コード例 #1
0
        /// <summary>
        /// Creates a matrix for rotating points around the Z-axis.
        /// </summary>
        /// <param name="radians">The amount, in radians, by which to rotate around the Z-axis.</param>
        /// <returns>The rotation matrix.</returns>
        public static TSMatrix4x4 RotateZ(FP radians)
        {
            TSMatrix4x4 result;

            FP c = TSMath.Cos(radians);
            FP s = TSMath.Sin(radians);

            // [  c  s  0  0 ]
            // [ -s  c  0  0 ]
            // [  0  0  1  0 ]
            // [  0  0  0  1 ]
            result.M11 = c;
            result.M12 = s;
            result.M13 = FP.Zero;
            result.M14 = FP.Zero;
            result.M21 = -s;
            result.M22 = c;
            result.M23 = FP.Zero;
            result.M24 = FP.Zero;
            result.M31 = FP.Zero;
            result.M32 = FP.Zero;
            result.M33 = FP.One;
            result.M34 = FP.Zero;
            result.M41 = FP.Zero;
            result.M42 = FP.Zero;
            result.M43 = FP.Zero;
            result.M44 = FP.One;

            return(result);
        }
コード例 #2
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        /// <summary>
        /// Creates a matrix for rotating points around the Y-axis, from a center point.
        /// </summary>
        /// <param name="radians">The amount, in radians, by which to rotate around the Y-axis.</param>
        /// <param name="centerPoint">The center point.</param>
        /// <returns>The rotation matrix.</returns>
        public static TSMatrix4x4 RotateY(FP radians, TSVector centerPoint)
        {
            TSMatrix4x4 result;

            FP c = TSMath.Cos(radians);
            FP s = TSMath.Sin(radians);

            FP x = centerPoint.x * (FP.One - c) - centerPoint.z * s;
            FP z = centerPoint.x * (FP.One - c) + centerPoint.x * s;

            // [  c  0 -s  0 ]
            // [  0  1  0  0 ]
            // [  s  0  c  0 ]
            // [  x  0  z  1 ]
            result.M11 = c;
            result.M12 = FP.Zero;
            result.M13 = -s;
            result.M14 = FP.Zero;
            result.M21 = FP.Zero;
            result.M22 = FP.One;
            result.M23 = FP.Zero;
            result.M24 = FP.Zero;
            result.M31 = s;
            result.M32 = FP.Zero;
            result.M33 = c;
            result.M34 = FP.Zero;
            result.M41 = x;
            result.M42 = FP.Zero;
            result.M43 = z;
            result.M44 = FP.One;

            return(result);
        }
コード例 #3
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    /// <summary>
    /// Creates a matrix for rotating points around the X-axis, from a center point.
    /// </summary>
    /// <param name="radians">The amount, in radians, by which to rotate around the X-axis.</param>
    /// <param name="centerPoint">The center point.</param>
    /// <returns>The rotation matrix.</returns>
    public static TSMatrix4x4 RotateX(FP radians, TSVector centerPoint)
    {
        TSMatrix4x4 result;

        FP c = TSMath.Cos(radians);
        FP s = TSMath.Sin(radians);

        FP y = centerPoint.y * (FP.One - c) + centerPoint.z * s;
        FP z = centerPoint.z * (FP.One - c) - centerPoint.y * s;

        // [  1  0  0  0 ]
        // [  0  c  s  0 ]
        // [  0 -s  c  0 ]
        // [  0  y  z  1 ]
        result.M11 = FP.One;
        result.M12 = FP.Zero;
        result.M13 = FP.Zero;
        result.M14 = FP.Zero;
        result.M21 = FP.Zero;
        result.M22 = c;
        result.M23 = s;
        result.M24 = FP.Zero;
        result.M31 = FP.Zero;
        result.M32 = -s;
        result.M33 = c;
        result.M34 = FP.Zero;
        result.M41 = FP.Zero;
        result.M42 = y;
        result.M43 = z;
        result.M44 = FP.One;

        return(result);
    }
コード例 #4
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    /// <summary>
    /// Creates a matrix for rotating points around the Z-axis, from a center point.
    /// </summary>
    /// <param name="radians">The amount, in radians, by which to rotate around the Z-axis.</param>
    /// <param name="centerPoint">The center point.</param>
    /// <returns>The rotation matrix.</returns>
    public static TSMatrix4x4 RotateZ(FP radians, TSVector centerPoint)
    {
        TSMatrix4x4 result;

