示例#1
0
            /// <summary>
            /// Performs collision detection and response on two spheres.
            /// </summary>
            public void SphereOnSphere(SphereCollider lhs, SphereCollider rhs)
            {
                // Obtain the positions.
                var a = lhs.position;
                var b = rhs.position;

                // We need to test whether the length from A to B is more than the radius.
                var difference   = b - a;
                var lengthSqr    = difference.sqrMagnitude;
                var radiusSum    = lhs.radius + rhs.radius;
                var radiusSumSqr = radiusSum * radiusSum;

                if (lengthSqr <= radiusSumSqr)
                {
                    // We've collided.
                    var length         = Mathf.Sqrt(lengthSqr);
                    var normal         = length != 0f ? difference / length : lhs.transform.forward;
                    var intersection   = radiusSum - length;
                    var pointOfContact = a + normal * (lhs.radius - intersection);

                    response.Respond(lhs, rhs, normal, intersection, pointOfContact);
                }

                else
                {
                    response.NotColliding(lhs, rhs);
                }
            }
示例#2
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        public void Normalize()
        {
            var len = (float)Math.Sqrt(x * x + y * y);

            x /= len;
            y /= len;
        }
示例#3
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        public static UnityEngine.Vector2Int GetSpiralPointByIndex(UnityEngine.Vector2Int center, int index)
        {
            if (index == 0)
            {
                return(center);
            }

            // given n an index in the squared spiral
            // p the sum of point in inner square
            // a the position on the current square
            // n = p + a

            var pos = UnityEngine.Vector2Int.zero;
            var n   = index;
            var r   = Mathf.FloorToInt((Mathf.Sqrt(n + 1) - 1) / 2) + 1;

            // compute radius : inverse arithmetic sum of 8+16+24+...=
            var p = (8 * r * (r - 1)) / 2;
            // compute total point on radius -1 : arithmetic sum of 8+16+24+...

            var en = r * 2;
            // points by face

            var a = (1 + n - p) % (r * 8);

            // compute de position and shift it so the first is (-r,-r) but (-r+1,-r)
            // so square can connect

            //var pos = [0, 0, r];
            switch (Mathf.FloorToInt(a / (r * 2f)))
            {
            // find the face : 0 top, 1 right, 2, bottom, 3 left
            case 0: {
                pos[0] = a - r;
                pos[1] = -r;
            }
            break;

            case 1: {
                pos[0] = r;
                pos[1] = (a % en) - r;
            }
            break;

            case 2: {
                pos[0] = r - (a % en);
                pos[1] = r;
            }
            break;

            case 3: {
                pos[0] = -r;
                pos[1] = r - (a % en);
            }
            break;
            }

            return(center + pos);
        }
示例#4
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        /// <summary>
        /// Modeled after the piecewise circular function
        /// y = (1/2)(1 - Math.Sqrt(1 - 4x^2))           ; [0, 0.5)
        /// y = (1/2)(Math.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]
        /// </summary>
        public static float CircularEaseInOut(float p)
        {
            if (p < 0.5f)
            {
                return(0.5f * (1 - Math.Sqrt(1 - 4 * (p * p))));
            }

            return(0.5f * (Math.Sqrt(-((2 * p) - 3) * ((2 * p) - 1)) + 1));
        }
示例#5
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        /// <summary>Normalize the normal of the plane</summary>
        public void Normalize()
        {
            var magnitude = 1.0f / Mathf.Sqrt((a * a) + (b * b) + (c * c));

            a *= magnitude;
            b *= magnitude;
            c *= magnitude;
            d *= magnitude;
        }
示例#6
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        /// <summary>
        /// Modeled after the piecewise circular function
        /// y = (1/2)(1 - Math.Sqrt(1 - 4x^2))           ; [0, 0.5)
        /// y = (1/2)(Math.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]
        /// </summary>
        public static float EaseInOutCircular(this float This)
        {
            if (This < 0.5f)
            {
                return(0.5f * (1 - Math.Sqrt(1 - 4 * (This * This))));
            }

