Lerp() public static method

public static Lerp ( Vector2 from, Vector2 to, float t ) : Vector2
from Vector2
to Vector2
t float
return Vector2
Esempio n. 1
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        protected virtual void CalculateNextRotation(float slowdown, out Quaternion nextRotation)
        {
            if (lastDeltaTime > 0.00001f)
            {
                Vector2 desiredRotationDirection;
                if (rvoController != null && rvoController.enabled)
                {
                    // When using local avoidance, use the actual velocity we are moving with if that velocity
                    // is high enough, otherwise fall back to the velocity that we want to move with (velocity2D).
                    // The local avoidance velocity can be very jittery when the character is close to standing still
                    // as it constantly makes small corrections. We do not want the rotation of the character to be jittery.
                    var actualVelocity = lastDeltaPosition / lastDeltaTime;
                    desiredRotationDirection = Vector2.Lerp(velocity2D, actualVelocity, 4 * actualVelocity.magnitude / (maxSpeed + 0.0001f));
                }
                else
                {
                    desiredRotationDirection = velocity2D;
                }

                // Rotate towards the direction we are moving in.
                // Don't rotate when we are very close to the target.
                var currentRotationSpeed = rotationSpeed * Mathf.Max(0, (slowdown - 0.3f) / 0.7f);
                nextRotation = SimulateRotationTowards(desiredRotationDirection, currentRotationSpeed * lastDeltaTime);
            }
            else
            {
                // TODO: simulatedRotation
                nextRotation = rotation;
            }
        }
Esempio n. 2
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        private void UpdatePosition()
        {
            if (moveByArc)
            {
                if (count < 1.0f && movingToPoint)
                {
                    count += moveSpeed * Time.deltaTime;

                    Vector3 m1 = Vector2.Lerp(startPosition, middlePoint, count);
                    Vector3 m2 = Vector2.Lerp(middlePoint, targetPosition, count);
                    transform.position = Vector2.Lerp(m1, m2, count);
                    var rotation = Vector2Utils.CalculateFacingToTarget(m1, m2).angle;
                    transform.rotation = rotation;
                }
            }
            else
            {
                if (transform.position != new Vector3(targetPosition.x, targetPosition.y, 0) && movingToPoint)
                {
                    transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * moveSpeed);
                }
                else
                {
                    movingToPoint = true;
                }
            }
        }
Esempio n. 3
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 private void Start()
 {
     birthTime   = TimeManager.SongPosition;
     pathChoices = new PathFunction[] {
         (speed, intensity, offset) => { },
         (speed, intensity, offset) => {
             transform.position = startPosition + (TimeManager.SongPosition - birthTime) * speed * (Vector2)transform.right;
             transform.rotation = startRotation;
             // transform.rotation = startRotation * Quaternion.Euler(0f, 0f, (TimeManager.SongPosition - birthTime) * 5);
         },
         (speed, intensity, offset) => {
             transform.position = startPosition + (TimeManager.SongPosition - birthTime) * speed * (Vector2)transform.right +
                                  intensity * Mathf.Sin((TimeManager.SongPosition - birthTime) * speed) * (Vector2)transform.up;
             transform.rotation = startRotation;
         },
         (speed, intensity, offset) => {
             float t = TimeManager.SongPosition - birthTime;
             transform.position = startPosition + Mathf.Sin(t) * Mathf.Cos(Mathf.PI * t * speed + offset) * intensity * (Vector2)transform.right +
                                  Mathf.Sin(t) * Mathf.Sin(t * speed + offset) * intensity * (Vector2)transform.up;
             transform.rotation = startRotation;
         },
         (speed, intensity, offset) => {
             float t = TimeManager.SongPosition - birthTime;
             transform.position = startPosition + Mathf.Sin(t) * Mathf.Cos(t * speed + offset) * intensity * (Vector2)transform.right +
                                  Mathf.Sin(t) * Mathf.Sin(Mathf.PI * t * speed + offset) * intensity * (Vector2)transform.up;
             transform.rotation = startRotation;
         },
         (speed, intensity, offset) => {
             float t = TimeManager.SongPosition - birthTime;
             if (t < TimeManager.BeatDuration * 4)
             {
                 Vector2 center = Vector2.Lerp(new Vector2(10, 10), startPosition,
                                               t / (TimeManager.BeatDuration * 4));
                 transform.position =
                     center + intensity * Mathf.Cos(2 * Mathf.PI * speed * t / (TimeManager.BeatDuration * 4) + offset) *
                     (Vector2)transform.right +
                     intensity * Mathf.Sin(2 * Mathf.PI * speed * t / (TimeManager.BeatDuration * 4) + offset) *
                     (Vector2)transform.up;
             }
             else
             {
                 transform.rotation = Quaternion.Euler(0f, 0f, offset * Mathf.Rad2Deg);
                 transform.position = startPosition + (TimeManager.SongPosition - (birthTime + TimeManager.BeatDuration * 4)) * 3 * speed * (Vector2)transform.right;
             }
         },
         (speed, intensity, offset) => {
             float t = TimeManager.SongPosition - birthTime;
             transform.position = startPosition + Mathf.Sin(t) * Mathf.Cos(t * speed + offset) * intensity *
                                  (Vector2)transform.right +
                                  Mathf.Sin(t) * Mathf.Sin(t * speed + offset) * intensity *
                                  (Vector2)transform.up;
         }
     };
 }
Esempio n. 4
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    IEnumerator SmoothMove(Vector2 startPos, Vector2 endPos, float seconds)
    {
        float t = 0f;

