Exp() public static method

public static Exp ( float power ) : float
power float
return float
示例#1
0
            /** Creates a VO for avoiding another agent.
             * \param center The position of the other agent relative to this agent.
             * \param offset Offset of the velocity obstacle. For example to account for the agents' relative velocities.
             * \param radius Combined radius of the two agents (radius1 + radius2).
             * \param inverseDt 1 divided by the local avoidance time horizon (e.g avoid agents that we will hit within the next 2 seconds).
             * \param inverseDeltaTime 1 divided by the time step length.
             */
            public VO(Vector2 center, Vector2 offset, float radius, float inverseDt, float inverseDeltaTime)
            {
                // Adjusted so that a parameter weightFactor of 1 will be the default ("natural") weight factor
                this.weightFactor = 1;
                weightBonus       = 0;

                //this.radius = radius;
                Vector2 globalCenter;

                circleCenter = center * inverseDt + offset;

                this.weightFactor = 4 * Mathf.Exp(-Sqr(center.sqrMagnitude / (radius * radius))) + 1;
                // Collision?
                if (center.magnitude < radius)
                {
                    colliding = true;

                    // 0.001 is there to make sure lin1.magnitude is not so small that the normalization
                    // below will return Vector2.zero as that will make the VO invalid and it will be ignored.
                    line1  = center.normalized * (center.magnitude - radius - 0.001f) * 0.3f * inverseDeltaTime;
                    dir1   = new Vector2(line1.y, -line1.x).normalized;
                    line1 += offset;

                    cutoffDir   = Vector2.zero;
                    cutoffLine  = Vector2.zero;
                    dir2        = Vector2.zero;
                    line2       = Vector2.zero;
                    this.radius = 0;
                }
                else
                {
                    colliding = false;

                    center      *= inverseDt;
                    radius      *= inverseDt;
                    globalCenter = center + offset;

                    // 0.001 is there to make sure cutoffDistance is not so small that the normalization
                    // below will return Vector2.zero as that will make the VO invalid and it will be ignored.
                    var cutoffDistance = center.magnitude - radius + 0.001f;

                    cutoffLine  = center.normalized * cutoffDistance;
                    cutoffDir   = new Vector2(-cutoffLine.y, cutoffLine.x).normalized;
                    cutoffLine += offset;

                    float alpha = Mathf.Atan2(-center.y, -center.x);

                    float delta = Mathf.Abs(Mathf.Acos(radius / center.magnitude));

                    this.radius = radius;

                    // Bounding Lines

                    // Point on circle
                    line1 = new Vector2(Mathf.Cos(alpha + delta), Mathf.Sin(alpha + delta));
                    // Vector tangent to circle which is the correct line tangent
                    // Note that this vector is normalized
                    dir1 = new Vector2(line1.y, -line1.x);

                    // Point on circle
                    line2 = new Vector2(Mathf.Cos(alpha - delta), Mathf.Sin(alpha - delta));
                    // Vector tangent to circle which is the correct line tangent
                    // Note that this vector is normalized
                    dir2 = new Vector2(line2.y, -line2.x);

                    line1 = line1 * radius + globalCenter;
                    line2 = line2 * radius + globalCenter;
                }

                segmentStart = Vector2.zero;
                segmentEnd   = Vector2.zero;
                segment      = false;
            }
示例#2
0
 private static float GuassianFunc(float x) => Mathf.Exp((-(x * x)) / 2F) / Mathf.Sqrt(2F * Mathf.PI);