Car test = new Car(Car);

                for (int i = 0; i < (int)((ArrivalTime - currentTime) / 0.016667f); i++)
                {
                    test.Simulate(new Controller(), 0.016667f);
                }

                if ((Target - test.Position).Length() > 120)
                {
                    t = MathUtility.LookAt(dir, Car.Up);
                }
                else
                {
                    t = MathUtility.LookAt(Vector3.Normalize(ball.Position - Car.Position), Car.Up);
                }


                Vector3 inputs = RotationController.GetInputs(Car, t, dt);

                c.Roll  = inputs.X;
                c.Pitch = inputs.Y;
                c.Yaw   = inputs.Z;

                if (MathUtility.Angle(Car.Rotation, MathUtility.LookAt(dir, Car.Up)) < 0.4f)
                {
                    c.Boost = true;
                }
            }

            if (currentTime > ArrivalTime || A.Length() > 1050)
            {
                Finished = true;
            }

            return(c);
        }