ProjectOnPlane() public static méthode

public static ProjectOnPlane ( Vector3D, vector, Vector3D, planeNormal ) : Vector3D,
vector Vector3D,
planeNormal Vector3D,
Résultat Vector3D,
        public override bool Update(BasePilot owner, ref Vector3D linearV, ref Vector3D angularV)
        {
            IMyCubeBlock reference    = Reference ?? owner.Controller;
            MatrixD      wm           = reference.WorldMatrix;
            Vector3D     forward      = wm.GetDirectionVector(ReferenceForward);
            Vector3D     up           = wm.GetDirectionVector(ReferenceUp);
            Vector3D     right        = forward.Cross(up);
            double       max_up_accel = owner.GetMaxAccelerationFor(up);
            Vector3D     currentV     = linearV;

            Goal.Update(owner.elapsedTime);
            //determine radial velocity component
            Vector3D my_projection = wm.Translation;

            ProjectOntoSphere(ref my_projection);
            owner.Log?.Invoke($"Me: {my_projection}\n");
            Vector3D radius = my_projection - Sphere.Center;

            radius.Normalize();
            Vector3D radial_direction = my_projection - wm.Translation;
            double   radial_distance  = radial_direction.Normalize();

            owner.Log?.Invoke($"Radial error: {radial_distance:F1}\n");
            //determine vector pointing towards the projection of the target
            Vector3D goal_projection = Goal.Position;

            ProjectOntoSphere(ref goal_projection);
            owner.Log?.Invoke($"Goal: {goal_projection}\n");
            //determine tangential velocity component
            Vector3D goal_direction = goal_projection - wm.Translation;
            double   goal_distance  = goal_direction.Normalize();

            owner.Log?.Invoke($"Distance: {goal_distance:F1}\n");
            Vector3D tangent_direction = Vector3D.ProjectOnPlane(ref goal_direction, ref radius);

            if (tangent_direction.Normalize() < OrientationEpsilon)
            {   //if our goal is directly opposite of us, just go in the direction we are facing
                tangent_direction = wm.GetDirectionVector(ReferenceForward);
                tangent_direction = Vector3D.ProjectOnPlane(ref tangent_direction, ref radius);
                if (tangent_direction.Normalize() < OrientationEpsilon)
                {   //if we are facing straight down or up, use "down" direction instead
                    tangent_direction = -wm.GetDirectionVector(ReferenceUp);
                    tangent_direction = Vector3D.ProjectOnPlane(ref tangent_direction, ref radius);
                    tangent_direction.Normalize();
                }
            }
            double goal_speed = MaxSpeedFor(owner.GetMaxAccelerationFor(-tangent_direction), goal_distance);

            linearV  = tangent_direction * goal_speed;
            linearV += radial_direction * MaxSpeedFor(owner.GetMaxAccelerationFor(-radial_direction), radial_distance);
            double diff = owner.RotationAid.Rotate(owner.elapsedTime, tangent_direction, radius, forward, up, ref angularV);

            angularV.X += tangent_direction.Dot(forward) * currentV.Dot(tangent_direction) / (Sphere.Radius + radial_distance);
            angularV.Z += tangent_direction.Dot(right) * currentV.Dot(tangent_direction) / (Sphere.Radius + radial_distance);
            if (goal_distance < PositionEpsilon || diff < OrientationEpsilon)
            {
                angularV = Vector3D.Zero;
            }
            return(goal_distance < PositionEpsilon);
        }
Exemple #2
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        /// <summary>
        /// Gets the Closest point at the center of the rings torus to the given position.
        /// </summary>
        /// <param name="position">The position to get the closest point to</param>
        /// <returns>The closest position to position inside the ring</returns>
        public Vector3D ClosestPointAtRingCenter(Vector3D position)
        {
            if (Contains(position) == ContainmentType.Contains)
            {
                return(position);
            }
            Vector3D relPosition = Vector3D.Subtract(position, center);
            Vector3D planeNormal = normal;
            Vector3D horVector   = Vector3D.ProjectOnPlane(ref relPosition, ref planeNormal);
            double   length      = horVector.Length();