        FP c = TSMath.Cos(radians);
        FP s = TSMath.Sin(radians);

        FP x = centerPoint.x * (1 - c) + centerPoint.y * s;
        FP y = centerPoint.y * (1 - c) - centerPoint.x * s;

        // [  c  s  0  0 ]
        // [ -s  c  0  0 ]
        // [  0  0  1  0 ]
        // [  x  y  0  1 ]
        result.M11 = c;
        result.M12 = s;
        result.M13 = FP.Zero;
        result.M14 = FP.Zero;
        result.M21 = -s;
        result.M22 = c;
        result.M23 = FP.Zero;
        result.M24 = FP.Zero;
        result.M31 = FP.Zero;
        result.M32 = FP.Zero;
        result.M33 = FP.One;
        result.M34 = FP.Zero;
        result.M41 = FP.Zero;
        result.M42 = FP.Zero;
        result.M43 = FP.Zero;
        result.M44 = FP.One;

        return(result);
    }
コード例 #5
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        /// <summary>
        /// Creates a matrix which rotates around the given axis by the given angle.
        /// </summary>
        /// <param name="axis">The axis.</param>
        /// <param name="angle">The angle.</param>
        /// <param name="result">The resulting rotation matrix</param>
        public static void AxisAngle(ref TSVector axis, FP angle, out TSMatrix4x4 result)
        {
            // a: angle
            // x, y, z: unit vector for axis.
            //
            // Rotation matrix M can compute by using below equation.
            //
            //        T               T
            //  M = uu + (cos a)( I-uu ) + (sin a)S
            //
            // Where:
            //
            //  u = ( x, y, z )
            //
            //      [  0 -z  y ]
            //  S = [  z  0 -x ]
            //      [ -y  x  0 ]
            //
            //      [ 1 0 0 ]
            //  I = [ 0 1 0 ]
            //      [ 0 0 1 ]
            //
            //
            //     [  xx+cosa*(1-xx)   yx-cosa*yx-sina*z zx-cosa*xz+sina*y ]
            // M = [ xy-cosa*yx+sina*z    yy+cosa(1-yy)  yz-cosa*yz-sina*x ]
            //     [ zx-cosa*zx-sina*y zy-cosa*zy+sina*x   zz+cosa*(1-zz)  ]
            //
            FP x = axis.x, y = axis.y, z = axis.z;
            FP sa = TSMath.Sin(angle), ca = TSMath.Cos(angle);
            FP xx = x * x, yy = y * y, zz = z * z;
            FP xy = x * y, xz = x * z, yz = y * z;

            result.M11 = xx + ca * (FP.One - xx);
            result.M12 = xy - ca * xy + sa * z;
            result.M13 = xz - ca * xz - sa * y;
            result.M14 = FP.Zero;
            result.M21 = xy - ca * xy - sa * z;
            result.M22 = yy + ca * (FP.One - yy);
            result.M23 = yz - ca * yz + sa * x;
            result.M24 = FP.Zero;
            result.M31 = xz - ca * xz + sa * y;
            result.M32 = yz - ca * yz - sa * x;
            result.M33 = zz + ca * (FP.One - zz);
            result.M34 = FP.Zero;
            result.M41 = FP.Zero;
            result.M42 = FP.Zero;
            result.M43 = FP.Zero;
            result.M44 = FP.One;
        }
コード例 #6
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        static void DrawVO(TSVector2 circleCenter, FP radius, TSVector2 origin)
        {
            FP alpha = TSMath.Atan2((origin - circleCenter).y, (origin - circleCenter).x);
            FP gamma = radius / (origin - circleCenter).magnitude;
            FP delta = gamma <= FP.One ? TSMath.Abs(TSMath.Acos(gamma)) : 0;

            // Draw.Debug.CircleXZ(FromXZ(circleCenter), radius, Color.black, alpha - delta, alpha + delta);
            TSVector2 p1 = new TSVector2(TSMath.Cos(alpha - delta), TSMath.Sin(alpha - delta)) * radius;
            TSVector2 p2 = new TSVector2(TSMath.Cos(alpha + delta), TSMath.Sin(alpha + delta)) * radius;

