private static bool platform_collision(Arc arc, PlanetariaCollider collider, PlanetariaTransform transformation, PlanetariaRigidbody rigidbody, optional <Vector3> intersection_point) { Vector3 velocity = Bearing.attractor(rigidbody.get_previous_position(), rigidbody.get_position()); if (intersection_point.exists) { float arc_angle = arc.position_to_angle(intersection_point.data); Vector3 normal = arc.normal(arc_angle); bool upward_facing_normal = Vector3.Dot(normal, rigidbody.get_acceleration()) <= 0; bool moving_toward = Vector3.Dot(normal, velocity) <= 0; if (upward_facing_normal && moving_toward) { return(true); } } return(false); }
/// <summary> /// Inspector (Cache Mutator) - Updates the cache so that spherical rectangle calculations avoid recomputing old values. /// </summary> /// <param name="canvas">A Rect (measuring radians) representing the start and stop angles relative to Quaternion.identity. X/Y Range: (-2PI, +2PI).</param> public static void cache_spherical_rectangle(Rect canvas) { if (cached_canvas != canvas) { Vector3 lower_left = intersection(canvas.xMin, canvas.yMin); Vector3 lower_center = intersection(canvas.center.x, canvas.yMin); Vector3 lower_right = intersection(canvas.xMax, canvas.yMin); Vector3 middle_left = intersection(canvas.xMin, canvas.center.y); Vector3 middle_center = intersection(canvas.center.x, canvas.center.y); Vector3 middle_right = intersection(canvas.xMax, canvas.center.y); Vector3 upper_left = intersection(canvas.xMin, canvas.yMax); Vector3 upper_center = intersection(canvas.center.x, canvas.yMax); Vector3 upper_right = intersection(canvas.xMax, canvas.yMax); Arc biangle_segment1 = ArcFactory.curve(upper_center, upper_right, -upper_center); Arc biangle_segment2 = ArcFactory.curve(lower_center, lower_right, -lower_center); cached_left_biangle_focus = PlanetariaIntersection.arc_arc_intersection(biangle_segment1, biangle_segment2, 0).data; cached_left_positive_partition = Bearing.attractor(cached_left_biangle_focus, middle_left); // used for a dot product to determine if the angle applied for UV is +/- if (Vector3.Dot(cached_left_positive_partition, middle_center) >= 0) { cached_left_start_angle = Vector3.Angle(cached_left_biangle_focus, middle_center) * Mathf.Deg2Rad; cached_left_end_angle = Vector3.Angle(cached_left_biangle_focus, middle_left) * Mathf.Deg2Rad; } else { cached_left_start_angle = Vector3.Angle(-cached_left_biangle_focus, middle_center) * Mathf.Deg2Rad + Mathf.PI; cached_left_end_angle = Vector3.Angle(-cached_left_biangle_focus, middle_left) * Mathf.Deg2Rad + Mathf.PI; } biangle_segment1 = ArcFactory.curve(upper_center, upper_left, -upper_center); biangle_segment2 = ArcFactory.curve(lower_center, lower_left, -lower_center); cached_right_biangle_focus = PlanetariaIntersection.arc_arc_intersection(biangle_segment1, biangle_segment2, 0).data; cached_right_positive_partition = Bearing.attractor(cached_right_biangle_focus, middle_right); // used for a dot product to determine if the angle applied for UV is +/- if (Vector3.Dot(cached_right_positive_partition, middle_center) >= 0) { cached_right_start_angle = Vector3.Angle(cached_right_biangle_focus, middle_center) * Mathf.Deg2Rad; cached_right_end_angle = Vector3.Angle(cached_right_biangle_focus, middle_right) * Mathf.Deg2Rad; } else { cached_right_start_angle = Vector3.Angle(-cached_right_biangle_focus, middle_center) * Mathf.Deg2Rad + Mathf.PI; cached_right_end_angle = Vector3.Angle(-cached_right_biangle_focus, middle_right) * Mathf.Deg2Rad + Mathf.PI; } biangle_segment1 = ArcFactory.curve(middle_left, upper_left, -middle_left); biangle_segment2 = ArcFactory.curve(middle_right, upper_right, -middle_right); cached_lower_biangle_focus = PlanetariaIntersection.arc_arc_intersection(biangle_segment1, biangle_segment2, 0).data; cached_lower_positive_partition = Bearing.attractor(cached_lower_biangle_focus, lower_center); // used for a dot product to determine if the angle applied for UV is +/- if (Vector3.Dot(cached_lower_positive_partition, middle_center) >= 0) { cached_lower_start_angle = Vector3.Angle(cached_lower_biangle_focus, middle_center) * Mathf.Deg2Rad; cached_lower_end_angle = Vector3.Angle(cached_lower_biangle_focus, lower_center) * Mathf.Deg2Rad; } else { cached_lower_start_angle = Vector3.Angle(-cached_lower_biangle_focus, middle_center) * Mathf.Deg2Rad + Mathf.PI; cached_lower_end_angle = Vector3.Angle(-cached_lower_biangle_focus, lower_center) * Mathf.Deg2Rad + Mathf.PI; } biangle_segment1 = ArcFactory.curve(middle_left, lower_left, -middle_left); biangle_segment2 = ArcFactory.curve(middle_right, lower_right, -middle_right); cached_upper_biangle_focus = PlanetariaIntersection.arc_arc_intersection(biangle_segment1, biangle_segment2, 0).data; cached_upper_positive_partition = Bearing.attractor(cached_upper_biangle_focus, upper_center); // used for a dot product to determine if the angle applied for UV is +/- if (Vector3.Dot(cached_upper_positive_partition, middle_center) >= 0) { cached_upper_start_angle = Vector3.Angle(cached_upper_biangle_focus, middle_center) * Mathf.Deg2Rad; cached_upper_end_angle = Vector3.Angle(cached_upper_biangle_focus, upper_center) * Mathf.Deg2Rad; } else { cached_upper_start_angle = Vector3.Angle(-cached_upper_biangle_focus, middle_center) * Mathf.Deg2Rad + Mathf.PI; cached_upper_end_angle = Vector3.Angle(-cached_upper_biangle_focus, upper_center) * Mathf.Deg2Rad + Mathf.PI; } cached_north_hemisphere = Bearing.attractor(middle_center, upper_center); cached_east_hemisphere = Bearing.attractor(middle_center, middle_right); cached_canvas = canvas; } }
public Vector3 get_acceleration() { return(Bearing.attractor(get_position(), gravity.normalized) * gravity.magnitude); }