示例#1
0
    public static LQuaternion FromToRotation(LVector3 fromDirection, LVector3 toDirection)
    {
        LFloat   angle = LVector3.Angle(fromDirection, toDirection);
        LVector3 axis  = fromDirection.Cross(toDirection);

        return(AngleAxis(angle, axis));
    }
示例#2
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        public bool Search(out LVector3 found)
        {
            found = LVector3.Invalid;
            if (lookingForBlock || true)
            {
                RaycastResults res;
                for (int i = 0; i < 50; i++)
                {
                    if (PhysicsUtils.CustomRaycast(transform.position, Random.onUnitSphere, 20.0f, (b, bx, by, bz, pbx, pby, pbz) => { return(true); }, (b, bx, by, bz, pbx, pby, pbz) =>

                    {
                        return(DesiredBlock(b));
                    }, out res))
                    {
                        found = res.hitBlock;
                        return(true);
                    }
                }
            }
            else
            {
                Debug.Log("not looking for block but called search?");
            }
            return(false);
        }
示例#3
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        public override void UpdatePosition(LVector3 targetPos)
        {
            var oldR = r;

            min = targetPos - oldR;
            max = targetPos + oldR;
        }
示例#4
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        // Transform AABB a by the matrix m and translation t,
        // find maximum extents, and store result into AABB b.
        public void UpdateAABB(LMatrix33 m, LVector3 t)
        {
            LVector3 _c = c + t;
            LVector3 _r = r;

            min = max = _c;
            // For all three axes
            for (int i = 0; i < 3; i++)
            {
                // Form extent by summing smaller and larger terms respectively
                for (int j = 0; j < 3; j++)
                {
                    LFloat e = m[i, j] * _r[j];
                    if (e < LFloat.zero)
                    {
                        min[i] += e;
                        max[i] -= e;
                    }
                    else
                    {
                        min[i] -= e;
                        max[i] += e;
                    }
                }
            }
        }
示例#5
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        public void DrawGizmos()
        {
            //draw children
            if (_childA != null)
            {
                _childA->DrawGizmos();
            }
            if (_childB != null)
            {
                _childB->DrawGizmos();
            }
            if (_childC != null)
            {
                _childC->DrawGizmos();
            }
            if (_childD != null)
            {
                _childD->DrawGizmos();
            }

            //draw rect
            Gizmos.color = Color.cyan;
            var p1 = new LVector3(_bounds.position.x, 0.1f.ToLFloat(), _bounds.position.y);
            var p2 = new LVector3(p1.x + _bounds.width, 0.1f.ToLFloat(), p1.z);
            var p3 = new LVector3(p1.x + _bounds.width, 0.1f.ToLFloat(), p1.z + _bounds.height);
            var p4 = new LVector3(p1.x, 0.1f.ToLFloat(), p1.z + _bounds.height);

            DrawLine(p1, p2);
            DrawLine(p2, p3);
            DrawLine(p3, p4);
            DrawLine(p4, p1);
        }
示例#6
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    private void Start()
    {
        var count = (int)ETestShape3D.EnumCount;

        for (int i = 0; i < count; i++)
        {
            for (int j = 0; j < count; j++)
            {
                LVector3 pos    = new LVector3(true, (i * gridGap), (j * gridGap), 0);
                var      shape1 = CreateShape(i, (i * count + j) * 2,
                                              pos.ToVector3());
                var shape2 = CreateShape(j, (i * count + j) * 2 + 1,
                                         (pos + new LVector3(true, moveDist, 0f, 0f)).ToVector3());
                allPairs.Add(new DebugUnityColliderProxy[2] {
                    shape1, shape2
                });
                StartCoroutine(
                    PingPongMove(shape1, shape1.transform.position.ToLVector3(),
                                 pos + new LVector3(true, moveDist, moveDist, 0f), rawMoveTime));
                StartCoroutine(
                    PingPongMove(shape2, shape2.transform.position.ToLVector3(),
                                 pos + new LVector3(true, 0f, moveDist, 0f), rawMoveTime));
            }
        }
    }
        // Given point p, return point q on (or in) Rect r, closest to p
        public static void ClosestPtPointRect(LVector3 p, Rect r, out LVector3 q)
        {
            LVector3 d = p - r.c;

