Exemple #1
0
    ///////////////////////////////////////////

    static Vec3 CalcPedestalUIDir()
    {
        // Get the angle from the center of the pedestal to the user's head,
        // flatten it on the Y axis, and normalize it for angle calculations.
        Vec3 dir = Input.Head.position - terrainPose.position;

        dir = dir.XZ.Normalized.X0Y;

        // Use a 'sticky' algorithm for updating the angle of the UI. We snap
        // to increments of 60 degrees, but only do it after we've traveled
        // 20 degrees into the next increment. This prevents the UI from
        // moving back and forth when the user is wiggling around at the edge
        // of a snap increment.
        const float snapAngle    = 60;
        const float stickyAmount = 20;
        float       angle        = dir.XZ.Angle();

        if (SKMath.AngleDist(angle, uiAngle) > snapAngle / 2 + stickyAmount)
        {
            uiAngle = (int)(angle / snapAngle) * snapAngle + snapAngle / 2;
        }

        // Turn the angle back into a direction we can use to position the
        // pedestal
        return(Vec3.AngleXZ(uiAngle));
    }
Exemple #2
0
    bool TestAngleDist()
    {
        float angleDistA = SKMath.AngleDist(0, 359);
        float angleDistB = SKMath.AngleDist(359, 0);
        float angleDistC = SKMath.AngleDist(359, 720);
        float angleDistD = SKMath.AngleDist(-60, 70);
        float angleDistE = SKMath.AngleDist(-60, 140);

        Log.Info($"AngleDist 0 to 359: {angleDistA}");
        Log.Info($"AngleDist 359 to 0: {angleDistB}");
        Log.Info($"AngleDist 359 to 720: {angleDistC}");
        Log.Info($"AngleDist -60 to 70: {angleDistD}");
        Log.Info($"AngleDist -60 to 140: {angleDistE}");

        if (MathF.Abs(angleDistA - angleDistB) > tolerance)
        {
            return(false);
        }
        if (MathF.Abs(angleDistA - angleDistC) > tolerance)
        {
            return(false);
        }
        if (MathF.Abs(angleDistA - 1) > tolerance)
        {
            return(false);
        }
        if (MathF.Abs(angleDistD - 130) > tolerance)
        {
            return(false);
        }
        if (MathF.Abs(angleDistE - 160) > tolerance)
        {
            return(false);
        }
        return(true);
    }