        while (t <= 1.0f)
        {
            t += Time.deltaTime / seconds;
            transform.position = Vector2.Lerp(startPos, endPos, Mathf.SmoothStep(0f, 1f, t));
            yield return(null);
        }
    }
Esempio n. 5
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        void GenerateObstacleVOs(VOBuffer vos)
        {
            var range = maxSpeed * obstacleTimeHorizon;

            // Iterate through all obstacles that we might need to avoid
            for (int i = 0; i < simulator.obstacles.Count; i++)
            {
                var obstacle = simulator.obstacles[i];
                var vertex   = obstacle;
                // Iterate through all edges (defined by vertex and vertex.dir) in the obstacle
                do
                {
                    // Ignore the edge if the agent should not collide with it
                    if (vertex.ignore || (vertex.layer & collidesWith) == 0)
                    {
                        vertex = vertex.next;
                        continue;
                    }

                    // Start and end points of the current segment
                    float elevation1, elevation2;
                    var   p1 = To2D(vertex.position, out elevation1);
                    var   p2 = To2D(vertex.next.position, out elevation2);

                    Vector2 dir = (p2 - p1).normalized;

                    // Signed distance from the line (not segment, lines are infinite)
                    // TODO: Can be optimized
                    float dist = VO.SignedDistanceFromLine(p1, dir, position);

                    if (dist >= -0.01f && dist < range)
                    {
                        float factorAlongSegment = Vector2.Dot(position - p1, p2 - p1) / (p2 - p1).sqrMagnitude;

                        // Calculate the elevation (y) coordinate of the point on the segment closest to the agent
                        var segmentY = Mathf.Lerp(elevation1, elevation2, factorAlongSegment);

                        // Calculate distance from the segment (not line)
                        var sqrDistToSegment = (Vector2.Lerp(p1, p2, factorAlongSegment) - position).sqrMagnitude;

                        // Ignore the segment if it is too far away
                        // or the agent is too high up (or too far down) on the elevation axis (usually y axis) to avoid it.
                        // If the XY plane is used then all elevation checks are disabled
                        if (sqrDistToSegment < range * range && (simulator.movementPlane == MovementPlane.XY || (elevationCoordinate <= segmentY + vertex.height && elevationCoordinate + height >= segmentY)))
                        {
                            vos.Add(VO.SegmentObstacle(p2 - position, p1 - position, Vector2.zero, radius * 0.01f, 1f / ObstacleTimeHorizon, 1f / simulator.DeltaTime));
                        }
                    }

                    vertex = vertex.next;
                } while (vertex != obstacle && vertex != null && vertex.next != null);
            }
        }
Esempio n. 6
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        private IEnumerator MoveJob(Vector2 waypoint)
        {
            Vector2 start    = transform.position;
            float   dist     = Vector2.Distance(start, waypoint);
            float   progress = 0;

            while (Vector2.Distance(waypoint, transform.position) > float.Epsilon)
            {
                transform.position = Vector2.Lerp(start, waypoint, progress);
                yield return(null);

                progress += MovementSpeed * Time.deltaTime / dist;
            }
        }
Esempio n. 7
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        public void Draw()
        {
            var previousColor = Handles.color;

            Handles.color = _currentColor;

            if (IsReentrant())
            {
                var points = GetReentrantLinePoints();
                Handles.DrawAAPolyLine(Width, points);
                DrawArrow(Vector2.Lerp(points[2], points[3], 0.5f), points[3] - points[2]);
            }
            else
            {
                Handles.DrawAAPolyLine(Width, StartPoint, EndPoint);
                DrawArrow(Vector2.Lerp(StartPoint, EndPoint, 0.5f), EndPoint - StartPoint);
            }


