本文整理汇总了C#中IMyEntity.GetLinearVelocity方法的典型用法代码示例。如果您正苦于以下问题:C# IMyEntity.GetLinearVelocity方法的具体用法?C# IMyEntity.GetLinearVelocity怎么用?C# IMyEntity.GetLinearVelocity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类IMyEntity
的用法示例。
在下文中一共展示了IMyEntity.GetLinearVelocity方法的5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: TryAlternates
private void TryAlternates(byte runId, Vector3 pointOfObstruction, IMyEntity obstructing)
{
try
{
m_pathHigh.Clear();
}
catch (IndexOutOfRangeException ioore)
{
m_logger.debugLog("Caught IndexOutOfRangeException", "TryAlternates()", Logger.severity.ERROR);
m_logger.debugLog("Count: " + m_pathHigh.Count, "TryAlternates()", Logger.severity.ERROR);
m_logger.debugLog("Exception: " + ioore, "TryAlternates()", Logger.severity.ERROR);
throw ioore;
}
Vector3 displacement = pointOfObstruction - m_navBlock.WorldPosition;
if (m_canChangeCourse)
{
FindAlternate_AroundObstruction(displacement, pointOfObstruction, obstructing.GetLinearVelocity(), runId);
FindAlternate_JustMove(runId);
}
FindAlternate_HalfwayObstruction(displacement, runId);
m_pathLow.Enqueue(() => m_pathState = PathState.Path_Blocked);
}
示例2: ProjectileIsThreat
private bool ProjectileIsThreat(IMyEntity projectile, TargetType tType)
{
if (projectile.Closed)
return false;
Vector3D projectilePosition = projectile.GetPosition();
BoundingSphereD ignoreArea = new BoundingSphereD(ProjectilePosition(), Options.TargetingRange / 10f);
if (ignoreArea.Contains(projectilePosition) == ContainmentType.Contains)
return false;
Vector3D weaponPosition = ProjectilePosition();
Vector3D nextPosition = projectilePosition + projectile.GetLinearVelocity() / 60f;
if (Vector3D.DistanceSquared(weaponPosition, nextPosition) < Vector3D.DistanceSquared(weaponPosition, projectilePosition))
{
myLogger.debugLog("projectile: " + projectile.getBestName() + ", is moving towards weapon. D0 = " + Vector3D.DistanceSquared(weaponPosition, nextPosition) + ", D1 = " + Vector3D.DistanceSquared(weaponPosition, projectilePosition), "ProjectileIsThreat()");
return true;
}
else
{
myLogger.debugLog("projectile: " + projectile.getBestName() + ", is moving away from weapon. D0 = " + Vector3D.DistanceSquared(weaponPosition, nextPosition) + ", D1 = " + Vector3D.DistanceSquared(weaponPosition, projectilePosition), "ProjectileIsThreat()");
return false;
}
}
示例3: 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.........
示例4: TryAlternates
/// <summary>
/// Enqueue searches for alternate paths.
/// </summary>
/// <param name="runId">Id of search</param>
/// <param name="pointOfObstruction">The point on the path where an obstruction was encountered.</param>
/// <param name="obstructing">The entity that is obstructing the path.</param>
private void TryAlternates(byte runId, Vector3 pointOfObstruction, IMyEntity obstructing)
{
//try
//{
m_pathHigh.Clear();
//}
//catch (IndexOutOfRangeException ioore)
//{
// m_logger.debugLog("Caught IndexOutOfRangeException", "TryAlternates()", Logger.severity.ERROR);
// m_logger.debugLog("Count: " + m_pathHigh.Count, "TryAlternates()", Logger.severity.ERROR);
// m_logger.debugLog("Exception: " + ioore, "TryAlternates()", Logger.severity.ERROR);
// throw ioore;
//}
Vector3 displacement = pointOfObstruction - m_navBlock.WorldPosition;
FindAlternate_HalfwayObstruction(displacement, runId);
if (m_canChangeCourse)
{
// using a halfway point works much better when the obstuction is near the destination
FindAlternate_AroundObstruction(displacement * 0.5f, obstructing.GetLinearVelocity(), runId);
//FindAlternate_AroundObstruction(displacement, pointOfObstruction, obstructing.GetLinearVelocity(), runId);
FindAlternate_JustMove(runId);
}
m_pathLow.Enqueue(() => {
if (m_altPath_AlternatesFound != 0)
SetWaypoint();
RunItem();
});
m_pathLow.Enqueue(() => m_pathState = PathState.Path_Blocked);
}
示例5: CalcRotate
//.........这里部分代码省略.........
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()");
rotateForceRatio = new Vector3(0, 1f, 0);
return;
}
Vector3 targetVelocity = MaxAngleVelocity(displacement, secondsSinceLast);
if (targetEntity != null)
{
Vector3 relativeLinearVelocity = targetEntity.GetLinearVelocity() - Block.Physics.LinearVelocity;
float distance = Vector3.Distance(targetEntity.GetCentre(), Block.CubeBlock.GetPosition());
//Vector3 tangentialVelocity = Vector3.Reject(relativeLinearVelocity, targetEntity.GetCentre() - Block.CubeBlock.GetPosition());
//Vector3 localTangVel = Vector3.Transform(tangentialVelocity, Block.CubeBlock.WorldMatrixNormalizedInv.GetOrientation());
//myLogger.debugLog("relativeLinearVelocity: " + relativeLinearVelocity + ", tangentialVelocity: " + tangentialVelocity + ", localTangVel: " + localTangVel, "CalcRotate()");
float RLV_pitch = Vector3.Dot(relativeLinearVelocity, Block.CubeBlock.WorldMatrix.Up);
float RLV_yaw = Vector3.Dot(relativeLinearVelocity, Block.CubeBlock.WorldMatrix.Left);
float angl_pitch = (float)Math.Atan2(RLV_pitch, distance);
float angl_yaw = (float)Math.Atan2(RLV_yaw, distance);
myLogger.debugLog("relativeLinearVelocity: " + relativeLinearVelocity + ", RLV_yaw: " + RLV_yaw + ", RLV_pitch: " + RLV_pitch + ", angl_yaw: " + angl_yaw + ", angl_pitch: " + angl_pitch, "CalcRotate()");
targetVelocity += new Vector3(angl_pitch, angl_yaw, 0f);
}
Vector3 accel = (targetVelocity - angularVelocity) / secondsSinceLast;
rotateForceRatio = accel / (myGyro.torqueAccelRatio * secondsSinceLast * gyroForce);
myLogger.debugLog("targetVelocity: " + targetVelocity + ", angularVelocity: " + angularVelocity + ", accel: " + accel, "CalcRotate()");
myLogger.debugLog("accel: " + accel + ", torque: " + (myGyro.torqueAccelRatio * secondsSinceLast * gyroForce) + ", rotateForceRatio: " + rotateForceRatio, "CalcRotate()");
// dampeners
for (int i = 0; i < 3; i++)
{
// if targetVelocity is close to 0, use dampeners
float target = targetVelocity.GetDim(i);
if (target > -0.01f && target < 0.01f)
{
//myLogger.debugLog("target near 0 for " + i + ", " + target, "CalcRotate()");
rotateForceRatio.SetDim(i, 0f);
continue;
}
}
}