            // Start result at center of rect; make steps from there
            q = r.c;
            // For each rect axis...
            for (int i = 0; i < 2; i++)
            {
                // ...project d onto that axis to get the distance
                // along the axis of d from the rect center
                LFloat dist = Dot(d, r.u[i]);
                // If distance farther than the rect extents, clamp to the rect
                if (dist > r.e[i])
                {
                    dist = r.e[i];
                }
                if (dist < -r.e[i])
                {
                    dist = -r.e[i];
                }
                // Step that distance along the axis to get world coordinate
                q += dist * r.u[i];
            }
        }
        // Test if segments ab and cd overlap. If they do, compute and return
        // intersection t value along ab and intersection position p
        public static bool Test2DSegmentSegment(LVector3 a, LVector3 b, LVector3 c, LVector3 d, ref LFloat t, ref LVector3 p)
        {
            // Sign of areas correspond to which side of ab points c and d are
            LFloat a1 = Signed2DTriArea(a, b, d); // Compute winding of abd (+ or -)
            LFloat a2 = Signed2DTriArea(a, b, c); // To intersect, must have sign opposite of a1

            // If c and d are on different sides of ab, areas have different signs
            if (a1 * a2 < LFloat.zero)
            {
                // Compute signs for a and b with respect to segment cd
                LFloat a3 = Signed2DTriArea(c, d, a); // Compute winding of cda (+ or -)
                // Since area is constant a1-a2 = a3-a4, or a4=a3+a2-a1
                //LFloat a4 = Signed2DTriArea(c, d, b); // Must have opposite sign of a3
                LFloat a4 = a3 + a2 - a1;
                // Points a and b on different sides of cd if areas have different signs
                if (a3 * a4 < LFloat.zero)
                {
                    // Segments intersect. Find intersection point along L(t)=a+t*(b-a).
                    // Given height h1 of a over cd and height h2 of b over cd,
                    // t = h1 / (h1 - h2) = (b*h1/2) / (b*h1/2 - b*h2/2) = a3 / (a3 - a4),
                    // where b (the base of the triangles cda and cdb, i.e., the length
                    // of cd) cancels out.
                    t = a3 / (a3 - a4);
                    p = a + t * (b - a);
                    return(true);
                }
            }

            // Segments not intersecting (or collinear)
            return(false);
        }
示例#9
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    public void AddRelativeForce(LVector2 relativeForce, LVector2 localPosition, LForceMode2D forceMode)
    {
        LVector3 globalForce    = transform.rotation * (LVector3)relativeForce;
        LVector2 globalPosition = transform.TransformPoint(localPosition);

        AddForceAtPosition(globalForce, globalPosition, forceMode);
    }
        // Given point p, return point q on (or in) OBB b, closest to p
        public static void ClosestPtPointOBB(LVector3 p, OBB b, out LVector3 q)
        {
            LVector3 d = p - b.c;

            // Start result at center of box; make steps from there
            q = b.c;
            // For each OBB axis...
            for (int i = 0; i < 3; i++)
            {
                // ...project d onto that axis to get the distance
                // along the axis of d from the box center
                LFloat dist = Dot(d, b.u[i]);
                // If distance farther than the box extents, clamp to the box
                if (dist > b.e[i])
                {
                    dist = b.e[i];
                }
                if (dist < -b.e[i])
                {
                    dist = -b.e[i];
                }
                // Step that distance along the axis to get world coordinate
                q += dist * b.u[i];
            }
        }
        protected override void OnUpdate()
        {
            LFloat             deltaTime    = new LFloat(true, (int)(Time.DeltaTime * LFloat.Precision));
            int                width        = PathfindingManager.Instance.navMap.xCount;
            List <NavMapPoint> navMapPoints = PathfindingManager.Instance.navMap.navMapPoints;

