Esempio n. 1
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 private void synchronize_velocity_air_to_ground()
 {
     if (observer.exists)
     {
         horizontal_velocity = Vector3.Dot(velocity, Bearing.right(planetaria_transform.position, collision.geometry_visitor.normal()));
         vertical_velocity   = Vector3.Dot(velocity, collision.geometry_visitor.normal());
     }
 }
Esempio n. 2
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 private void synchronize_velocity_ground_to_air()
 {
     if (observer.exists)
     {
         Vector3 x = horizontal_velocity * Bearing.right(planetaria_transform.position, collision.geometry_visitor.normal());
         Vector3 y = vertical_acceleration * Time.fixedDeltaTime * collision.geometry_visitor.normal();
         velocity = x + y;
     }
 }
Esempio n. 3
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        private void grounded_accelerate(float delta)
        {
            Vector3 normal = collision.geometry_visitor.normal();
            Vector3 right  = Bearing.right(collision.geometry_visitor.position(), normal);

            acceleration            = get_acceleration();
            horizontal_acceleration = Vector3.Dot(acceleration, right);
            vertical_acceleration   = Vector3.Dot(acceleration, normal) - collision.magnetism;
            vertical_velocity      += vertical_acceleration * Time.fixedDeltaTime;
            if (!collision.grounded(internal_velocity))   // TODO: check centripedal force
            {
                derail(0, vertical_acceleration * delta); // Force OnCollisionExit, "un-collision" (and accelerate for a frame)
            }
        }
Esempio n. 4
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        /// <summary>
        /// Inspector - Determine the type of corner connecting the left-hand-side and right-hand-side Arcs (concave/convex/straight).
        /// </summary>
        /// <param name="left">Arc that will connect to beginning.</param>
        /// <param name="right">Arc that will connect to end.</param>
        /// <returns>
        /// GeometryType.ConvexCorner if the corner arc is convex.
        /// GeometryType.ConcaveCorner if the corner arc is concave.
        /// GeometryType.StraightCorner if the corner arc is a straight angle.
        /// </returns>
        public static ArcType corner_type(Arc left, Arc right)
        {
            // Both cases
            Vector3 normal_for_left = left.end_normal();
            // Straight angle check
            Vector3 normal_for_right = right.begin_normal();
            // Convex/Concave check
            Vector3 rightward_for_right = Bearing.right(right.begin(), right.begin_normal());

            if (Vector3.Dot(normal_for_left, normal_for_right) > 1 - Precision.tolerance)
            {
                return(ArcType.StraightCorner);
            }
            else
            {
                return(Vector3.Dot(normal_for_left, rightward_for_right) < Precision.tolerance ?
                       ArcType.ConvexCorner : ArcType.ConcaveCorner);
            }
        }
Esempio n. 5
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        public void derail(float x_velocity, float y_velocity)
        {
            if (observer.exists && observer.data.colliding())
            {
                BlockCollision collision = observer.data.collisions()[0];

                collision.geometry_visitor.move_position(0, transform.scale / 2 * (1 + 1e-3f)); // extrude the player so they do not accidentally re-collide (immediately) // FIXME: magic number, move to Precision.*
                x_velocity += horizontal_velocity;
                //y_velocity += vertical_velocity;
                planetaria_transform.position = collision.geometry_visitor.position();
                Vector3 normal = collision.geometry_visitor.normal();
                Vector3 right  = Bearing.right(planetaria_transform.position, normal);
                velocity = right * x_velocity + normal * y_velocity;
                Debug.DrawRay(planetaria_transform.position, velocity, Color.yellow, 1f);
                acceleration = get_acceleration();
                // TODO: accelerate vertically

                observer.data.clear_block_collision();
                observer = new optional <CollisionObserver>();
            }
        }
Esempio n. 6
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        public bool collide(BlockCollision collision, CollisionObserver observer)
        {
            if (this.observer.exists)
            {
                this.observer.data.clear_block_collision();
            }

            aerial_move(-collision.overshoot); // this only (truly) works with perpendicular vectors?

            this.observer  = observer;
            this.collision = collision;

            horizontal_velocity = Vector3.Dot(velocity, Bearing.right(planetaria_transform.position, collision.geometry_visitor.normal()));
            vertical_velocity   = Vector3.Dot(velocity, collision.geometry_visitor.normal());
            if (vertical_velocity < 0)
            {
                vertical_velocity *= -collision.elasticity;
            }

            grounded_accelerate(0);

            return(this.observer.exists);
        }