示例#1
0
    Vector3 obstacles()
    {
        Vector3 force = Vector3.zero;
        int     count = 0;

        for (int i = 0; i < fc.obstSize(); i++)           //Formula in part thanks to: http://stackoverflow.com/a/1084899
        {
            GameObject obst = fc.getObst(i);
            if (obst)
            {
                Vector3 delta  = obst.transform.position - transform.position;
                Vector3 feeler = velocity * 2f;
                float   radius = obst.transform.localScale.x / 2;

                float a = Vector3.Dot(feeler, feeler);
                float b = 2 * Vector3.Dot(delta, feeler);
                float c = Vector3.Dot(delta, delta) - radius * radius;

                float dist         = Mathf.Clamp((delta.magnitude - radius), .001f, delta.magnitude);
                float discriminant = b * b - 4 * a * c;
                if (discriminant >= 0)
                {
                    // ray didn't totally miss sphere,
                    // so there is a solution to
                    // the equation.
                    discriminant = Mathf.Sqrt(discriminant);
                    float t1 = (-b - discriminant) / (2 * a);
                    float t2 = (-b + discriminant) / (2 * a);

                    // 3x HIT cases:
                    //          -o->             --|-->  |            |  --|->
                    // Impale(t1 hit,t2 hit), Poke(t1 hit,t2>1), ExitWound(t1<0, t2 hit),
                    if ((t1 >= 0 && t1 <= 1) || (t2 >= 0 && t2 <= 1))
                    {
                        count++;
                        force -= delta.normalized / Mathf.Pow(dist, 2f);
                    }
                }
            }
        }
        if (count != 0)
        {
            force /= count;
        }
        return(force);
    }
示例#2
0
    private Vector3 obstacles()       //Avoid obstacles
    {
        Vector3 force = Vector3.zero;

        for (int i = 0; i < fc.obstSize(); i++)
        {
            GameObject obst  = fc.getObst(i);
            Vector3    delta = obst.transform.position - transform.position;
            float      size  = obst.transform.localScale.x / 2; //Find the radius, not diameter.
            float      dist  = Vector3.Distance(obst.transform.position, transform.position);
            float      A     = 1.5f;                            //Starting power
            float      n     = 2f;                              //How much it increases exponentially
            bool       print = false;
            if (dist - size < 0)
            {
                print = true;
            }
            dist = Mathf.Clamp((dist - size), .001f, dist);             //Make sure it is never zero, safe subtracton

            float magnitude = -(A / Mathf.Pow(dist, n));
            force += delta.normalized * magnitude;
        }
        return(force);
    }