/// <summary> /// Gets the variable linear variable angular position. /// </summary> /// <param name="v">Velocity.</param> /// <param name="a">Acceleration.</param> /// <param name="position">Position.</param> /// <param name="w">Angular velocity.</param> /// <param name="n">Angular acceleration.</param> /// <param name="b">Facing.</param> /// <param name="t">Time.</param> public static void GetVarLinearVarAngularPosition(ref Vector2 velocity, float maxVelocity, Vector2 accelerationDirection, float acceleration, ref Vector2 position, ref float angularVelocity, float angularAcceleration, ref float facing, float time) { // if (Math.Abs(angularAcceleration) < Epsilon) { GetVarLinearConstantAngularPosition(ref velocity, maxVelocity, accelerationDirection, acceleration, ref position, angularVelocity, ref facing, time); return; } Vector2 endVelocity = velocity + accelerationDirection * acceleration * time; //Vector2 endVelocity = accelerationDirection*(Vector2.Dot(velocity, accelerationDirection) + acceleration * time); // Vector2 endVelocity = v + (a > 0 ? Vector2.Rotation(b) : Vector2.Normalize(v)) * t * a; float endAngularVelocity = angularVelocity + angularAcceleration * time; float endFacing = facing + (angularVelocity + endAngularVelocity) * time / 2.0f; float sn = (float)Math.Sqrt(Math.Abs(angularAcceleration)); float spi = (float)Math.Sqrt(Math.PI); float divider = acceleration / (sn * Math.Abs(angularAcceleration)); // common denominator, a/n^1.5 float bwn = facing - angularVelocity * angularVelocity / (2 * angularAcceleration); // b - w^2/2n, some kind of angle? float nvaw = angularVelocity * spi; float cosBwn = (float)Math.Cos(bwn); float sinBwn = (float)Math.Sin(bwn); float ws = angularVelocity / (spi * sn); // StartAngularVelocity / sqrt(2*PI*n) float ntws = (angularAcceleration * time + angularVelocity) / (spi * sn); // float frenC1, frenC2, frenS1, frenS2; Fresnel(ws, out frenC1, out frenS1); Fresnel(ntws, out frenC2, out frenS2); float frenC = (float)(frenC1 - frenC2); float frenS = (float)(frenS1 - frenS2); float sinDiff = sn * ((float)Math.Sin(facing) - (float)Math.Sin(endFacing)); float cosDiff = sn * ((float)Math.Cos(facing) - (float)Math.Cos(endFacing)); float x, y; if (angularAcceleration > 0) { x = (nvaw * (cosBwn * frenC - sinBwn * frenS) - sinDiff) * divider; y = (nvaw * (cosBwn * frenS + sinBwn * frenC) + cosDiff) * divider; } else { x = (nvaw * (cosBwn * frenC + sinBwn * frenS) + sinDiff) * divider; y = (nvaw * (-cosBwn * frenS + sinBwn * frenC) - cosDiff) * divider; } position += velocity * time + new Vector2(x, y); velocity = endVelocity; angularVelocity = endAngularVelocity; facing = endFacing; }
private static void SinCos(float facing, out float sin, out float cos) { #if !USE_MATHF sin = (float)Math.Sin(facing); cos = (float)Math.Cos(facing); #else Math.SinCos(facing, out sin, out cos); #endif }