            Handles.color = previousColor;
        }
Esempio n. 8
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 void Run(Vector2 direction)
 {
     if (!canMove)
     {
         return;
     }
     if (wallGrab)
     {
         return;
     }
     _animator.SetBool("run", true);
     if (!wallJumped)
     {
         _rigidbody2D.velocity = new Vector2(direction.x * speed, _rigidbody2D.velocity.y);
     }
     else
     {
         _rigidbody2D.velocity = Vector2.Lerp(_rigidbody2D.velocity,
                                              (new Vector2(direction.x * speed, _rigidbody2D.velocity.y)), wallJumpLerp * Time.deltaTime);
     }
 }
Esempio n. 9
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        void TailRender()
        {
            float distance = ((Vector2)snakeHead.transform.position - statusesTail[0].pos).magnitude;

            if (distance > bodyBlockItemDiameter)
            {
                Vector2 optimizeDirection = ((Vector2)snakeHead.transform.position - statusesTail[0].pos).normalized;

                StatusTail statusTail = new StatusTail();
                statusTail.pos      = statusesTail[0].pos + optimizeDirection * bodyBlockItemDiameter;
                statusTail.rotation = statusesTail[0].rotation;
                statusesTail.Insert(0, statusTail);
                statusesTail.RemoveAt(statusesTail.Count - 1);
                distance -= bodyBlockItemDiameter;
            }

            for (int i = 0; i < tail.Count; i++)
            {
                tail[i].transform.position =
                    Vector2.Lerp(statusesTail[i + 1].pos, statusesTail[i].pos, distance / bodyBlockItemDiameter);
                tail[i].transform.rotation = statusesTail[i + 1].rotation;
            }
        }
        void FixedUpdate()
        {
            ForceHeightLevel();

            //Must be the local player, or they cannot move
            if (!isLocalPlayer)
            {
                return;
            }

            //Ignore movement controls when typing in chat
            if (chatRegister.ChatWindow != null && chatRegister.ChatWindow.PlayerIsTyping())
            {
                currentMovement.Set(0, 0);
                return;
            }

            if (Input.GetButtonDown("Toggle Run"))
            {
                isWalking = !isWalking;
            }

            // TODO: Implement gravity and grabbing
            // Calculate next movement
            // The vector is not normalized to allow for the input having potential rise and fall times
            float x = Input.GetAxisRaw("Horizontal");
            float y = Input.GetAxisRaw("Vertical");

            // Smoothly transition to next intended movement
            intendedMovement = new Vector2(x, y).normalized *(isWalking ? walkSpeed : runSpeed);
            currentMovement  = Vector2.Lerp(currentMovement, intendedMovement, Time.deltaTime * (Mathf.Pow(ACCELERATION / 9.5f, 3) / 6));

            // Move (without gravity). Whenever we move we also readjust the player's direction to the direction they are running in.
            characterController.Move(absoluteMovement * Time.deltaTime);

            // Move the player
            if (currentMovement != Vector2.zero)
            {
                // Determine the absolute movement by aligning input to the camera's looking direction
                Vector3 absoluteMovement =
                    currentMovement.y * Vector3.Cross(mainCamera.transform.right, Vector3.up).normalized +
                    currentMovement.x * Vector3.Cross(Vector3.up, mainCamera.transform.forward).normalized;

                if (intendedMovement != Vector2.zero)
                {
                    //absoluteMovement = Vector3.Lerp(absoluteMovement, newAbsoluteMovement, Time.deltaTime * 2);
                    // Move (without gravity). Whenever we move we also readjust the player's direction to the direction they are running in.
                    characterController.Move(absoluteMovement * Time.deltaTime);

                    // avoid unwanted rotation when you rotate the camera but isn't doing movement input, comment the "if" to see it

                    // Rotate the chest and head IKs objects
                    Quaternion newChestIKRotation = Quaternion.Lerp(chestIK.rotation, Quaternion.LookRotation(absoluteMovement), Time.deltaTime * (isWalking ? 3 : 10));
                    Quaternion newHeadIKRotation  = Quaternion.Lerp(headIK.rotation, Quaternion.LookRotation(absoluteMovement), Time.deltaTime * (isWalking ? 15 : 5));