            TSVector2 p1t = -new TSVector2(-p1.y, p1.x);
            TSVector2 p2t = new TSVector2(-p2.y, p2.x);

            p1 += circleCenter;
            p2 += circleCenter;

            //  Debug.DrawRay(FromXZ(p1), FromXZ(p1t).normalized * 100, Color.black);
            //  Debug.DrawRay(FromXZ(p2), FromXZ(p2t).normalized * 100, Color.black);
        }
コード例 #7
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            /** Creates a VO for avoiding another agent.
             * \param center The position of the other agent relative to this agent.
             * \param offset Offset of the velocity obstacle. For example to account for the agents' relative velocities.
             * \param radius Combined radius of the two agents (radius1 + radius2).
             * \param inverseDt 1 divided by the local avoidance time horizon (e.g avoid agents that we will hit within the next 2 seconds).
             * \param inverseDeltaTime 1 divided by the time step length.
             */
            public VO(TSVector2 center, TSVector2 offset, FP radius, FP inverseDt, FP inverseDeltaTime)
            {
                // Adjusted so that a parameter weightFactor of 1 will be the default ("natural") weight factor
                this.weightFactor = 1;
                weightBonus       = 0;

                //this.radius = radius;
                TSVector2 globalCenter;

                circleCenter = center * inverseDt + offset;
                FP tmp = Sqr(center.LengthSquared() / (radius * radius));//exp(-tmp),

                // tmp = 1 +tmp+tmp*tmp/2+tmp*tmp*tmp/6; //simple use Taylor's Formula
                this.weightFactor = 4 * System.Math.Exp(-tmp.AsFloat()) + 1;// 4 /tmp + 1;//exp()
                // Collision?
                if (center.magnitude < radius)
                {
                    colliding = true;

                    // 0.001 is there to make sure lin1.magnitude is not so small that the normalization
                    // below will return TSVector2.zero as that will make the VO invalid and it will be ignored.
                    line1  = center.normalized * (center.magnitude - radius - FP.One / 1000) * 3 / 10 * inverseDeltaTime;
                    dir1   = new TSVector2(line1.y, -line1.x).normalized;
                    line1 += offset;

                    cutoffDir   = TSVector2.zero;
                    cutoffLine  = TSVector2.zero;
                    dir2        = TSVector2.zero;
                    line2       = TSVector2.zero;
                    this.radius = 0;
                }
                else
                {
                    colliding = false;

                    center      *= inverseDt;
                    radius      *= inverseDt;
                    globalCenter = center + offset;

                    // 0.001 is there to make sure cutoffDistance is not so small that the normalization
                    // below will return TSVector2.zero as that will make the VO invalid and it will be ignored.
                    var cutoffDistance = center.magnitude - radius + FP.One / 1000;

                    cutoffLine  = center.normalized * cutoffDistance;
                    cutoffDir   = new TSVector2(-cutoffLine.y, cutoffLine.x).normalized;
                    cutoffLine += offset;

                    FP alpha = TSMath.Atan2(-center.y, -center.x);

                    FP delta = TSMath.Abs(TSMath.Acos(radius / center.magnitude));

                    this.radius = radius;

                    // Bounding Lines

                    // Point on circle
                    line1 = new TSVector2(TSMath.Cos(alpha + delta), TSMath.Sin(alpha + delta));
                    // Vector tangent to circle which is the correct line tangent
                    // Note that this vector is normalized
                    dir1 = new TSVector2(line1.y, -line1.x);

                    // Point on circle
                    line2 = new TSVector2(TSMath.Cos(alpha - delta), TSMath.Sin(alpha - delta));
                    // Vector tangent to circle which is the correct line tangent
                    // Note that this vector is normalized
                    dir2 = new TSVector2(line2.y, -line2.x);

                    line1 = line1 * radius + globalCenter;
                    line2 = line2 * radius + globalCenter;
                }

                segmentStart = TSVector2.zero;
                segmentEnd   = TSVector2.zero;
                segment      = false;
            }
コード例 #8
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 void Start()
 {
     Debug.Log(TSMath.Cos(90 * FP.Deg2Rad));
 }