Aetheria/Assets/Scripts/ServerShared/AetheriaMath.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

70 lines
2.4 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
}
}