            return(0.5f * (Math.Sqrt(-(2 * This - 3) * (2 * This - 1)) + 1));
        }
示例#7
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        public static FLOAT2 GetPointOnCircle(FLOAT2 point, FLOAT2 center, float radius)
        {
            var vX   = point.x - center.x;
            var vY   = point.y - center.y;
            var magV = Mathf.Sqrt(vX * vX + vY * vY);
            var aX   = center.x + vX / magV * radius;
            var aY   = center.y + vY / magV * radius;

            return(new FLOAT2(aX, aY));
        }
示例#8
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 /// <summary>
 /// Modeled after the piecewise circ function
 /// y = (1/2)(1 - Math.Sqrt(1 - 4x^2))           ; [0, 0.5)
 /// y = (1/2)(Math.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]
 /// </summary>
 internal static float EaseInOutCirc(float p)
 {
     if (p < 0.5f)
     {
         return(0.5f * (1 - Math.Sqrt(1 - (4 * (p * p)))));
     }
     else
     {
         return(0.5f * (Math.Sqrt(-((2 * p) - 3) * ((2 * p) - 1)) + 1));
     }
 }
示例#9
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        public BoundsMap(Func <Cell, float> heightAt, int level)
        {
            minVals = new float[level + 1][];
            maxVals = new float[level + 1][];

            for (var i = 0; i <= level; i++)
            {
                var count = Triangle.CountAtLevel(i);
                minVals[i] = new float[count];
                maxVals[i] = new float[count];
            }

            var mins = minVals[level];
            var maxs = maxVals[level];

            foreach (var triangle in Triangle.AtLevel(level))
            {
                maxs[triangle.Index] = triangle.GetVertices(level).Max(heightAt);

                var min = Mathf.Sqrt(triangle.GetVertices(level).EdgesCircular().Min(e => (e.First.Position * heightAt(e.First) + e.Second.Position * heightAt(e.Second)).sqrMagnitude)) / 2;
                mins[triangle.Index] = Math.Min(min, triangle.GetVertices(level).Min(heightAt));
            }

            for (int i = level - 1; i >= 0; i--)
            {
                var childMins = mins;
                var childMaxs = maxs;
                mins = minVals[i];
                maxs = maxVals[i];

                foreach (var triangle in Triangle.AtLevel(i))
                {
                    var min = float.PositiveInfinity;
                    var max = 0f;

                    foreach (var child in triangle.GetChildren(i + 1))
                    {
                        min = Math.Min(min, childMins[child.Index]);
                        max = Math.Max(max, childMaxs[child.Index]);
                    }

                    mins[triangle.Index] = min;
                    maxs[triangle.Index] = max;
                }
            }
        }
示例#10
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        static float ApproximateEdgeDelta(float gx, float gy, float a)
        {
            // (gx, gy) can be either the local pixel gradient or the direction to the pixel

            if (gx == 0f || gy == 0f)
            {
                // linear function is correct if both gx and gy are zero
                // and still fair if only one of them is zero
                return(0.5f - a);
            }

            // normalize (gx, gy)
            float length = (float)Math.Sqrt(gx * gx + gy * gy);

            gx = gx / length;
            gy = gy / length;

            // reduce symmetrical equation to first octant only
            // gx >= 0, gy >= 0, gx >= gy
            gx = Math.Abs(gx);
            gy = Math.Abs(gy);
            if (gx < gy)
            {
                float temp = gx;
                gx = gy;
                gy = temp;
            }

            // compute delta
            float a1 = 0.5f * gy / gx;

            if (a < a1)
            {
                // 0 <= a < a1
                return(0.5f * (gx + gy) - (float)Math.Sqrt(2f * gx * gy * a));
            }
            if (a < (1f - a1))
            {
                // a1 <= a <= 1 - a1
                return((0.5f - a) * gx);
            }
            // 1-a1 < a <= 1
            return(-0.5f * (gx + gy) + (float)Math.Sqrt(2f * gx * gy * (1f - a)));
        }
示例#11
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        static void UpdateDistance(Pixel p, int x, int y, int oX, int oY)
        {
            var neighbor = pixels[x + oX, y + oY];
            var closest  = pixels[x + oX - neighbor.dX, y + oY - neighbor.dY];

            if (closest.alpha == 0f || closest == p) // neighbor has no closest yet
            // or neighbor's closest is p itself
            {
                return;
            }

