Esempio n. 1
0
    public List <Vector3> buildOneManifold(Asset asset, int totalTimeSeconds, int timeStepsPerSecond, int polarSteps, float euLatency)
    {
        points.Clear();
        Pt.Clear();
        Qt.Clear();
        PTransfer.Clear();
        this.polarSteps         = polarSteps;
        this.timeStepsPerSecond = timeStepsPerSecond;

        double[] pnumer = new double[3];
        double[] pdenom = new double[3];

        double[] qnumer = new double[3];
        double[] qdenom = new double[3];

        //set the alpha and betas
//		alpha3 = asset.alpha3;
//		alpha2 = asset.alpha2;
//		alpha1 = asset.alpha1;
//		beta3 = asset.beta3;
//		beta2 = asset.beta2;
//		beta1 = asset.beta1;

        pnumer [0] = asset.palpha1;
        pnumer [1] = asset.palpha2;
        pnumer [2] = asset.palpha3;
        pdenom [0] = asset.pbeta1;
        pdenom [1] = asset.pbeta2;
        pdenom [2] = asset.pbeta3;

        qnumer [0] = asset.qalpha1;
        qnumer [1] = asset.qalpha2;
        qnumer [2] = asset.qalpha3;
        qdenom [0] = asset.qbeta1;
        qdenom [1] = asset.qbeta2;
        qdenom [2] = asset.qbeta3;

        // new latency with added eu
        float latency = asset.latency + euLatency;

        //grid size for mesh point generation
        float incrementT = 1.0f / (float)timeStepsPerSecond;
        float incrementP = 2 * Mathf.PI / (float)polarSteps;

        int maxCountT = Mathf.FloorToInt(totalTimeSeconds / incrementT);
        int maxCountP = polarSteps;

        float currentTime  = 0;
        float currentPolar = 0;

        float maxS = Mathf.Max(asset.maxP, asset.maxQ);

        // the calculated point
        Vector3 point = Vector3.zero;

        List <Vector2> linePoints = new List <Vector2> ();

        for (int i = 0; i < maxCountT; i++)
        {
//			PTransfer.Add(laplace.InverseTransform (this.f, i));
//
            Pt.Add(0.0f);
            Qt.Add(0.0f);
            // if time hasn't reached latency time set to 0
            if (currentTime < latency)
            {
                Pt [i] = 0.0f;
                Qt [i] = 0.0f;
            }
            else
            {
                if (pnumer [0] == 0.0 && pnumer [1] == 0.0 && pnumer [2] == 0.0 && pdenom [0] == 0.0 && pdenom [1] == 0.0 && pdenom [2] == 0.0)
                {
                    //handle p agility
                    if (currentTime < (latency + asset.agilityP))
                    {
                        Pt [i] = asset.maxP * (currentTime - latency) / asset.agilityP;
                    }
                    else
                    {
                        Pt [i] = asset.maxP;
                    }
                }
                else
                {
                    //handle p transfer function
                    Pt [i] = (float)(asset.maxP * Laplace.InverseTransform2(pnumer, pdenom, currentTime - latency));
                }


                if (qnumer [0] == 0.0 && qnumer [1] == 0.0 && qnumer [2] == 0.0 && qdenom [0] == 0.0 && qdenom [1] == 0.0 && qdenom [2] == 0.0)
                {
                    // handle q agility
                    if (currentTime < (latency + asset.agilityQ))
                    {
                        Qt [i] = asset.maxQ * (currentTime - latency) / asset.agilityQ;
                    }
                    else
                    {
                        Qt [i] = asset.maxQ;
                    }
                }
                else
                {
                    //handle q transfer function
                    Qt [i] = (float)(asset.maxQ * (Laplace.InverseTransform2(qnumer, qdenom, currentTime - latency)));
                }
            }

