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C# IMyEntity.GetCentre方法代码示例

本文整理汇总了C#中IMyEntity.GetCentre方法的典型用法代码示例。如果您正苦于以下问题:C# IMyEntity.GetCentre方法的具体用法?C# IMyEntity.GetCentre怎么用?C# IMyEntity.GetCentre使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IMyEntity的用法示例。


在下文中一共展示了IMyEntity.GetCentre方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LastSeen

		private LastSeen(IMyEntity entity)
		{
			this.Entity = entity;
			this.LastSeenAt = DateTime.UtcNow;
			this.LastKnownPosition = entity.GetCentre();
			if (entity.Physics == null)
				this.LastKnownVelocity = Vector3D.Zero;
			else
				this.LastKnownVelocity = entity.Physics.LinearVelocity;

			value_isValid = true;
		}
开发者ID:helppass,项目名称:Autopilot,代码行数:12,代码来源:LastSeen.cs

示例2: in_CalcRotate

        /// <summary>
        /// Calculates the force necessary to rotate the grid. Two degrees of freedom are used to rotate forward toward Direction; the remaining degree is used to face upward towards UpDirect.
        /// </summary>
        /// <param name="localMatrix">The matrix to rotate to face the direction, use a block's local matrix or result of GetMatrix()</param>
        /// <param name="Direction">The direction to face the localMatrix in.</param>
        private void in_CalcRotate(Matrix localMatrix, RelativeDirection3F Direction, RelativeDirection3F UpDirect, IMyEntity targetEntity)
        {
            m_logger.debugLog(Direction == null, "Direction == null", Logger.severity.ERROR);

            m_gyro.Update();
            float minimumMoment = Math.Min(m_gyro.InvertedInertiaMoment.Min(), MaxInverseTensor);
            if (minimumMoment <= 0f)
            {
                // == 0f, not calculated yet. < 0f, we have math failure
                StopRotate();
                m_logger.debugLog(minimumMoment < 0f, "minimumMoment < 0f", Logger.severity.FATAL);
                return;
            }

            localMatrix.M41 = 0; localMatrix.M42 = 0; localMatrix.M43 = 0; localMatrix.M44 = 1;
            Matrix inverted; Matrix.Invert(ref localMatrix, out inverted);

            localMatrix = localMatrix.GetOrientation();
            inverted = inverted.GetOrientation();

            Vector3 localDirect = Direction.ToLocalNormalized();
            Vector3 rotBlockDirect; Vector3.Transform(ref localDirect, ref inverted, out rotBlockDirect);

            float azimuth, elevation; Vector3.GetAzimuthAndElevation(rotBlockDirect, out azimuth, out elevation);

            Vector3 rotaRight = localMatrix.Right;
            Vector3 rotaUp = localMatrix.Up;

            Vector3 NFR_right = Base6Directions.GetVector(Block.CubeBlock.LocalMatrix.GetClosestDirection(ref rotaRight));
            Vector3 NFR_up = Base6Directions.GetVector(Block.CubeBlock.LocalMatrix.GetClosestDirection(ref rotaUp));

            Vector3 displacement = -elevation * NFR_right - azimuth * NFR_up;

            if (UpDirect != null)
            {
                Vector3 upLocal = UpDirect.ToLocalNormalized();
                Vector3 upRotBlock; Vector3.Transform(ref upLocal, ref inverted, out upRotBlock);
                upRotBlock.Z = 0f;
                upRotBlock.Normalize();
                float roll = Math.Sign(upRotBlock.X) * (float)Math.Acos(MathHelper.Clamp(upRotBlock.Y, -1f, 1f));

                Vector3 rotaBackward = localMatrix.Backward;
                Vector3 NFR_backward = Base6Directions.GetVector(Block.CubeBlock.LocalMatrix.GetClosestDirection(ref rotaBackward));