            Entities.ForEach((Entity entity, DynamicBuffer <PathPosition> pathPositionBuffer, ref LTranslation translation, ref PathFollow pathFollow) => {
                if (pathFollow.pathIndex >= 0)
                {
                    // Has path to follow
                    PathPosition pathPosition = pathPositionBuffer[pathFollow.pathIndex];
                    int targetIndex           = pathPosition.position.x + pathPosition.position.y * width;
                    LVector3 targetPos        = new LVector3(navMapPoints[targetIndex].position.x, 0, navMapPoints[targetIndex].position.y);
                    LVector3 moveDir          = (targetPos - translation.position).normalized;
                    LFloat moveSpeed          = LFloat.one * 5;

                    translation.position += moveDir * moveSpeed * deltaTime;

                    if ((translation.position - targetPos).magnitude < LFloat.FromThousand(100))
                    {
                        pathFollow.pathIndex--;
                    }
                }
            });
        }
示例#12
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        // Intersect sphere s with movement vector v with plane p. If intersecting
        // return time t of collision and point q at which sphere hits plane
        public static bool IntersectMovingSpherePlane(Sphere s, LVector3 v, Plane p, out LFloat t, out LVector3 q)
        {
            // Compute distance of sphere center to plane
            LFloat dist = Dot(p.n, s.c) - p.d;

            if (Abs(dist) <= s.r)
            {
                // The sphere is already overlapping the plane. Set time of
                // intersection to zero and q to sphere center
                t = LFloat.zero;
                q = s.c;
                return(true);
            }
            else
            {
                LFloat denom = Dot(p.n, v);
                if (denom * dist >= LFloat.zero)
                {
                    // No intersection as sphere moving parallel to or away from plane
                    t = LFloat.zero;
                    q = s.c;
                    return(false);
                }
                else
                {
                    // Sphere is moving towards the plane

                    // Use +r in computations if sphere in front of plane, else -r
                    LFloat r = dist > LFloat.zero ? s.r : -s.r;
                    t = (r - dist) / denom;
                    q = s.c + t * v - r * p.n;
                    return(true);
                }
            }
        }
示例#13
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        // Intersect sphere s0 moving in direction d over time interval t0 <= t <= t1, against
        // a stationary sphere s1. If found intersecting, return time t of collision
        public static bool TestMovingSphereSphere(Sphere s0, LVector3 d, LFloat t0, LFloat t1, Sphere s1, out LFloat t)
        {
            // Compute sphere bounding motion of s0 during time interval from t0 to t1
            Sphere b   = new Sphere();//TODO 移除掉new
            LFloat mid = (t0 + t1) * LFloat.half;

            b.c = s0.c + d * mid;
            b.r = (mid - t0) * d.magnitude + s0.r;
            t   = LFloat.zero;
            // If bounding sphere not overlapping s1, then no collision in this interval
            if (!TestSphereSphere(b, s1))
            {
                return(false);
            }

            // Cannot rule collision out: recurse for more accurate testing. To terminate the
            // recursion, collision is assumed when time interval becomes sufficiently small
            if (t1 - t0 < LFloat.INTERVAL_EPSI_LON)
            {
                t = t0;
                return(true);
            }

            // Recursively test first half of interval; return collision if detected
            if (TestMovingSphereSphere(s0, d, t0, mid, s1, out t))
            {
                return(true);
            }

            // Recursively test second half of interval
            return(TestMovingSphereSphere(s0, d, mid, t1, s1, out t));
        }
示例#14
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        public static LVector3 Transform(LVector3 point, LVector3 forward, LVector3 trans, LVector3 scale)
        {
            LVector3 up   = LVector3.up;
            LVector3 vInt = Cross(LVector3.up, forward);