            var dX       = neighbor.dX - oX;
            var dY       = neighbor.dY - oY;
            var distance = Math.Sqrt(dX * dX + dY * dY) + ApproximateEdgeDelta(dX, dY, closest.alpha);

            if (distance < p.distance)
            {
                p.distance = distance;
                p.dX       = dX;
                p.dY       = dY;
            }
        }
示例#12
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        static void PostProcess(float maxDistance)
        {
            // adjust distances near edges based on the local edge gradient
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    Pixel p = pixels[x, y];
                    if ((p.dX == 0 && p.dY == 0) || p.distance >= maxDistance)
                    {
                        // ignore edge, inside, and beyond max distance
                        continue;
                    }
                    float
                        dX          = p.dX,
                        dY          = p.dY;
                    Pixel   closest = pixels[x - p.dX, y - p.dY];
                    Vector2 g       = closest.gradient;

                    if (g.x == 0f && g.y == 0f)
                    {
                        // ignore unknown gradients (inside)
                        continue;
                    }

                    // compute hit point offset on gradient inside pixel
                    float df = ApproximateEdgeDelta(g.x, g.y, closest.alpha);
                    float t  = dY * g.x - dX * g.y;
                    float u  = -df * g.x + t * g.y;
                    float v  = -df * g.y - t * g.x;

                    // use hit point to compute distance
                    if (Math.Abs(u) <= 0.5f && Math.Abs(v) <= 0.5f)
                    {
                        p.distance = (float)Math.Sqrt((dX + u) * (dX + u) + (dY + v) * (dY + v));
                    }
                }
            }
        }
示例#13
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        public static bool Intersect(SphereXCollider src, SphereXCollider dst, out XContact?contact)
        {
            var dir      = dst.Position - src.Position;
            var sqrDist  = dir.sqrMagnitude;
            var space    = src.Radius + dst.Radius;
            var sqrSpace = space * space;

            if (sqrDist < sqrSpace)
            {
                var dist = Mathf.Sqrt(sqrDist);
                if (dist != 0)
                {
                    contact = new XContact(src, dst, dir.normalized, space - dist);
                }
                else
                {
                    contact = new XContact(src, dst, Vector3.up, src.Radius);
                }
                return(true);
            }
            contact = null;
            return(false);
        }
示例#14
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        static void ComputeEdgeGradients()
        {
            float sqrt2 = (float)Math.Sqrt(2);

            for (int y = 1; y < height - 1; y++)
            {
                for (int x = 1; x < width - 1; x++)
                {
                    Pixel p = pixels[x, y];
                    if (p.alpha > 0f && p.alpha < 1f)
                    {
                        // estimate gradient of edge pixel using surrounding pixels
                        float g =
                            -pixels[x - 1, y - 1].alpha
                            - pixels[x - 1, y + 1].alpha
                            + pixels[x + 1, y - 1].alpha
                            + pixels[x + 1, y + 1].alpha;
                        p.gradient.x = g + (pixels[x + 1, y].alpha - pixels[x - 1, y].alpha) * sqrt2;
                        p.gradient.y = g + (pixels[x, y + 1].alpha - pixels[x, y - 1].alpha) * sqrt2;
                        p.gradient.Normalize();
                    }
                }
            }
        }
示例#15
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文件: Easing.cs 项目: idbrii/cs-tween
 public static float CircIn(float p)
 {
     return(-(Mathf.Sqrt(1f - (p * p)) - 1f));
 }
示例#16
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 /// <summary>
 /// Modeled after shifted quadrant IV of unit circle
 /// </summary>
 public static float EaseInCircular(this float This)
 {
     return(1 - Math.Sqrt(1 - This * This));
 }
示例#17
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 /// <summary>
 /// Modeled after shifted quadrant II of unit circle
 /// </summary>
 internal static float EaseOutCirc(float p)
 {
     return(Math.Sqrt((2 - p) * p));
 }
示例#18
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 /// <summary>
 /// Modeled after shifted quadrant IV of unit circle
 /// </summary>
 internal static float EaseInCirc(float p)
 {
     return(1 - Math.Sqrt(1 - (p * p)));
 }
示例#19
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        /** Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity */
        public static Vector2 CalculateAccelerationToReachPoint(Vector2 deltaPosition, Vector2 targetVelocity, Vector2 currentVelocity, float forwardsAcceleration, float rotationSpeed, float maxSpeed, Vector2 forwardsVector)
        {
            // Guard against div by zero
            if (forwardsAcceleration <= 0)
            {
                return(Vector2.zero);
            }

            float currentSpeed = currentVelocity.magnitude;