private static void Fresnel(float x, out float c, out float s) { double xxa = 0; double f = 0; double g = 0; double t = 0; double u = 0; double sn = 0; double sd = 0; double cn = 0; double cd = 0; double fn = 0; double fd = 0; double gn = 0; double gd = 0; xxa = x; x = Math.Abs(x); float x2 = x * x; if (x2 < 2.5625) { t = x2 * x2; sn = -2.99181919401019853726E3; sn = sn * t + 7.08840045257738576863E5; sn = sn * t - 6.29741486205862506537E7; sn = sn * t + 2.54890880573376359104E9; sn = sn * t - 4.42979518059697779103E10; sn = sn * t + 3.18016297876567817986E11; sd = 1.00000000000000000000E0; sd = sd * t + 2.81376268889994315696E2; sd = sd * t + 4.55847810806532581675E4; sd = sd * t + 5.17343888770096400730E6; sd = sd * t + 4.19320245898111231129E8; sd = sd * t + 2.24411795645340920940E10; sd = sd * t + 6.07366389490084639049E11; cn = -4.98843114573573548651E-8; cn = cn * t + 9.50428062829859605134E-6; cn = cn * t - 6.45191435683965050962E-4; cn = cn * t + 1.88843319396703850064E-2; cn = cn * t - 2.05525900955013891793E-1; cn = cn * t + 9.99999999999999998822E-1; cd = 3.99982968972495980367E-12; cd = cd * t + 9.15439215774657478799E-10; cd = cd * t + 1.25001862479598821474E-7; cd = cd * t + 1.22262789024179030997E-5; cd = cd * t + 8.68029542941784300606E-4; cd = cd * t + 4.12142090722199792936E-2; cd = cd * t + 1.00000000000000000118E0; s = (float)(Math.Sign(xxa) * x * x2 * sn / sd); c = (float)(Math.Sign(xxa) * x * cn / cd); return; } if (x > 36974.0) { c = Math.Sign(xxa) * 0.5f; s = Math.Sign(xxa) * 0.5f; return; } t = Math.PI * x2; u = 1 / (t * t); t = 1 / t; fn = 4.21543555043677546506E-1; fn = fn * u + 1.43407919780758885261E-1; fn = fn * u + 1.15220955073585758835E-2; fn = fn * u + 3.45017939782574027900E-4; fn = fn * u + 4.63613749287867322088E-6; fn = fn * u + 3.05568983790257605827E-8; fn = fn * u + 1.02304514164907233465E-10; fn = fn * u + 1.72010743268161828879E-13; fn = fn * u + 1.34283276233062758925E-16; fn = fn * u + 3.76329711269987889006E-20; fd = 1.00000000000000000000E0; fd = fd * u + 7.51586398353378947175E-1; fd = fd * u + 1.16888925859191382142E-1; fd = fd * u + 6.44051526508858611005E-3; fd = fd * u + 1.55934409164153020873E-4; fd = fd * u + 1.84627567348930545870E-6; fd = fd * u + 1.12699224763999035261E-8; fd = fd * u + 3.60140029589371370404E-11; fd = fd * u + 5.88754533621578410010E-14; fd = fd * u + 4.52001434074129701496E-17; fd = fd * u + 1.25443237090011264384E-20; gn = 5.04442073643383265887E-1; gn = gn * u + 1.97102833525523411709E-1; gn = gn * u + 1.87648584092575249293E-2; gn = gn * u + 6.84079380915393090172E-4; gn = gn * u + 1.15138826111884280931E-5; gn = gn * u + 9.82852443688422223854E-8; gn = gn * u + 4.45344415861750144738E-10; gn = gn * u + 1.08268041139020870318E-12; gn = gn * u + 1.37555460633261799868E-15; gn = gn * u + 8.36354435630677421531E-19; gn = gn * u + 1.86958710162783235106E-22; gd = 1.00000000000000000000E0; gd = gd * u + 1.47495759925128324529E0; gd = gd * u + 3.37748989120019970451E-1; gd = gd * u + 2.53603741420338795122E-2; gd = gd * u + 8.14679107184306179049E-4; gd = gd * u + 1.27545075667729118702E-5; gd = gd * u + 1.04314589657571990585E-7; gd = gd * u + 4.60680728146520428211E-10; gd = gd * u + 1.10273215066240270757E-12; gd = gd * u + 1.38796531259578871258E-15; gd = gd * u + 8.39158816283118707363E-19; gd = gd * u + 1.86958710162783236342E-22; f = 1 - u * fn / fd; g = t * gn / gd; float tt = Mathf.HalfPI * x2; float cc = (float)Math.Cos((float)t); float ss = (float)Math.Sin((float)t); tt = Mathf.HalfPI * x; c = (float)(0.5f + (f * ss - g * cc) / tt); s = (float)(0.5f - (f * cc + g * ss) / tt); c = c * Math.Sign(xxa); s = s * Math.Sign(xxa); }