예제 #1
0
    public override void _Update(float deltaTime, ViVector3 target)
    {
        ViVector3 diffDir = target - Translate;

        diffDir.Normalize();
        if (_direction == diffDir)
        {
            _velocity = _direction * _speed;
        }
        else
        {
            ViVector3 rotateAxis = ViVector3.Cross(_direction, diffDir);
            rotateAxis.Normalize();
            const float STABLE = 0.0001f;
            // 计算公式与变量定义
            // V 线速度
            // W 角速度
            // A 侧向加速度
            // R 运动半径
            // W = V/R;
            // A = (V*V)/R = W*W*R = V*W;
            float angleDiff        = ViVector3.Angle(diffDir, _direction);
            float destW            = 4.0f * Math.Abs((angleDiff + STABLE) / (_duration + STABLE));
            float destA            = destW * Speed;
            float destLateralAngle = (float)Math.Atan2(destA, _gravity);
            //
            _rollSpd = 3.0f * (destLateralAngle - _lateralAngle + STABLE) / (_duration + STABLE);
            if (destLateralAngle > _lateralAngle)
            {
                _lateralAngle = ViMathDefine.MoveTowards(_lateralAngle, destLateralAngle, _rollSpd * deltaTime);
            }
            else
            {
                _lateralAngle = destLateralAngle;
            }
            float currentA   = (float)Math.Tan(_lateralAngle) * _gravity;
            float currentW   = currentA / Speed;
            float deltaAngle = currentW * deltaTime;
            //
            ViQuaternion rotateQuat = ViQuaternion.FromAxisAngle(rotateAxis, deltaAngle);
            ViVector3    newDir     = rotateQuat * _direction;
            newDir.Normalize();
            _velocity = (newDir + _direction) * _speed * 0.5f;
            if (ViVector3.Dot(ViVector3.Cross(_direction, newDir), ViVector3.Cross(newDir, diffDir)) < 0.0f)            // 插值抖动
            {
                _lateralSign = 0.0f;
                _direction   = diffDir;
            }
            else
            {
                _direction   = newDir;
                _lateralSign = (rotateAxis.z > 0.0f) ? 1.0f : -1.0f;
            }
        }
    }
예제 #2
0
    static public ViVector3 operator *(ViQuaternion a, ViVector3 pt)
    {
        //ViQuaternion quatResult = a * new ViQuaternion(pt.x, pt.y, pt.z, 0) * a.GetUnitInverse();
        //return new ViVector3(quatResult.x, quatResult.y, quatResult.z);
        ViVector3 uv, uuv;
        ViVector3 qvec = new ViVector3(a.x, a.y, a.z);

        uv   = ViVector3.Cross(qvec, pt);
        uuv  = ViVector3.Cross(qvec, uv);
        uv  *= (2.0f * a.w);
        uuv *= 2.0f;

        return(pt + uv + uuv);
    }
예제 #3
0
    public static void Convert(ViVector3 diretion, float roll, out ViVector3 horizDir, out ViVector3 normal)
    {
        horizDir   = diretion;
        horizDir.z = 0.0f;
        horizDir.Normalize();
        diretion.Normalize();
        ViVector3 rotateAxis = ViVector3.Cross(diretion, ViVector3.UNIT_Z);

        rotateAxis.Normalize();
        ViQuaternion verticalRotateQuat = ViQuaternion.FromAxisAngle(rotateAxis, ViMathDefine.PI_HALF);

        normal = verticalRotateQuat * diretion;
        ViQuaternion rollRotateQuat = ViQuaternion.FromAxisAngle(diretion, roll);

        normal = rollRotateQuat * normal;
    }
예제 #4
0
    public bool Update(float deltaTime, ViVector3 newDir)
    {
        if (_curDiretion == newDir)
        {
            return(false);
        }
        float angleDiff = ViVector3.Angle(newDir, _curDiretion);
        float rotAngle  = _rotSpd * deltaTime;

        if (angleDiff <= rotAngle)
        {
            _curDiretion = newDir;
        }
        else
        {
            ViVector3 rotateAxis = ViVector3.Cross(_curDiretion, newDir);
            rotateAxis.Normalize();
            ViQuaternion rotateQuat = ViQuaternion.FromAxisAngle(rotateAxis, rotAngle);
            _curDiretion = rotateQuat * _curDiretion;
        }
        return(true);
    }