示例#1
0
        protected override void Update()
        {
            emitTimer -= Time.SecScaled;
            if (emitTimer <= 0)
            {
                emitTimer = Rand.Float(EmitRateMin, EmitRateMax);

                int count = Rand.Int(SprayCountMin, SprayCountMax);
                for (int i = 0; i < count; i++)
                {
                    var particle = Particle.Get();

                    particle.Position = Object.WorldPosition;

                    var adjSprayAngle = VectorOps.AddAngleDegrees(EmitDirection, Rand.Float(-SprayAngleVarianceDegrees / 2, SprayAngleVarianceDegrees / 2));
                    particle.Velocity = adjSprayAngle.Scale(Rand.Float(MinSpeed, MaxSpeed));

                    particle.Color     = Color;
                    particle.Lifespan  = Rand.Float(MinLifespan, MaxLifespan);
                    particle.DrawLayer = DrawLayer;

                    Pigeon.World.ParticleRegistry.Register(particle);
                }
            }
        }
示例#2
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        public void CanUse_ScalarTarget_ReturnFalse()
        {
            // arrange
            var target = new DataAndLayout <int>(new int[1], new FastAccess(new Layout(new int[] { }, 0, new int[] { })));

            // action
            var canUse = VectorOps.CanUse(target);

            // assert
            Assert.IsFalse(canUse);
        }
示例#3
0
        public void CanUse_GoodTargetOnly_ReturnTrue()
        {
            // arrange
            var target = new DataAndLayout <int>(new int[10], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { 1 })));

            // action
            var canUse = VectorOps.CanUse(target);

            // assert
            Assert.IsTrue(canUse);
        }
示例#4
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        public void CanUseSrc_WithNullSrc_ReturnTrue()
        {
            // arrange
            const int DummyDimValue = 0;

            // action
            var canUse = VectorOps.CanUseSrc <int>(DummyDimValue, null);

            // assert
            Assert.IsTrue(canUse);
        }
示例#5
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        public void CanUse_TargetIsNotContinuous_ReturnFalse()
        {
            // arrange
            const int NotContinuousStride = 2;
            var       target = new DataAndLayout <int>(new int[20], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { NotContinuousStride })));

            // action
            var canUse = VectorOps.CanUse(target);

            // assert
            Assert.IsFalse(canUse);
        }
示例#6
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        public void CanUse_UnSupportedType_ReturnFalse()
        {
            // arrange
            var data   = new UnSupportedTypeForUnitTestOnly[1];
            var target = new DataAndLayout <UnSupportedTypeForUnitTestOnly>(data, new FastAccess(new Layout(new int[] { }, 0, new int[] { })));

            // action
            var canUse = VectorOps.CanUse(target);

            // assert
            Assert.IsFalse(canUse);
        }
示例#7
0
    private static Arenadata.Collider create_collider_data(Vector3 pos, Quaternion rot, Vector3 scale, Collider collider)
    {
        {
            var box_c = collider as BoxCollider;
            if (box_c != null)
            {
                var s         = box_c.size;
                var box_data  = new Arenadata.BoxShape();
                var local_pos = pos + VectorOps.Mul(box_c.center, scale);
                box_data.Center   = to_arena_type(local_pos);
                box_data.Rotation = to_arena_type(rot);
                box_data.Length   = s.z;
                box_data.Height   = s.y;
                box_data.Width    = s.x;
                var collider_data = new Arenadata.Collider();
                collider_data.Box = box_data;
                return(collider_data);
            }
        }

        {
            var sphere_c = collider as SphereCollider;
            if (sphere_c != null)
            {
                var sphere_data = new Arenadata.SphereShape();
                var local_pos   = pos + VectorOps.Mul(sphere_c.center, scale);
                sphere_data.Rotation = to_arena_type(rot);
                sphere_data.Center   = to_arena_type(local_pos);
                sphere_data.Radius   = sphere_c.radius;
                var collider_data = new Arenadata.Collider();
                collider_data.Sphere = sphere_data;
                return(collider_data);
            }
        }