            if (length < radius + width && length > radius)
            {
                return(Vector3D.Add(horVector, center));
            }
            Vector3D horVectorNorm = Vector3D.Normalize(horVector);

            return(Vector3D.Add(Vector3D.Multiply(horVectorNorm, radius + width / 2), center));
        }
Exemple #3
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        /**
         * Given a point with local and move it from depending on O, A et rotation Axis parameter
         * point = Point in local coordinate
         * ex 1. point = {0, 0, 0} => output = O
         * ex 2. point = {oaLength, 0, 0} => output = A
         * ex 3. point = {0,oaLength,0} => output = looking from rotationAxis, angle OA OPoint = Pi/2 (90°)
         * O = center of rotation (point in world coordinate)
         * A = Point for min/max latitude on rotationAxis (point in world coordinate)
         * rotationAxis = vector for rotation axis
         */
        private List <Vector3D> getListWaypointMinimalOrbit(Vector3D O, Vector3D A, Vector3D rotationAxis, List <Vector3D> points)
        {
            Vector3D vOA = A - O;

            // Rot 1 - Rotate on Z to Align X axis with OA vector
            Vector3D vAonXY      = new Vector3D(A.X - O.X, A.Y - O.Y, 0);
            double   signeAngle1 = Math.Sign(Vector3D.Dot(Vector3D.UnitY, vAonXY));
            double   angle1      = signeAngle1 * GetAngle(Vector3D.UnitX, vAonXY);
            Vector3D axeRot1     = Vector3D.UnitZ;
            Vector3D x1          = Rotate(Vector3D.UnitX, angle1, axeRot1);
            Vector3D y1          = Rotate(Vector3D.UnitY, angle1, axeRot1);
            Vector3D z1          = Rotate(Vector3D.UnitZ, angle1, axeRot1);


            // Rot 2 - Rotate on Y1 to match X1 with OA
            double   angle2  = GetAngle(Vector3D.UnitZ, vOA) - Math.PI / 2;
            Vector3D axeRot2 = y1;
            /// x2 == vOA
            Vector3D x2 = Rotate(x1, angle2, axeRot2);
            Vector3D y2 = Rotate(y1, angle2, axeRot2);
            Vector3D z2 = Rotate(z1, angle2, axeRot2);


            // Rot 3 - Rotate depending on rotation Axis given (wanted)
            Vector3D vRotFinalOnEquator = Vector3D.ProjectOnPlane(ref rotationAxis, ref vOA);
            double   signeAngle3        = Math.Sign(Vector3D.Dot(-y2, vRotFinalOnEquator));
            double   angle3             = signeAngle3 * GetAngle(z2, vRotFinalOnEquator);
            Vector3D axeRot3            = x2;

            List <Vector3D> output = new List <Vector3D>();

            foreach (Vector3D point in points)
            {
                Vector3D rotatedPoint = point;
                rotatedPoint = Rotate(rotatedPoint, angle1, axeRot1);
                rotatedPoint = Rotate(rotatedPoint, angle2, axeRot2);
                rotatedPoint = Rotate(rotatedPoint, angle3, axeRot3);
                rotatedPoint = Translate(rotatedPoint, O);
                output.Add(rotatedPoint);
            }
            return(output);
        }
Exemple #4
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        /// <summary>
        /// Checks whether a given point is inside the asteroid rings shape or outside.
        /// </summary>
        /// <param name="point">The point to check</param>
        /// <returns>An ContainmentType enum</returns>
        public ContainmentType Contains(Vector3D point)
        {
            Vector3D relPosition = Vector3D.Subtract(point, center);
            Vector3D planeNormal = normal;
            Vector3D horVector   = Vector3D.ProjectOnPlane(ref relPosition, ref planeNormal);
            Vector3D vertVector  = Vector3D.Subtract(relPosition, horVector);

            double length = horVector.Length();

            if (length > radius + width || length < radius)
            {
                return(ContainmentType.Disjoint);
            }

            double vertLength = vertVector.Length();
            double ringHeight = GetHeightAtRad(length);

            if (vertLength <= ringHeight)
            {
                return(ContainmentType.Contains);
            }

            return(ContainmentType.Disjoint);
        }