            //Pt.Add((float)Laplace.InverseTransform (this.f, (double)currentTime));
            //Qt.Add((float)Laplace.InverseTransform (this.f, (double)currentTime));
//
//			Pt.Add((float)Laplace.gwr (this.f, (double)currentTime,14));
//			Qt.Add((float)Laplace.gwr (this.f, (double)currentTime,14));
//
//			currentPolar = 0.0f;
//			float test =  (float)Laplace.gwr (this.f, (double)300, 380);
//
            if (linePoints.Count <= 380)
            {
                //	linePoints.Add(new Vector2(currentTime, (float)Laplace.InverseTransform (this.f, (double)currentTime)));
                linePoints.Add(new Vector2(currentTime, (float)(Laplace.InverseTransform2(pnumer, pdenom, currentTime))));
            }

            currentPolar = 0.0f;

            for (int j = 0; j < maxCountP; j++)
            {
                point.z = currentTime;

                if ((Pt [i] * Qt [i]) > 0.0f)
                {
                    float x = maxS * Mathf.Cos(currentPolar);
                    float y = maxS * Mathf.Sin(currentPolar);

                    point.x = Mathf.Sign(x) * Mathf.Min(Mathf.Abs(x), Pt [i]);                        //limit to the maximum of Pt and Qt
                    point.y = Mathf.Sign(y) * Mathf.Min(Mathf.Abs(y), Qt [i]);                        //limit to the maximum of Pt and Qt

                    float pointAngle = Mathf.Atan2(point.y, point.x);

                    if (Mathf.Abs(currentPolar - pointAngle) > 0.001f)
                    {
                        float testX = point.y / Mathf.Tan(currentPolar);
                        float testY = point.x * Mathf.Tan(currentPolar);

                        if (Mathf.Abs(testX) < Pt [i])
                        {
                            point.x = testX;
                        }
                        else
                        {
                            point.x = Mathf.Sign(testX) * Pt [i];
                        }

                        if (Mathf.Abs(testY) < Qt [i])
                        {
                            point.y = testY;
                        }
                        else
                        {
                            point.y = Mathf.Sign(testY) * Qt [i];
                        }
                    }
                }
                else
                {
                    if (Mathf.Abs(Mathf.Cos(currentPolar)) == 1)
                    {
                        point.x = Mathf.Sign(Mathf.Cos(currentPolar)) * Pt [i];
                    }
                    else
                    {
                        point.x = 0.0f;
                    }

                    if (Mathf.Abs(Mathf.Sin(currentPolar)) == 1)
                    {
                        point.y = Mathf.Sign(Mathf.Sin(currentPolar)) * Qt [i];
                    }
                    else
                    {
                        point.y = 0.0f;
                    }
                }

                currentPolar += incrementP;
                points.Add(point);
            }
            currentTime += incrementT;
        }
        float test = 0.0f;

        if (asset.energy > 0)
        {
            // sum up each "column" of data
            // if that sum is greater than energy zeroize the rest of that column
            // since each row is appended end to end, need to figure out the start of that column, which is just the number of polarsteps


            //shift the "columns" after going through each row
            for (int i = 0; i < maxCountP; i++)
            {
                float sumIt    = 0.0f;
                bool  maxedOut = false;

                //shift the row down and sum, once done reset and move onto next column
                for (int j = 0; j < maxCountT; j++)
                {
                    sumIt += points [j * maxCountP + i].x;

                    if ((Mathf.Abs(sumIt * incrementT) > asset.energy) || maxedOut)
                    {
                        Vector3 tempPoint = points [j * maxCountP + i];
                        tempPoint.x = 0.0f;
                        tempPoint.y = 0.0f;
                        points [j * maxCountP + i] = tempPoint;
                        maxedOut = true;
                    }
                }
                test = sumIt;
            }
        }


        VectorLine line2d = new VectorLine("line2d", linePoints, 1.0f, LineType.Continuous, Joins.Fill);

        line2d.Draw();
        return(points);
    }