                    //float rotationDiference = Quaternion.
                    transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(absoluteMovement), Time.deltaTime * (isWalking ? 5 : 7));
                    //Mathf.Pow(intendedMovement.magnitude, 2)

                    chestIK.rotation = newChestIKRotation;
                    headIK.rotation  = newHeadIKRotation;
                }
                if (intendedMovement == Vector2.zero)
                {
                    Quaternion newChestIKRotation = Quaternion.Lerp(chestIK.rotation, transform.rotation, Time.deltaTime * 3);
                    Quaternion newHeadIKRotation  = Quaternion.Lerp(headIK.rotation, transform.rotation, Time.deltaTime * 8);

                    absoluteMovement = Vector3.Lerp(absoluteMovement, Vector3.zero, Time.deltaTime * 5);
                    characterController.Move(absoluteMovement * Time.deltaTime);

                    chestIK.rotation = newChestIKRotation;
                    headIK.rotation  = newHeadIKRotation;
                }
            }
        }
Esempio n. 11
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        void GenerateNeighbourAgentVOs(VOBuffer vos)
        {
            float inverseAgentTimeHorizon = 1.0f / agentTimeHorizon;

            // The RVO algorithm assumes we will continue to
            // move in roughly the same direction
            Vector2 optimalVelocity = currentVelocity;

            for (int o = 0; o < neighbours.Count; o++)
            {
                Agent other = neighbours[o];

                // Don't avoid ourselves
                if (other == this)
                {
                    continue;
                }

                // Interval along the y axis in which the agents overlap
                float maxY = System.Math.Min(elevationCoordinate + height, other.elevationCoordinate + other.height);
                float minY = System.Math.Max(elevationCoordinate, other.elevationCoordinate);

                // The agents cannot collide since they are on different y-levels
                if (maxY - minY < 0)
                {
                    continue;
                }

                float totalRadius = radius + other.radius;

                // Describes a circle on the border of the VO
                Vector2 voBoundingOrigin = other.position - position;

                float avoidanceStrength;
                if (other.locked || other.manuallyControlled)
                {
                    avoidanceStrength = 1;
                }
                else if (other.Priority > 0.00001f || Priority > 0.00001f)
                {
                    avoidanceStrength = other.Priority / (Priority + other.Priority);
                }
                else
                {
                    // Both this agent's priority and the other agent's priority is zero or negative
                    // Assume they have the same priority
                    avoidanceStrength = 0.5f;
                }

                // We assume that the other agent will continue to move with roughly the same velocity if the priorities for the agents are similar.
                // If the other agent has a higher priority than this agent (avoidanceStrength > 0.5) then we will assume it will move more along its
                // desired velocity. This will have the effect of other agents trying to clear a path for where a high priority agent wants to go.
                // If this is not done then even high priority agents can get stuck when it is really crowded and they have had to slow down.
                Vector2 otherOptimalVelocity = Vector2.Lerp(other.currentVelocity, other.desiredVelocity, 2 * avoidanceStrength - 1);

                var voCenter = Vector2.Lerp(optimalVelocity, otherOptimalVelocity, avoidanceStrength);

                vos.Add(new VO(voBoundingOrigin, voCenter, totalRadius, inverseAgentTimeHorizon, 1 / simulator.DeltaTime));
                if (DebugDraw)
                {
                    DrawVO(position + voBoundingOrigin * inverseAgentTimeHorizon + voCenter, totalRadius * inverseAgentTimeHorizon, position + voCenter);
                }
            }
        }
Esempio n. 12
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    IEnumerator Moving(Vector2 target, float speed, bool smooth)
    {
        targetPosition = target;

        //now we want to get the padding for our character
        Vector2 padding = anchorPadding;
        //now get the limitations for 0 to 100% movement. The farthest a character can move to the right before 100% should be the 1 value
        float maxX = 1f - padding.x;
        float maxY = 1f - padding.y;

        //now get the actal position target for the minimum anchors(left/bottom bounds) fo the character. because maxX and maxY is just a percentage.
        Vector2 minAnchorTarget = new Vector2(maxX * targetPosition.x, maxY * targetPosition.y);

        //move until we reach end of frame
        speed *= Time.deltaTime;
        while (root.anchorMin != minAnchorTarget)
        {
            root.anchorMin = (!smooth) ? Vector2.MoveTowards(root.anchorMin, minAnchorTarget, speed) : Vector2.Lerp(root.anchorMin, minAnchorTarget, speed);
            root.anchorMax = root.anchorMin + padding;
            yield return(new WaitForEndOfFrame());
        }
        StopMoving();
    }