            // Convert rotation speed to an acceleration
            // See https://en.wikipedia.org/wiki/Centripetal_force
            var sidewaysAcceleration = currentSpeed * rotationSpeed * Mathf.Deg2Rad;

            // To avoid weird behaviour when the rotation speed is very low we allow the agent to accelerate sideways without rotating much
            // if the rotation speed is very small. Also guards against division by zero.
            sidewaysAcceleration = Mathf.Max(sidewaysAcceleration, forwardsAcceleration);
            sidewaysAcceleration = forwardsAcceleration;

            // Transform coordinates to local space where +X is the forwards direction
            // This is essentially equivalent to Transform.InverseTransformDirection.
            deltaPosition   = VectorMath.ComplexMultiplyConjugate(deltaPosition.ToPFV2(), forwardsVector.ToPFV2()).ToUnityV2();
            targetVelocity  = VectorMath.ComplexMultiplyConjugate(targetVelocity.ToPFV2(), forwardsVector.ToPFV2()).ToUnityV2();
            currentVelocity = VectorMath.ComplexMultiplyConjugate(currentVelocity.ToPFV2(), forwardsVector.ToPFV2()).ToUnityV2();
            float ellipseSqrFactorX = 1 / (forwardsAcceleration * forwardsAcceleration);
            float ellipseSqrFactorY = 1 / (sidewaysAcceleration * sidewaysAcceleration);

            // If the target velocity is zero we can use a more fancy approach
            // and calculate a nicer path.
            // In particular, this is the case at the end of the path.
            if (targetVelocity == Vector2.zero)
            {
                // Run a binary search over the time to get to the target point.
                float mn = 0.01f;
                float mx = 10;
                while (mx - mn > 0.01f)
                {
                    var time = (mx + mn) * 0.5f;

                    // Given that we want to move deltaPosition units from out current position, that our current velocity is given
                    // and that when we reach the target we want our velocity to be zero. Also assume that our acceleration will
                    // vary linearly during the slowdown. Then we can calculate what our acceleration should be during this frame.

                    //{ t = time
                    //{ deltaPosition = vt + at^2/2 + qt^3/6
                    //{ 0 = v + at + qt^2/2
                    //{ solve for a
                    // a = acceleration vector
                    // q = derivative of the acceleration vector
                    var a = (6 * deltaPosition - 4 * time * currentVelocity) / (time * time);
                    var q = 6 * (time * currentVelocity - 2 * deltaPosition) / (time * time * time);

                    // Make sure the acceleration is not greater than our maximum allowed acceleration.
                    // If it is we increase the time we want to use to get to the target
                    // and if it is not, we decrease the time to get there faster.
                    // Since the acceleration is described by acceleration = a + q*t
                    // we only need to check at t=0 and t=time.
                    // Note that the acceleration limit is described by an ellipse, not a circle.
                    var nextA = a + q * time;
                    if (a.x * a.x * ellipseSqrFactorX + a.y * a.y * ellipseSqrFactorY > 1.0f || nextA.x * nextA.x * ellipseSqrFactorX + nextA.y * nextA.y * ellipseSqrFactorY > 1.0f)
                    {
                        mn = time;
                    }
                    else
                    {
                        mx = time;
                    }
                }

                var finalAcceleration = (6 * deltaPosition - 4 * mx * currentVelocity) / (mx * mx);

                // Boosting
                {
                    // The trajectory calculated above has a tendency to use very wide arcs
                    // and that does unfortunately not look particularly good in some cases.
                    // Here we amplify the component of the acceleration that is perpendicular
                    // to our current velocity. This will make the agent turn towards the
                    // target quicker.
                    // How much amplification to use. Value is unitless.
                    const float Boost = 1;
                    finalAcceleration.y *= 1 + Boost;

