コード例 #1
0
ファイル: Bounce_Shot.cs プロジェクト: alexohn/FYDP-Unity
        public Vector3 Around_Obstruction_Ball(Vector3 ball, Vector3 impactpoint, Vector3 incident_trajectory)
        {
            Shot_Tools path = new Shot_Tools();
            RaycastHit collision;
            RaycastHit wall;

            Vector3 reflect_shot = new Vector3();
            Vector3 intercept;
            int     count = 0;

            Vector3 midpoint = (impactpoint - ball) * 0.5f + ball;

            Physics.Raycast(impactpoint, incident_trajectory, out wall);

            Vector3 solutionintercept = RecursiveIntercept(impactpoint, ball, impactpoint, ball);

            SelectQuadrant(ball, impactpoint);
            Vector3 solutionintercept2 = RecursiveIntercept_SideWall(impactpoint, ball, impactpoint, ball);

            bool check = false;


            //There is a null exception being thrown here. Don't really know why
            //bool check2 = path.Measure_Collision(solutionintercept, impactpoint);

            /*
             * if (!path.Measure_Collision(ball, solutionintercept) || !path.Measure_Collision(solutionintercept, impactpoint))
             * {
             *  Debug.Log("The shot is not possible. Select either a different pocket or ball");
             *  return new Vector3();
             * }
             * else
             */

            //if(!path.Measure_to_Wall(ball, solutionintercept2) && path.Measure_Collision(ball, this.pocket.transform.position))
            if (!path.Measure_to_Wall(ball, solutionintercept2) && !path.Measure_to_Wall(impactpoint, solutionintercept2))

            {
                path.Draw_Solution2(ball, solutionintercept2, impactpoint);
                check = true;
            }

            if (!path.Measure_to_Wall(ball, solutionintercept) && !path.Measure_to_Wall(impactpoint, solutionintercept))
            {
                path.Draw_Solution1(ball, solutionintercept, impactpoint);
                check = true;
                //path.Draw_Solution2(ball, solutionintercept2, impactpoint);
            }
            if (check == true)
            {
                return(solutionintercept);
            }
            else
            {
                return(new Vector3());
            }
        }
コード例 #2
0
        public void Cue_to_Ball()
        {
            Start();
            Clear();
            System.DateTime start = System.DateTime.Now;
            //ScreenShot();
            Target  Final_shot = new Target();
            Vector3 requiredtrajectory;

            foreach (GameObject ball in balls)
            {
                Target target_path = new Target();
                if (path.Measure_Collision(cue.transform.position, ball.transform.position))
                {
                    //Direction from cue to target ball
                    Vector3 ball_cue_trajectory = (cue.transform.position - ball.transform.position).normalized;
                    target_path.opt_pocket = Ball_to_Pocket(ball, ball_cue_trajectory);
                    if (target_path.opt_pocket.valid_path)
                    {
                        target_path.valid_path  = true;
                        target_path.distance    = Vector3.Distance(cue.transform.position, ball.transform.position);
                        requiredtrajectory      = (ball.transform.position - target_path.opt_pocket.position).normalized;
                        target_path.impactpoint = path.Impactpoint(ball.transform.position, requiredtrajectory); //Need to determine radius of ball
                        target_path.position    = ball.transform.position;
                    }
                }
                if (target_path.valid_path == true)
                {
                    //Determine if it's the best trajectory found

                    //double shot_risk = 0.45 * target_path.distance + 0.55 * target_path.opt_pocket.distance;
                    float  angle     = Vector3.Angle((cue.transform.position - target_path.impactpoint).normalized, (target_path.opt_pocket.position - target_path.position).normalized);
                    double shot_risk = 0.30 * target_path.distance + 0.70 * target_path.opt_pocket.distance + 0.25 * angle;

                    /*
                     * print(shot_risk);
                     * print(target_path.impactpoint);
                     * print(target_path.distance);
                     * print(target_path.opt_pocket.distance);
                     */
                    if (shot_risk < best_weight)
                    {
                        Final_shot  = target_path;
                        best_weight = shot_risk;
                    }
                }
            }
            path.Draw_Solution1(cue.transform.position, Final_shot.impactpoint, Final_shot.opt_pocket.position);
            System.DateTime end      = System.DateTime.Now;
            System.TimeSpan duration = end - start;
            Debug.Log(duration);
        }
コード例 #3
0
ファイル: Bounce_Shot.cs プロジェクト: alexohn/FYDP-Unity
        public Vector3 Around_Obstruction_Pocket(Vector3 ball, Vector3 pocket)
        {
            Shot_Tools path = new Shot_Tools();
            RaycastHit collision;
            Vector3    reflect_shot = new Vector3();
            Vector3    error;
            int        count = 0;