        {
            var capsule_c = collider as CapsuleCollider;
            if (capsule_c != null)
            {
                var capsule_data = new Arenadata.CapsuleShape();
                var local_pos    = pos + VectorOps.Mul(capsule_c.center, scale);
                capsule_data.Rotation = to_arena_type(rot);
                capsule_data.Center   = to_arena_type(local_pos);
                capsule_data.Radius   = capsule_c.radius;
                var collider_data = new Arenadata.Collider();
                collider_data.Capsule = capsule_data;
                return(collider_data);
            }
        }

        throw new Exception("Scene contains an unsupported collider.");
    }
示例#8
0
        public void CanUse_CanUseBothSrc1AndSrc2_ReturnTrue()
        {
            // arrange
            var target = new DataAndLayout <int>(new int[10], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { 1 })));
            var src1   = new DataAndLayout <int>(new int[10], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { 1 })));
            var src2   = new DataAndLayout <int>(new int[10], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { 1 })));

            // action
            var canUse = VectorOps.CanUse(target, src1, src2);

            // assert
            Assert.IsTrue(canUse);
        }
示例#9
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        public IEnumerable <Ray2D> CreateDetectionRays(Vector2 origin)
        {
            origin += offset;
            Vector3 lineStart = origin - .5f * spread * Vector2.right;
            Vector3 lineEnd   = origin + .5f * spread * Vector2.right;

            for (int i = 0; i < numberOfRays; i++)
            {
                Vector2 rayOrigin    = VectorOps.Lerp(lineStart, lineEnd, (float)i / numberOfRays);
                Vector2 rayDirection = -Vector2.up;

                yield return(new Ray2D(rayOrigin, rayDirection));
            }
        }
示例#10
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        public void CanUseSrc_NoStride_ReturnTrue()
        {
            // arrange
            const int BufferSize = 1;
            const int NumDim     = 1;
            var       data       = new int[BufferSize];
            var       src        = new DataAndLayout <int>(data, new FastAccess(new Layout(new int[] { 1 }, 0, new int[] { 0 })));

            // action
            var canUse = VectorOps.CanUseSrc(NumDim, src);

            // assert
            Assert.IsTrue(canUse);
        }
示例#11
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        public void CanUseSrc_NotContinuousStride_ReturnFalse()
        {
            // arrange
            const int BufferSize = 6;
            const int NumDim     = 3;
            var       data       = new int[BufferSize];
            var       src        = new DataAndLayout <int>(data, new FastAccess(new Layout(new int[] { 1, 2, 3 }, 0, new int[] { 6, 3, 2 })));

            // action
            var canUse = VectorOps.CanUseSrc(NumDim, src);

            // assert
            Assert.IsFalse(canUse);
        }
示例#12
0
    Vector3 ComputePosition(int segmentIndex)
    {
        Vector3 position;
        Vector3 offset        = transform.position;
        Vector3 originalScale = transform.localScale;

        position  = originalScale / NumberOfSegments;
        position *= (-.5f + segmentIndex);
        position += (-.5f * originalScale);
        position  = VectorOps.Multiply(position, new Vector3(1f, 0f, 0f));
        position += offset;

        return(position);
    }
示例#13
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        public void CanUse_CanNotUseSrc1Only_ReturnFalse()
        {
            // arrange
            var target = new DataAndLayout <int>(new int[10], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { 1 })));
            var src2   = new DataAndLayout <int>(new int[10], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { 1 })));

            const int NotContinuousStride = 2;
            var       src1 = new DataAndLayout <int>(new int[20], new FastAccess(new Layout(new int[] { 10 }, 0, new int[] { NotContinuousStride })));

            // action
            var canUse = VectorOps.CanUse(target, src1, src2);

            // assert
            Assert.IsFalse(canUse);
        }
示例#14
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        public void Sqrt()
        {
            // arrange
            const int NumElements = 3;
            var       targetData  = new double[NumElements];
            var       srcData     = new[] { 1.0, 4.0, 16.0 };

            var target = new DataAndLayout <double>(targetData, new FastAccess(new Layout(new int[] { NumElements }, 0, new int[] { 1 })));
            var src    = new DataAndLayout <double>(srcData, new FastAccess(new Layout(new int[] { NumElements }, 0, new int[] { 1 })));