            return(LMath.Transform(ref point, ref vInt, ref up, ref forward, ref trans, ref scale));
        }
示例#15
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 public void setRightPlane(LVector3 pivot, LVector3 rightEdgeVertex)
 {
     rightPlane.set(pivot, pivot.Add(LVector3.up), rightEdgeVertex); // 高度
     rightPlane.normal = -rightPlane.normal;                         // 平面方向取反
     rightPlane.d      = -rightPlane.d;
     rightPortal       = (rightEdgeVertex);
 }
示例#16
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 public TriangleEdge(Triangle fromNode, Triangle toNode, LVector3 rightVertex, LVector3 leftVertex)
 {
     this.fromNode    = fromNode;
     this.toNode      = toNode;
     this.rightVertex = rightVertex;
     this.leftVertex  = leftVertex;
 }
示例#17
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 public STriangle(LVector3 a, LVector3 b, LVector3 c)
 {
     this.a   = a;
     this.b   = b;
     this.c   = c;
     this.n   = Cross(b - a, c - a).normalized;
     this.d   = Dot(n, a);
     this.min = a;
     this.max = a;
     for (int i = 0; i < 3; i++)
     {
         LFloat minv = a[i];
         LFloat maxv = a[i];
         var    _b   = b[i];
         var    _c   = c[i];
         if (_b < minv)
         {
             minv = _b;
         }
         if (_c < minv)
         {
             minv = _c;
         }
         if (_b > maxv)
         {
             maxv = _b;
         }
         if (_c > maxv)
         {
             maxv = _c;
         }
         min[i] = minv;
         max[i] = maxv;
     }
 }
示例#18
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        // Intersects ray r = p + td, |d| = 1, with sphere s and, if intersecting,
        // returns t value of intersection and intersection point q
        public static bool IntersectRaySphere(LVector3 p, LVector3 d, Sphere s, out LFloat t, out LVector3 q)
        {
            LVector3 m = p - s.c;
            LFloat   b = Dot(m, d);
            LFloat   c = Dot(m, m) - s.r * s.r;

            t = LFloat.zero;
            q = p;
            // Exit if r’s origin outside s (c > 0)and r pointing away from s (b > 0)
            if (c > LFloat.zero && b > LFloat.zero)
            {
                return(false);
            }
            LFloat discr = b * b - c;

            // A negative discriminant corresponds to ray missing sphere
            if (discr < LFloat.zero)
            {
                return(false);
            }
            // Ray now found to intersect sphere, compute smallest t value of intersection
            t = -b - Sqrt(discr);
            // If t is negative, ray started inside sphere so clamp t to zero
            if (t < LFloat.zero)
            {
                t = LFloat.zero;
            }
            q = p + t * d;
            return(true);
        }
示例#19
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        public void ShowBlockInventory(BlocksPlayer playerUsing, LVector3 block)
        {
            Inventory   blockInventory;
            BlockOrItem customBlock;

            if (blocksWorld.world.BlockHasInventory(block, out blockInventory) && blocksWorld.blocksPack.customBlocks.ContainsKey(block.BlockV, out customBlock))
            {
                ShowPlayerInventory(playerUsing);
                blockShowing          = block;
                blockShowingInventory = blockInventory;
                blocksWorld.otherObjectInventoryGui.displaying               = true;
                blocksWorld.otherObjectInventoryGui.playerUsing              = playerUsing;
                blocksWorld.otherObjectInventoryGui.inventory                = blockInventory;
                blocksWorld.otherObjectInventoryGui.inventory                = blockInventory;
                blocksWorld.otherObjectInventoryGui.screenOffset             = new Vector2(0, 300);
                blocksWorld.otherObjectInventoryGui.customBlockOwner         = customBlock;
                blocksWorld.otherObjectInventoryGui.customBlockOwnerPosition = block;
                blocksWorld.otherObjectInventoryGui.numRows = customBlock.NumInventoryRows();
                showingInventory      = true;
                showingBlockInventory = true;
            }
            else
            {
                HidePlayerInventory();
                blockShowing          = LVector3.Invalid;
                blockShowingInventory = null;
                showingBlockInventory = false;
                showingInventory      = false;
            }
        }
示例#20
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        public static bool IntersectRayOBB(LVector3 o, LVector3 d, OBB obb, out LFloat tmin, out LVector3 p)
        {
            var fo = o - obb.c;
            var fd = obb.u.WorldToLocal(d);

            return(Utils.IntersectRayAABB(fo, fd, obb.ToAABB(), out tmin, out p));
        }
示例#21
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 public static LVector3 Lerp(LVector3 a, LVector3 b, LFloat f)
 {
     return(new LVector3(true,
                         (int)(((long)(b._x - a._x) * f._val) / LFloat.Precision) + a._x,
                         (int)(((long)(b._y - a._y) * f._val) / LFloat.Precision) + a._y,
                         (int)(((long)(b._z - a._z) * f._val) / LFloat.Precision) + a._z));
 }
示例#22
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    public override void ApplyPositionCorrection(float deltaTime)
    {
        if ((objA.linearVelocity - objB.linearVelocity).sqrMagnitude <= 0)
        {
            LVector2 ca = objA.GetWorldCenterOfMass();
            LVector2 ra = anchorA - ca;
            LVector2 cb = objB.GetWorldCenterOfMass();
            LVector2 rb = anchorB - cb;