            SelectWall(ball, pocket);

            //Find first solution using wall1
            Vector3 midpoint = (pocket - ball) * 0.5f + ball;
            //Determine which wall to react the impact point

            Vector3 intercept = RecursivePocket(pocket, ball, pocket, ball);

            /*
             * if (!path.Measure_Collision(ball, intercept) || !path.Measure_Collision(intercept, pocket))
             * {
             *  Debug.Log("The shot is not possible");
             *  return new Vector3();
             * }
             * else
             * {
             *  path.Draw_Solution1(ball, intercept, pocket);
             *  return (ball - intercept).normalized;
             * }
             */


            if (!path.Measure_to_Wall(ball, intercept) && !path.Measure_to_Wall(pocket, intercept))
            {
                path.Draw_Solution1(ball, intercept, pocket);
                return((ball - intercept).normalized);
                //path.Draw_Solution2(ball, solutionintercept2, impactpoint);
            }

            return(new Vector3());
        }
コード例 #4
0
ファイル: Bounce_Shot.cs プロジェクト: alexohn/FYDP-Unity
        private Vector3 RecursivePocket_Middle(Vector3 left, Vector3 right, Vector3 pocket, Vector3 ball)
        {
            RaycastHit collision1;
            RaycastHit collision2;
            Vector3    error;
            Vector3    error2;
            Vector3    wall1_reflect_shot;
            Vector3    wall2_reflect_shot;
            Shot_Tools path = new Shot_Tools();

            Vector3 wall1_intercept = new Vector3((left.x + right.x) * 0.5f, 0, this.wall1.transform.position.z);
            Vector3 incident_shot   = (wall1_intercept - ball).normalized;

            //The incident angle may change depending on whether the wall is top or bottom
            if (this.wall1.CompareTag("Wall_Top"))
            {
                wall1_reflect_shot = Vector3.Reflect(incident_shot, Vector3.back * 1f);
            }
            else
            {
                wall1_reflect_shot = Vector3.Reflect(incident_shot, Vector3.forward * 1f);
            }

            Vector3 wall2_intercept = new Vector3(this.wall2.transform.position.x, this.wall2.transform.position.y, (left.z + right.z) * 0.5f);

            incident_shot = (wall2_intercept - ball).normalized;

            if (this.wall2.CompareTag("Wall_Right"))
            {
                wall2_reflect_shot = Vector3.Reflect(incident_shot, Vector3.right * 1f);
            }
            else
            {
                wall2_reflect_shot = Vector3.Reflect(incident_shot, Vector3.left * 1f);
            }

            if (!Physics.Raycast(wall1_intercept, wall1_reflect_shot, out collision1))
            {
                Debug.Log("Something weird happened: wall1 in middle function");
                return(wall1_intercept);
            }



            Physics.Raycast(wall2_intercept, wall2_reflect_shot, out collision2);
            if (collision2.collider == null)
            {
                // Debug.Log("Something weird happened: wall2");
                //return wall2_intercept;
            }

            path.Draw_Solution1(ball, wall1_intercept, collision1.point);

            pocketcount++;
            if (collision1.collider.CompareTag("Pocket") || pocketcount == 30)
            {
                return(wall1_intercept);
            }

            error = collision1.point - pocket;
            //path.Draw_line(wall1_intercept, collision1.point);

            error2 = collision2.point - pocket;

            if (this.quadrant == 1 || this.quadrant == 0)
            {
                if (error.x < 0)
                {
                    return(RecursivePocket_Middle(left, wall1_intercept, pocket, ball));
                }
                else
                {
                    return(RecursivePocket_Middle(wall1_intercept, right, pocket, ball));
                }
            }
            else
            {
                if (error.x >= 0)
                {
                    return(RecursivePocket_Middle(left, wall1_intercept, pocket, ball));
                }
                else
                {
                    return(RecursivePocket_Middle(wall1_intercept, right, pocket, ball));
                }
            }
        }