            // action
            VectorOps.Sqrt(target, src);

            // assert
            CollectionAssert.AreEqual(new[] { 1.0, 2.0, 4.0 }, targetData);
        }
示例#15
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        public void Abs()
        {
            // arrange
            var bufferSize = 10;
            var targetData = new int[bufferSize];
            var srcData    = Enumerable.Range(-1 * bufferSize / 2, bufferSize).ToArray();

            var target = new DataAndLayout <int>(targetData, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));
            var src    = new DataAndLayout <int>(srcData, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));

            // action
            VectorOps.Abs(target, src);

            // assert
            var allPositive = target.Data.All(v => v >= 0);

            Assert.IsTrue(allPositive);
        }
示例#16
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        public void Fill()
        {
            // arrange
            var vectorCount = Vector <int> .Count;

            // Itentionally break the alignment for the Vector operation to test more code.
            var bufferSize = 10 + (vectorCount / 2);
            var data       = new int[bufferSize];
            var target     = new DataAndLayout <int>(data, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));

            const int FillPattern = 999;

            // action
            VectorOps.Fill(FillPattern, target);

            // assert
            Assert.IsTrue(data.All(d => d == FillPattern));
        }
示例#17
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        public void Burst(Point position)
        {
            for (int i = 0; i < SprayCount; i++)
            {
                var particle = Particle.Get();

                particle.Position = position;

                var adjSprayAngle = VectorOps.AddAngleDegrees(SprayDir, Rand.Float(-SprayAngleVarianceDegrees, SprayAngleVarianceDegrees));
                particle.Velocity = adjSprayAngle.Scale(Rand.Float(MinSpeed, MaxSpeed));

                particle.Color     = Color;
                particle.Lifespan  = Rand.Float(MinLifespan, MaxLifespan);
                particle.DrawLayer = DrawLayer;

                Pigeon.World.ParticleRegistry.Register(particle);
            }
        }
示例#18
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        public void SyncPlayersAsync()
        {
            foreach (var kv in objects)
            {
                var id      = kv.Key;
                var data    = kv.Value;
                var body    = data.rb;
                var pos     = body.Position;
                var vel     = body.LinearVelocity;
                var ori     = body.Orientation;
                var ang_vel = body.AngularVelocity;

                var pos_distance = VectorOps.Distance(data.last_pos, pos);
                var vel_distance = VectorOps.Distance(data.last_vel, vel);
                var ang_distance = VectorOps.Distance(data.last_ang_vel, vel);
                if (pos_distance > 0.1f ||
                    vel_distance > 0.1f ||
                    MatrixOps.CmpExact(data.last_ori, ori) || //TODO: Do some approximation
                    ang_distance > 0.1f)
                {
                    data.last_pos     = body.Position;
                    data.last_vel     = body.LinearVelocity;
                    data.last_ori     = body.Orientation;
                    data.last_ang_vel = body.AngularVelocity;

                    var ev = new Event3D
                    {
                        ObjectTransformChanged = new Event3D_ObjectTransformChanged
                        {
                            Id           = id,
                            NewTransform = new Transform
                            {
                                Position        = ArenaServiceConv.ToArenaData(pos),
                                Velocity        = ArenaServiceConv.ToArenaData(vel),
                                Rotation        = ArenaServiceConv.ToArenaData(ori),
                                AngularVelocity = ArenaServiceConv.ToArenaData(ang_vel)
                            }
                        }
                    };

                    send_to_all_players(ev);
                }
            }
        }
示例#19
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        public void Copy()
        {
            // arrange
            var vectorCount = Vector <int> .Count;

            // Itentionally break the alignment for the Vector operation to test more code.
            var bufferSize = 10 + (vectorCount / 2);
            var targetData = new int[bufferSize];
            var srcData    = Enumerable.Range(0, bufferSize).ToArray();

            var target = new DataAndLayout <int>(targetData, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));
            var src    = new DataAndLayout <int>(srcData, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));

