示例#1
0
    static bool TestAngleBetween()
    {
        /// :CodeSample: Vec2.AngleBetween
        Vec2  directionA = new Vec2(1, 1);
        Vec2  directionB = new Vec2(-1, 1);
        float angle90    = Vec2.AngleBetween(directionA, directionB);

        directionA = new Vec2(1, 1);
        directionB = new Vec2(0, -2);
        float angleNegative135 = Vec2.AngleBetween(directionA, directionB);

        /// :End:

        directionA = new Vec2(1, 1);
        directionB = new Vec2(0, 1);
        float angle45 = Vec2.AngleBetween(directionA, directionB);

        Log.Info($"AngleBetween 45 == {angle45}, 90 == {angle90}, -135 == {angleNegative135}");
        return(angle45 == 45 && angle90 == 90 && angleNegative135 == -135);
    }
示例#2
0
        private Vec2 GetDirectionAux(Formation f, Agent targetAgent)
        {
            if (f.IsMounted() && targetAgent != null && (double)targetAgent.Velocity.LengthSquared > (double)targetAgent.RunSpeedCached * (double)targetAgent.RunSpeedCached * 0.0900000035762787)
            {
                return(targetAgent.Velocity.AsVec2.Normalized());
            }
            if (this.OrderEnum == FacingOrder.FacingOrderEnum.LookAtDirection)
            {
                return(this.lookAtDirection);
            }
            Vec2 currentPosition  = f.CurrentPosition;
            Vec2 averageOfEnemies = Mission.Current.GetWeightedAverageOfEnemies(f.Team, currentPosition, true);

            if (!averageOfEnemies.IsValid)
            {
                return(f.Direction);
            }
            Vec2 vec2_1 = averageOfEnemies - currentPosition;
            Vec2 vec2_2 = vec2_1.Normalized();

            vec2_1 = averageOfEnemies - currentPosition;
            float length         = vec2_1.Length;
            int   enemyUnitCount = f.QuerySystem.Team.EnemyUnitCount;
            int   countOfUnits   = f.CountOfUnits;
            Vec2  vector2        = f.Direction;
            bool  flag           = (double)length >= (double)countOfUnits * 0.200000002980232;

            if (enemyUnitCount == 0 || countOfUnits == 0)
            {
                flag = false;
            }
            float num = !flag ? 1f : MBMath.ClampFloat((float)countOfUnits * 1f / (float)enemyUnitCount, 0.3333333f, 3f) * MBMath.ClampFloat(length / (float)countOfUnits, 0.3333333f, 3f);

            if (flag && (double)Math.Abs(vec2_2.AngleBetween(vector2)) > 0.174532920122147 * (double)num)
            {
                vector2 = vec2_2;
            }
            return(vector2);
        }
示例#3
0
    bool TestVector2Angles()
    {
        float angle43 = Vec2.AngleBetween(Vec2.FromAngle(0), Vec2.FromAngle(43));
        float angle16 = Vec2.AngleBetween(Vec2.FromAngle(27), Vec2.FromAngle(43));
        float angle74 = Vec2.AngleBetween(Vec2.FromAngle(117), Vec2.FromAngle(43));

        Log.Info($"Vec2.AngleBetween(Vec2.FromAngle(0  ), Vec2.FromAngle(43)): {angle43} - expected 43");
        Log.Info($"Vec2.AngleBetween(Vec2.FromAngle(27 ), Vec2.FromAngle(43)): {angle16} - expected 16");
        Log.Info($"Vec2.AngleBetween(Vec2.FromAngle(117), Vec2.FromAngle(43)): {angle74} - expected -74");

        if (MathF.Abs(angle43 - 43) > tolerance)
        {
            return(false);
        }
        if (MathF.Abs(angle16 - 16) > tolerance)
        {
            return(false);
        }
        if (MathF.Abs(angle74 + 74) > tolerance)
        {
            return(false);
        }
        return(true);
    }
示例#4
0
        protected override object ProcessValue(object curValue)
        {
            Vec2  pos;
            float rot;

            if (curValue is ICharacterLikeMovement clm)
            {
                pos = clm.SmoothPosition;
                rot = clm.SmoothRotation;
                if (EnvironmentAPI.Input.MouseDirFromCameraCenter.Length > 0.01)
                {
                    _visual.VisualPrefab.transform.rotation = Quaternion.Euler(0, Vec2.AngleBetween(EnvironmentAPI.Input.MouseDirFromCameraCenter, Vec2.New(0, 1)), 0);
                }
            }
            else if (curValue is IPositionedEntity pe)
            {
                pos = pe.Position;
                rot = pe.Rotation;
            }
            else
            {
                return(curValue);
            }
            if (_lastPos == default)
            {
                _lastPos = pos;
                _lastRot = rot;
                _visual._animator.SetFloat("dirX", 0);
                _visual._animator.SetFloat("dirY", 0);
                _visual.VisualPrefab.transform.rotation = Quaternion.identity;
                _visual._animator.SetBool("IsRun", false);
            }
            else
            {
                var velocity = (pos - _lastPos) / Time.deltaTime;
                //if (!(curValue is ICharacterLikeMovement) && ((pos - _lastPos).Length > 0.001))
                //    _visual.VisualPrefab.transform.rotation = Quaternion.Euler(0, Vec2.AngleBetween(pos - _lastPos, Vec2.New(0, 1)), 0);
                _lastPos = pos;

                if (curValue is ICharacterLikeMovement charMove)
                {
                    lock (charMove.PhysicsBody.World)
                    {
                        var lv = charMove.PhysicsBody.LinearVelocity;
                        velocity = new Vec2(lv.x, lv.y);
                    }
                }
                //var mouseDir = EnvironmentAPI.Input.MouseDirFromCameraCenter;
                SFML.Graphics.Transform t = SFML.Graphics.Transform.Identity;
                float rotation            = rot;
                _hasRunLerp = Mathf.Clamp(Mathf.Lerp(_hasRunLerp, velocity.Length > 0 ? 1 : 0, 0.3f), 0, 1);
                bool hasRun = _hasRunLerp > 0.5f;
                t.Rotate(360 - rotation);
                var tv         = t.TransformPoint(-velocity.X, velocity.Y);
                var currentDir = new Vec2(tv.X, tv.Y);
                if (_lastDir == default)
                {
                    _lastDir = currentDir;
                }
                else
                {//leeerp
                    var newVec = System.Numerics.Vector2.Lerp(
                        new System.Numerics.Vector2(_lastDir.X, _lastDir.Y),
                        new System.Numerics.Vector2(currentDir.X, currentDir.Y), 0.1f);
                    _lastDir   = new Vec2(newVec.X, newVec.Y);
                    currentDir = _lastDir;
                }
                if (curValue is ICharacterLikeMovement)
                {
                    EnvironmentAPI.Draw.Text(new TextHandle()
                    {
                        Position = new Vec2(200, 400), Text = $"{currentDir} {rotation} {velocity}"
                    });
                }
                _visual._animator.SetFloat("dirX", -currentDir.X / _assumedMaxVelocity);
                _visual._animator.SetFloat("dirY", currentDir.Y / _assumedMaxVelocity);
                _visual._animator.SetBool("IsRun", hasRun);
            }
            return(curValue);
        }