                    // Clamp the velocity to the maximum acceleration.
                    // Note that the maximum acceleration constraint is shaped like an ellipse, not like a circle.
                    float ellipseMagnitude = finalAcceleration.x * finalAcceleration.x * ellipseSqrFactorX + finalAcceleration.y * finalAcceleration.y * ellipseSqrFactorY;
                    if (ellipseMagnitude > 1.0f)
                    {
                        finalAcceleration /= Mathf.Sqrt(ellipseMagnitude);
                    }
                }

                return(VectorMath.ComplexMultiply(finalAcceleration.ToPFV2(), forwardsVector.ToPFV2()).ToUnityV2());
            }
            else
            {
                // Here we try to move towards the next waypoint which has been modified slightly using our
                // desired velocity at that point so that the agent will more smoothly round the corner.

                // How much to strive for making sure we reach the target point with the target velocity. Unitless.
                const float TargetVelocityWeight = 0.5f;

                // Limit to how much to care about the target velocity. Value is in seconds.
                // This prevents the character from moving away from the path too much when the target point is far away
                const float TargetVelocityWeightLimit = 1.5f;
                float       targetSpeed;
                var         normalizedTargetVelocity = VectorMath.Normalize(targetVelocity.ToPFV2(), out targetSpeed);

                var distance    = deltaPosition.magnitude;
                var targetPoint = deltaPosition.ToPFV2() - normalizedTargetVelocity * System.Math.Min(TargetVelocityWeight * distance * targetSpeed / (currentSpeed + targetSpeed), maxSpeed * TargetVelocityWeightLimit);

                // How quickly the agent will try to reach the velocity that we want it to have.
                // We need this to prevent oscillations and jitter which is what happens if
                // we let the constant go towards zero. Value is in seconds.
                const float TimeToReachDesiredVelocity = 0.1f;
                // TODO: Clamp to ellipse using more accurate acceleration (use rotation speed as well)
                var finalAcceleration = (targetPoint.normalized * maxSpeed - currentVelocity.ToPFV2()) * (1f / TimeToReachDesiredVelocity);

                // Clamp the velocity to the maximum acceleration.
                // Note that the maximum acceleration constraint is shaped like an ellipse, not like a circle.
                float ellipseMagnitude = finalAcceleration.x * finalAcceleration.x * ellipseSqrFactorX + finalAcceleration.y * finalAcceleration.y * ellipseSqrFactorY;
                if (ellipseMagnitude > 1.0f)
                {
                    finalAcceleration /= Mathf.Sqrt(ellipseMagnitude);
                }

                return(VectorMath.ComplexMultiply(finalAcceleration, forwardsVector.ToPFV2()).ToUnityV2());
            }
        }
示例#20
0
 /// <summary>
 /// Modeled after shifted quadrant II of unit circle
 /// </summary>
 public static float EaseOutCircular(this float This)
 {
     return(Math.Sqrt((2 - This) * This));
 }
示例#21
0
 /// <summary>
 /// Modeled after shifted quadrant IV of unit circle
 /// </summary>
 internal static float EaseInCirc(float p) => 1 - Math.Sqrt(1 - (p * p));
示例#22
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 /// <summary>
 /// Modeled after shifted quadrant II of unit circle
 /// </summary>
 internal static float EaseOutCirc(float p) => Math.Sqrt((2 - p) * p);
示例#23
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        public static bool Intersect(CylinderXCollider src, SphereXCollider dst, out XContact?contact)
        {
            var n = dst.Position - src.Position;

            Vector3 closest = n;
            var     extents = src.bounds.Extents;

            closest.x = Mathf.Clamp(closest.x, -extents.x, extents.x);
            closest.y = Mathf.Clamp(closest.y, -extents.y, extents.y);
            closest.z = Mathf.Clamp(closest.z, -extents.z, extents.z);

            var v = new Vector2(closest.x, closest.z);

            if (v.sqrMagnitude > src.Radius * src.Radius)
            {
                v         = v.normalized * src.Radius;
                closest.x = v.x;
                closest.z = v.y;
            }

            bool inside = false;

            if (n == closest)
            {
                inside = true;
                // 往上下移动的最短距离
                var dist1 = extents.y - Mathf.Abs(closest.y);
                // 往水平四周移动的最短距离
                var dist2 = src.Radius - v.magnitude;