            // action
            VectorOps.Copy(target, src);

            // assert
            Assert.IsTrue(Enumerable.SequenceEqual(targetData, srcData));
        }
示例#20
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        public void Minimum()
        {
            // arrange
            var bufferSize = 10;
            var targetData = new int[bufferSize];
            var src1Data   = Enumerable.Range(0, bufferSize);
            var src2Data   = src1Data.Reverse();

            var target = new DataAndLayout <int>(targetData, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));
            var src1   = new DataAndLayout <int>(src1Data.ToArray(), new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));
            var src2   = new DataAndLayout <int>(src2Data.ToArray(), new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));

            // action
            VectorOps.Minimum(target, src1, src2);

            // assert
            var expectedData = src1Data.Zip(src2Data, (s1, s2) => Tuple.Create(s1, s2)).Select(t => Math.Min(t.Item1, t.Item2));

            Assert.IsTrue(Enumerable.SequenceEqual(expectedData, targetData));
        }
示例#21
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    void OnDrawGizmosSelected()
    {
        Vector3 offset        = transform.position;
        Vector3 originalScale = transform.localScale;
        Vector3 segmentScale  = VectorOps.Multiply(originalScale, new Vector3(1f / NumberOfSegments, 1f, 1f));

        Gizmos.color = Color.yellow;

        for (int i = 0; i < NumberOfSegments; i++)
        {
            Vector3 position;

            position  = originalScale / NumberOfSegments;
            position *= (.5f + i);
            position += -(.5f * originalScale);
            position  = VectorOps.Multiply(position, new Vector3(1f, 0f, 0f));
            position += offset;

            Gizmos.DrawWireCube(position, segmentScale);
        }
    }
示例#22
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        public void Multiply()
        {
            // arrange
            var vectorCount = Vector <int> .Count;

            // Itentionally break the alignment for the Vector operation to test more code.
            var bufferSize = 10 + (vectorCount / 2);
            var targetData = new int[bufferSize];
            var src1Data   = Enumerable.Range(0, bufferSize).ToArray();
            var src2Data   = Enumerable.Range(0, bufferSize).ToArray();

            var target = new DataAndLayout <int>(targetData, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));
            var src1   = new DataAndLayout <int>(src1Data, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));
            var src2   = new DataAndLayout <int>(src2Data, new FastAccess(new Layout(new int[] { bufferSize }, 0, new int[] { 1 })));

            // action
            VectorOps.Multiply(target, src1, src2);

            // assert
            var expectedData = src1Data.Select(x => x * x).ToArray();

            Assert.IsTrue(Enumerable.SequenceEqual(expectedData, targetData));
        }
示例#23
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        public Vector AvoidCollisions(Vector IntendedVelocity)
        {
            //store the target that collides then, and other stuff
            //that we will need and can avoid recalculating
            //store the first collision time
            float  ShortestTime       = float.NegativeInfinity;
            Unit   FirstTarget        = null;
            float  FirstMinSeperation = 0;
            float  FirstDistance      = 0;
            Vector FirstRelativePos   = new Vector();
            Vector FirstRelativeVel   = new Vector();

            var   UnitsInRange = GetAllUnitsInAvoidanceRange();
            float Distance     = 0;

            Vector RelativePos = new Vector();

            float CollisionRadiusToAvoid = 0F;

            foreach (var unit in UnitsInRange)
            {
                //calc min coll. range
                float CollisionRadius = (float)this.Radius + (float)unit.Radius;


                //Calculate time to collision
                RelativePos = unit.Location.ToVector().Subtract(this.Location.ToVector());
                Distance    = RelativePos.Len();

                Vector RelativeVel = unit.Velocity.Subtract(this.Velocity);

                //Vector RelativeVel = unit.Velocity.Subtract(IntendedVelocity);

                float RelativeSpeed   = RelativeVel.Mag();
                float TimeToCollision = VectorOps.dot(RelativePos, RelativeVel) / (RelativeSpeed * RelativeSpeed);
                TimeToCollision = -TimeToCollision;

                if (TimeToCollision == double.NaN || TimeToCollision > 10 || TimeToCollision < 0)
                {
                    continue;
                }

                if (ShortestTime < TimeToCollision)
                {
                    ShortestTime = TimeToCollision;
                }