                //m_logger.debugLog("upLocal: " + upLocal + ", upRotBlock: " + upRotBlock + ", roll: " + roll + ", displacement: " + displacement + ", NFR_backward: " + NFR_backward + ", change: " + roll * NFR_backward, "in_CalcRotate()");

                displacement += roll * NFR_backward;
            }

            m_lastMoveAttempt = Globals.UpdateCount;
            Pathfinder.TestRotate(displacement);

            switch (Pathfinder.m_rotateState)
            {
                case Autopilot.Pathfinder.Pathfinder.PathState.Not_Running:
                    m_logger.debugLog("Pathfinder not run yet: " + Pathfinder.m_rotateState);
                    m_lastMove = Globals.UpdateCount;
                    return;
                case Autopilot.Pathfinder.Pathfinder.PathState.No_Obstruction:
                    break;
                default:
                    m_logger.debugLog("Pathfinder not allowing rotation: " + Pathfinder.m_rotateState);
                    return;
            }

            float distanceAngle = displacement.Length();
            if (distanceAngle < m_bestAngle || float.IsNaN(m_navSet.Settings_Current.DistanceAngle))
            {
                m_bestAngle = distanceAngle;
                m_lastMove = Globals.UpdateCount;
            }
            m_navSet.Settings_Task_NavWay.DistanceAngle = distanceAngle;

            //myLogger.debugLog("localDirect: " + localDirect + ", rotBlockDirect: " + rotBlockDirect + ", elevation: " + elevation + ", NFR_right: " + NFR_right + ", azimuth: " + azimuth + ", NFR_up: " + NFR_up + ", disp: " + displacement, "in_CalcRotate()");

            m_rotateTargetVelocity = MaxAngleVelocity(displacement, minimumMoment, targetEntity != null);

            // adjustment to face a moving entity
            if (targetEntity != null)
            {
                Vector3 relativeLinearVelocity = targetEntity.GetLinearVelocity() - LinearVelocity;
                float distance = Vector3.Distance(targetEntity.GetCentre(), Block.CubeBlock.GetPosition());

                //myLogger.debugLog("relativeLinearVelocity: " + relativeLinearVelocity + ", tangentialVelocity: " + tangentialVelocity + ", localTangVel: " + localTangVel, "in_CalcRotate()");

                float RLV_pitch = Vector3.Dot(relativeLinearVelocity, Block.CubeBlock.WorldMatrix.Down);
                float RLV_yaw = Vector3.Dot(relativeLinearVelocity, Block.CubeBlock.WorldMatrix.Right);
                float angl_pitch = (float)Math.Atan2(RLV_pitch, distance);
                float angl_yaw = (float)Math.Atan2(RLV_yaw, distance);

                m_logger.debugLog("relativeLinearVelocity: " + relativeLinearVelocity + ", RLV_yaw: " + RLV_yaw + ", RLV_pitch: " + RLV_pitch + ", angl_yaw: " + angl_yaw + ", angl_pitch: " + angl_pitch + ", total adjustment: " + (NFR_right * angl_pitch + NFR_up * angl_yaw));

                m_rotateTargetVelocity += NFR_right * angl_pitch + NFR_up * angl_yaw;
            }
            //m_logger.debugLog("targetVelocity: " + m_rotateTargetVelocity, "in_CalcRotate()");
//.........这里部分代码省略.........
开发者ID:Souper07,项目名称:Autopilot,代码行数:101,代码来源:Mover.cs

示例3: CalcRotate

		/// <summary>
		/// Calculates the force necessary to rotate the grid.
		/// </summary>
		/// <param name="localMatrix">The matrix to rotate to face the direction, use a block's local matrix or result of GetMatrix()</param>
		/// <param name="Direction">The direction to face the localMatrix in.</param>
		/// <param name="angularVelocity">The local angular velocity of the controlling block.</param>
		private void CalcRotate(Matrix localMatrix, RelativeDirection3F Direction, RelativeDirection3F UpDirect, out Vector3 angularVelocity, IMyEntity targetEntity)
		{
			myLogger.debugLog(Direction == null, "Direction == null", "CalcRotate()", Logger.severity.ERROR);

			angularVelocity = -Vector3.Transform(Block.Physics.AngularVelocity, Block.CubeBlock.WorldMatrixNormalizedInv.GetOrientation());

			//myLogger.debugLog("angular: " + angularVelocity, "CalcRotate()");
			float gyroForce = myGyro.TotalGyroForce();

			float secondsSinceLast = (float)(DateTime.UtcNow - updated_prevAngleVel).TotalSeconds;
			updated_prevAngleVel = DateTime.UtcNow;

			if (rotateForceRatio != Vector3.Zero)
			{
				if (secondsSinceLast <= MaxUpdateSeconds)
				{
					Vector3 ratio = (angularVelocity - prevAngleVel) / (rotateForceRatio * gyroForce * secondsSinceLast);