            LFloat   pa  = objA.mass / (objA.mass + objB.mass);
            LVector3 dva = -(LVector3)normal * penetration * pa * ERP;
            LVector3 dvb = (LVector3)normal * penetration * (1 - pa) * ERP;
            LFloat   dwa = LVector3.Cross(ra, dva * objA.mass).z *objA.inertiaInverse *deltaTime;
            LFloat   dwb = LVector3.Cross(rb, dvb * objB.mass).z *objB.inertiaInverse *deltaTime;

            if (objA.rigidBody != null && !objA.rigidBody.isFixed)
            {
                objA.transform.position    += LParser.Parse(dva);
                objA.transform.eulerAngles += new Vector3(0, 0, (dwa * Mathf.Rad2Deg).ToFloat());
            }
            if (objB.rigidBody != null && !objB.rigidBody.isFixed)
            {
                objB.transform.position    += LParser.Parse(dvb);
                objB.transform.eulerAngles += new Vector3(0, 0, (dwb * Mathf.Rad2Deg).ToFloat());
            }
        }
    }
示例#23
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 public static LVector3 set(this LVector3 vec, LFloat x, LFloat y, LFloat z)
 {
     vec.x = x;
     vec.y = y;
     vec.z = z;
     return(vec);
 }
示例#24
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 public static LVector3 mulAdd(this LVector3 _this, LVector3 vec, LFloat scalar)
 {
     _this.x += vec.x * scalar;
     _this.y += vec.y * scalar;
     _this.z += vec.z * scalar;
     return(_this);
 }
示例#25
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        public static bool TestAABB(LVector3 min0, LVector3 max0, LVector3 min1, LVector3 max1,
                                    ref CollisionResult result,
                                    bool twod = true)
        {
            _distances[0] = max1[0] - min0[0];
            _distances[1] = max0[0] - min1[0];
            _distances[2] = max1[2] - min0[2];
            _distances[3] = max0[2] - min1[2];

            var iter = 4;

            // test y if 3d
            if (!twod)
            {
                _distances[4] = max1[1] - min0[1];
                _distances[5] = max0[1] - min1[1];
                iter          = 6;
            }

            for (int i = 0; i < iter; i++)
            {
                if (_distances[i] < LFloat.zero)
                {
                    return(false);
                }

                if ((i == 0) || _distances[i] < result.Penetration)
                {
                    result.Penetration = _distances[i];
                    //result.Normal = _aabbNormals[i];
                }
            }

            return(true);
        }
 public static int3 floor(LVector3 vec)
 {
     return(new int3(
                LMath.FloorToInt(vec.x),
                LMath.FloorToInt(vec.y),
                LMath.FloorToInt(vec.z)
                ));
 }
示例#27
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 public static LVector3 Cross(LVector3 lhs, LVector3 rhs)
 {
     return(new LVector3(true,
                         ((long)lhs._y * rhs._z - (long)lhs._z * rhs._y) / LFloat.Precision,
                         ((long)lhs._z * rhs._x - (long)lhs._x * rhs._z) / LFloat.Precision,
                         ((long)lhs._x * rhs._y - (long)lhs._y * rhs._x) / LFloat.Precision
                         ));
 }
示例#28
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        public static LFloat Dot(LVector3 lhs, LVector3 rhs)
        {
            var val = ((long)lhs._x) * rhs._x + ((long)lhs._y) * rhs._y + ((long)lhs._z) * rhs._z;

            return(new LFloat(true, val / LFloat.Precision));

            ;
        }
示例#29
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 public static LVector3 Cross(LVector3 lhs, LVector3 rhs)
 {
     return(new LVector3(
                lhs.y * rhs.z - lhs.z * rhs.y,
                lhs.z * rhs.x - lhs.x * rhs.z,
                lhs.x * rhs.y - lhs.y * rhs.x
                ));
 }
示例#30
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 public virtual void TakeDamage(int amount, LVector3 hitPoint)
 {
     if (isInvincible || isDead)
     {
         return;
     }
     OnTakeDamage(amount, hitPoint);
 }