                //Check if it is going to be a collision at all

                //var MyPositionAtCollision = (this.Location.World.ToVector()).Add2(this.Velocity.Mult2(TimeToCollision));
                var MyPositionAtCollision  = (this.Location.World.ToVector()).Add2(IntendedVelocity.Mult2(TimeToCollision));
                var HisPositionAtCollision = (unit.Location.World.ToVector()).Add2(unit.Velocity.Mult2(TimeToCollision));

                float MinSeperation = (MyPositionAtCollision.Subtract(HisPositionAtCollision)).Len();
                //float MinSeperation = Distance - RelativeSpeed * ShortestTime;



                if (MinSeperation > CollisionRadius)
                {
                    continue;                                  //skip to the next iteration
                }
                if (TimeToCollision > 0 && TimeToCollision <= ShortestTime)
                {
                    ShortestTime           = TimeToCollision;
                    FirstTarget            = unit;
                    FirstMinSeperation     = MinSeperation;
                    FirstDistance          = Distance;
                    FirstRelativePos       = RelativePos;
                    FirstRelativeVel       = RelativeVel;
                    CollisionRadiusToAvoid = CollisionRadius;
                }
            }

            if (FirstTarget == null)
            {
                return(new Vector());                     //if we have no target, exit
            }
            //if we're going to hit, or if we're hitting already, then do steering based on current pos
            if (FirstMinSeperation <= 0 || Distance < CollisionRadiusToAvoid)
            {
                RelativePos = FirstTarget.Location.ToVector().Subtract(this.Location.ToVector());
            }
            else
            {
                Vector vMultipliedFirstRelativeVel = FirstRelativeVel.Mult2(ShortestTime);

                RelativePos = FirstRelativePos.Add2(vMultipliedFirstRelativeVel);
            }
            RelativePos.Normalize();
            RelativePos.Mult(MaxSpeed);

            RelativePos.Y = -RelativePos.Y;
            RelativePos.X = -RelativePos.X;

            //float dot = VectorOps.dot(RelativePos.Normalize2(), Velocity.Normalize2());
            //if (dot >= 0.01 || dot <= -0.01) //means our velocity is close to perpendicular to collision line
            ////if (true)
            //{
            //    //todo: consider the special case of midVector2
            //    //otherwise the target is to my right
            //    RelativePos = this.Location.World.ToVector().Add2(GetNormal(Velocity.ToLine()));
            //}

            return(RelativePos);
            //apply steering
        }
示例#24
0
 public void RadianToDegree()
 {
     Assert.Equal(0, VectorOps.RadianToDegree(0));
     Assert.Equal(180 / Math.PI, VectorOps.RadianToDegree(1), precision);
     Assert.Equal(180, VectorOps.RadianToDegree((float)Math.PI));
 }
示例#25
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 public void DegreeToRadian()
 {
     Assert.Equal(0, VectorOps.DegreeToRadian(0));
     Assert.Equal(Math.PI, VectorOps.DegreeToRadian(180), precision);
     Assert.Equal(2 * Math.PI, VectorOps.DegreeToRadian(360), precision);
 }
示例#26
0
 public override void Init(int nGPU)
 {
     m_vecOps = new VectorOps(Owner, VectorOps.VectorOperation.Rotate, Owner.Temp);
 }
示例#27
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文件: Rand.cs 项目: jeffdt/BlueSun
 public static Vector2 AngledVector(float length = 1)
 {
     return(VectorOps.FromRadians(AngleInRadians(), length));
 }
示例#28
0
 public override void Init(int nGPU)
 {
     m_vecOps = new VectorOps(Owner, VectorOps.VectorOperation.Angle | VectorOps.VectorOperation.DirectedAngle, Owner.Temp);
 }
示例#29
0
 Vector3 ComputeSegmentScale()
 {
     return(VectorOps.Multiply(transform.localScale, new Vector3(1f / NumberOfSegments, 1f, 1f)));
 }