					//myLogger.debugLog("rotateForceRatio: " + rotateForceRatio + ", ratio: " + ratio + ", accel: " + (angularVelocity - prevAngleVel) + ", torque: " + (rotateForceRatio * gyroForce), "CalcRotate()");

					myGyro.Update_torqueAccelRatio(rotateForceRatio, ratio);
				}
				else
					myLogger.debugLog("prevAngleVel is old: " + secondsSinceLast, "CalcRotate()", Logger.severity.DEBUG);
			}

			localMatrix.M41 = 0; localMatrix.M42 = 0; localMatrix.M43 = 0; localMatrix.M44 = 1;
			Matrix inverted; Matrix.Invert(ref localMatrix, out inverted);

			localMatrix = localMatrix.GetOrientation();
			inverted = inverted.GetOrientation();

			//myLogger.debugLog("local matrix: right: " + localMatrix.Right + ", up: " + localMatrix.Up + ", back: " + localMatrix.Backward + ", trans: " + localMatrix.Translation, "CalcRotate()");
			//myLogger.debugLog("inverted matrix: right: " + inverted.Right + ", up: " + inverted.Up + ", back: " + inverted.Backward + ", trans: " + inverted.Translation, "CalcRotate()");
			//myLogger.debugLog("local matrix: " + localMatrix, "CalcRotate()");
			//myLogger.debugLog("inverted matrix: " + inverted, "CalcRotate()");

			Vector3 localDirect = Direction.ToLocal();
			Vector3 rotBlockDirect; Vector3.Transform(ref localDirect, ref inverted, out rotBlockDirect);

			rotBlockDirect.Normalize();

			float azimuth, elevation; Vector3.GetAzimuthAndElevation(rotBlockDirect, out azimuth, out elevation);

			Vector3 rotaRight = localMatrix.Right;
			Vector3 rotaUp = localMatrix.Up;

			Vector3 NFR_right = Base6Directions.GetVector(Block.CubeBlock.LocalMatrix.GetClosestDirection(ref rotaRight));
			Vector3 NFR_up = Base6Directions.GetVector(Block.CubeBlock.LocalMatrix.GetClosestDirection(ref rotaUp));

			Vector3 displacement = -elevation * NFR_right - azimuth * NFR_up;

			if (UpDirect != null)
			{
				Vector3 upLocal = UpDirect.ToLocal();
				Vector3 upRotBlock; Vector3.Transform(ref upLocal, ref inverted, out upRotBlock);
				float roll; Vector3.Dot(ref upRotBlock, ref Vector3.Right, out roll);

				Vector3 rotaBackward = localMatrix.Backward;
				Vector3 NFR_backward = Base6Directions.GetVector(Block.CubeBlock.LocalMatrix.GetClosestDirection(ref rotaBackward));

				myLogger.debugLog("roll: " + roll + ", displacement: " + displacement + ", NFR_backward: " + NFR_backward + ", change: " + (roll * NFR_backward), "CalcRotate()");

				displacement += roll * NFR_backward;
			}

			NavSet.Settings_Task_NavWay.DistanceAngle = displacement.Length();

			if (NavSet.Settings_Current.CollisionAvoidance)
			{
				myPathfinder.TestRotate(displacement);
				if (!myPathfinder.CanRotate)
				{
					// if cannot rotate and not calculating move, move away from obstruction
					if (myPathfinder.RotateObstruction != null && Globals.UpdateCount >= m_notCalcMove)
					{
						Vector3 position  = Block.CubeBlock.GetPosition();
						Vector3 away = position - myPathfinder.RotateObstruction.GetCentre();
						away.Normalize();
						myLogger.debugLog("Cannot rotate and not calculating move, creating GOLIS to move away from obstruction", "CalcRotate()", Logger.severity.INFO);
						new GOLIS(this, NavSet, position + away * (10f + NavSet.Settings_Current.DestinationRadius), true);
					}
					Logger.debugNotify("Cannot Rotate", 50);
					myLogger.debugLog("Pathfinder not allowing rotation", "CalcRotate()");
					return;
				}
			}

			//myLogger.debugLog("localDirect: " + localDirect + ", rotBlockDirect: " + rotBlockDirect + ", elevation: " + elevation + ", NFR_right: " + NFR_right + ", azimuth: " + azimuth + ", NFR_up: " + NFR_up + ", disp: " + displacement, "CalcRotate()");

			if (myGyro.torqueAccelRatio == 0)
			{
				// do a test
				myLogger.debugLog("torqueAccelRatio == 0", "CalcRotate()");
//.........这里部分代码省略.........
开发者ID:helppass,项目名称:Autopilot,代码行数:101,代码来源:Mover.cs


注:本文中的IMyEntity.GetCentre方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。