Aetheria/Assets/Scripts/ServerShared/AetheriaMath.cs
Reinier Vens 645fcf4b09 Sensor Ping
Added ping feature to sensors, pulsing a wave of revealing light into the level
Added IEventBehavior interface, used by sensors and weapons, for behaviors containing event subscriptions which need to be reset when EntityInstance is disposed
Implemented sensor impact for locked weapons (lock speed varies with sensor acquisition)
Added ping cooldown bar to HUD
Added spline curve implementations to AetheriaMath, applied better mapping to wormhole transition animation
Tweaked loadout generator to prefer larger items to a controllable degree (e.g. very important for cargo bays, less for shop inventory), shop inventory bans non-ship hulls and manages internal space more effectively
2021-03-21 01:55:25 +00:00

192 lines
6.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public static class AetheriaMath
{
public const float Deg2Rad = 0.01745329f;
public const float Rad2Deg = 57.29578f;
//first-order intercept using absolute target position
public static float3 FirstOrderIntercept
(
float3 shooterPosition,
float3 shooterVelocity,
float shotSpeed,
float3 targetPosition,
float3 targetVelocity
) {
float3 targetRelativePosition = targetPosition - shooterPosition;
float3 targetRelativeVelocity = targetVelocity - shooterVelocity;
float t = FirstOrderInterceptTime
(
shotSpeed,
targetRelativePosition,
targetRelativeVelocity
);
return targetPosition + t*targetRelativeVelocity;
}
//first-order intercept using relative target position
public static float FirstOrderInterceptTime
(
float shotSpeed,
float3 targetRelativePosition,
float3 targetRelativeVelocity
) {
float velocitySquared = lengthsq(targetRelativeVelocity);
if(velocitySquared < 0.001f)
return 0f;
float a = velocitySquared - shotSpeed*shotSpeed;
//handle similar velocities
if (abs(a) < 0.001f)
{
float t = -lengthsq(targetRelativePosition)/ (2f*dot(targetRelativeVelocity, targetRelativePosition));
return max(t, 0f); //don't shoot back in time
}
float b = 2f*dot(targetRelativeVelocity, targetRelativePosition);
float c = lengthsq(targetRelativePosition);
float determinant = b*b - 4f*a*c;
if (determinant > 0f) { //determinant > 0; two intercept paths (most common)
float t1 = (-b + sqrt(determinant))/(2f*a),
t2 = (-b - sqrt(determinant))/(2f*a);
if (t1 > 0f) {
if (t2 > 0f)
return min(t1, t2); //both are positive
else
return t1; //only t1 is positive
} else
return max(t2, 0f); //don't shoot back in time
} else if (determinant < 0f) //determinant < 0; no intercept path
return 0f;
else //determinant = 0; one intercept path, pretty much never happens
return max(-b/(2f*a), 0f); //don't shoot back in time
}
// http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
// Calculate the distance between
// point pt and the segment p1 --> p2.
public static float FindDistanceToSegment(
float2 pt, float2 p1, float2 p2, out float2 closest)
{
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
if (dx == 0 && dy == 0)
{
// It's a point not a line segment.
closest = p1;
dx = pt.x - p1.x;
dy = pt.y - p1.y;
return sqrt(dx * dx + dy * dy);
}
// Calculate the t that minimizes the distance.
float t = ((pt.x - p1.x) * dx + (pt.y - p1.y) * dy) /
(dx * dx + dy * dy);
// See if this represents one of the segment's
// end points or a point in the middle.
if (t < 0)
{
closest = float2(p1.x, p1.y);
dx = pt.x - p1.x;
dy = pt.y - p1.y;
}
else if (t > 1)
{
closest = float2(p2.x, p2.y);
dx = pt.x - p2.x;
dy = pt.y - p2.y;
}
else
{
closest = float2(p1.x + t * dx, p1.y + t * dy);
dx = pt.x - closest.x;
dy = pt.y - closest.y;
}
return sqrt(dx * dx + dy * dy);
}
//Returns a position between 4 float3s with Catmull-Rom spline algorithm
//http://www.iquilezles.org/www/articles/minispline/minispline.htm
public static float GetCatmullRomPosition(float p0, float p1, float p2, float p3, float t)
{
//The coefficients of the cubic polynomial (except the 0.5f * which I added later for performance)
var a = 2f * p1;
var b = p2 - p0;
var c = 2f * p0 - 5f * p1 + 4f * p2 - p3;
var d = -p0 + 3f * p1 - 3f * p2 + p3;
//The cubic polynomial: a + b * t + c * t^2 + d * t^3
var pos = 0.5f * (a + (b * t) + (c * t * t) + (d * t * t * t));
return pos;
}
public static float3 GetCatmullRomPosition(float3 p0, float3 p1, float3 p2, float3 p3, float t)
{
//The coefficients of the cubic polynomial (except the 0.5f * which I added later for performance)
var a = 2f * p1;
var b = p2 - p0;
var c = 2f * p0 - 5f * p1 + 4f * p2 - p3;
var d = -p0 + 3f * p1 - 3f * p2 + p3;
//The cubic polynomial: a + b * t + c * t^2 + d * t^3
var pos = 0.5f * (a + (b * t) + (c * t * t) + (d * t * t * t));
return pos;
}
// https://catlikecoding.com/unity/tutorials/curves-and-splines/
public static float GetQuadraticSplinePosition(float p0, float p1, float p2, float t)
{
t = saturate(t);
var oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * p0 +
2f * oneMinusT * t * p1 +
t * t * p2;
}
public static float3 GetQuadraticSplinePosition(float3 p0, float3 p1, float3 p2, float t)
{
t = saturate(t);
var oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * p0 +
2f * oneMinusT * t * p1 +
t * t * p2;
}
public static float3 GetCubicSplinePosition (float p0, float p1, float p2, float p3, float t) {
t = saturate(t);
var oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * oneMinusT * p0 +
3f * oneMinusT * oneMinusT * t * p1 +
3f * oneMinusT * t * t * p2 +
t * t * t * p3;
}
public static float3 GetCubicSplinePosition (float3 p0, float3 p1, float3 p2, float3 p3, float t) {
t = saturate(t);
var oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * oneMinusT * p0 +
3f * oneMinusT * oneMinusT * t * p1 +
3f * oneMinusT * t * t * p2 +
t * t * t * p3;
}
public static float Smoothstep(float x)
{
x = saturate(x);
return x * x * (3 - 2 * x);
}
}