                if (dist1 < dist2)
                {
                    closest.y = closest.y > 0 ? extents.y : -extents.y;
                }
                else
                {
                    v         = v.normalized * src.Radius;
                    closest.x = v.x;
                    closest.z = v.y;
                }
            }

            var dir      = n - closest;
            var sqrDist  = dir.sqrMagnitude;
            var space    = dst.Radius;
            var sqrSpace = space * space;

            if (sqrDist < sqrSpace || inside)
            {
                var dist        = Mathf.Sqrt(sqrDist);
                var normal      = dir.normalized;
                var penetration = space - dist;
                if (inside)
                {
                    normal      = -normal;
                    penetration = space + dist;
                }
                if (normal == Vector3.zero)
                {
                    normal = Vector3.up;
                }
                contact = new XContact(src, dst, normal, penetration);
                return(true);
            }
            contact = null;
            return(false);
        }
示例#24
0
        public static bool Intersect(CubeXCollider src, SphereXCollider dst, out XContact?contact)
        {
            // 反向旋转sphere的位置,使得可以在cube的坐标系下进行碰撞判断
            var extents = src.Size * 0.5f;
            var invQ    = Quaternion.Inverse(src.Quaternion);
            var invP    = invQ * (dst.Position - src.Position);

            // 以下所有操作都是在cube的坐标系下,随后的实际方向需要进行坐标系转换
            var n       = invP;
            var closest = n;

            closest.x = Mathf.Clamp(closest.x, -extents.x, extents.x);
            closest.y = Mathf.Clamp(closest.y, -extents.y, extents.y);
            closest.z = Mathf.Clamp(closest.z, -extents.z, extents.z);
            var inside = false;

            if (n == closest)
            {
                inside = true;
                var disX = extents.x - Mathf.Abs(n.x);
                var disY = extents.y - Mathf.Abs(n.y);
                var disZ = extents.z - Mathf.Abs(n.z);
                //找到最近的一个面
                if (disX < disY && disX < disZ)
                {
                    // 沿X轴
                    if (n.x > 0)
                    {
                        closest.x = extents.x;
                    }
                    else
                    {
                        closest.x = -extents.x;
                    }
                }
                else if (disY < disX && disY < disZ)
                {
                    // 沿Y轴
                    if (n.y > 0)
                    {
                        closest.y = extents.y;
                    }
                    else
                    {
                        closest.y = -extents.y;
                    }
                }
                else
                {
                    // 沿Z轴
                    if (n.z > 0)
                    {
                        closest.z = extents.z;
                    }
                    else
                    {
                        closest.z = -extents.z;
                    }
                }
            }
            var dir      = n - closest;
            var sqrDist  = dir.sqrMagnitude;
            var space    = dst.Radius;
            var sqrSpace = space * space;

            if (sqrDist < sqrSpace || inside)
            {
                var dist        = Mathf.Sqrt(sqrDist);
                var normal      = (src.Quaternion * dir).normalized;
                var penetration = space - dist;
                if (inside)
                {
                    normal      = -normal;
                    penetration = space + dist;
                }
                if (normal == Vector3.zero)
                {
                    normal = Vector3.up;
                }
                contact = new XContact(src, dst, normal, penetration);
                return(true);
            }
            contact = null;
            return(false);
        }
示例#25
0
 /// <summary>
 /// Modeled after shifted quadrant II of unit circle
 /// </summary>
 static internal float easeOutCirc(float p)
 {
     return(Math.Sqrt((2 - p) * p));
 }
示例#26
0
 /// <summary>
 /// Modeled after shifted quadrant IV of unit circle
 /// </summary>
 public static float CircularEaseIn(float p)
 {
     return(1 - Math.Sqrt(1 - (p * p)));
 }
示例#27
0
 /// <summary>
 /// Modeled after shifted quadrant II of unit circle
 /// </summary>
 public static float CircularEaseOut(float p)
 {
     return(Math.Sqrt((2 - p) * p));
 }
示例#28
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 /// <summary>
 /// Modeled after shifted quadrant IV of unit circle
 /// </summary>
 static internal float easeInCirc(float p)
 {
     return(1 - Math.Sqrt(1 - (p * p)));
 }