Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Support
Submit feedback
Contribute to GitLab
Sign in / Register
Toggle navigation
C
curvedflats
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
6
Issues
6
List
Boards
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Flatland
curvedflats
Commits
cf50696c
Commit
cf50696c
authored
Aug 17, 2019
by
Chae Ho Shin
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
trajectory finally working, close issue
#19
close
#29
parent
7c65eb6d
Changes
4
Show whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
32 additions
and
139 deletions
+32
-139
Test.unity
Assets/Scenes/Test.unity
+6
-6
FlatlandMovement.cs
Assets/Scripts/FlatlandMovement.cs
+1
-1
PathRenderer.cs
Assets/Scripts/PathRenderer.cs
+6
-123
PlayerMovement.cs
Assets/Scripts/PlayerMovement.cs
+19
-9
No files found.
Assets/Scenes/Test.unity
View file @
cf50696c
...
...
@@ -3257,7 +3257,7 @@ MeshRenderer:
m_RenderingLayerMask
:
1
m_RendererPriority
:
0
m_Materials
:
-
{
fileID
:
2100000
,
guid
:
7286fb01c3bf28349bf3a51860aefb00
,
type
:
2
}
-
{
fileID
:
2100000
,
guid
:
eb322bc5933761d4fb98f8561eadae28
,
type
:
2
}
m_StaticBatchInfo
:
firstSubMesh
:
0
subMeshCount
:
0
...
...
@@ -3755,7 +3755,7 @@ Transform:
m_GameObject
:
{
fileID
:
1713675711
}
m_LocalRotation
:
{
x
:
0.7071068
,
y
:
-0
,
z
:
-0
,
w
:
0.7071068
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
500
,
y
:
500
.00024
,
z
:
1
}
m_LocalScale
:
{
x
:
500
,
y
:
500
,
z
:
1
}
m_Children
:
-
{
fileID
:
948598109
}
m_Father
:
{
fileID
:
739347347
}
...
...
@@ -3812,13 +3812,13 @@ SpriteRenderer:
m_LightmapParameters
:
{
fileID
:
0
}
m_SortingLayerID
:
0
m_SortingLayer
:
0
m_SortingOrder
:
0
m_SortingOrder
:
-1
m_Sprite
:
{
fileID
:
0
}
m_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
m_Color
:
{
r
:
0.04416871
,
g
:
1
,
b
:
0
,
a
:
1
}
m_FlipX
:
0
m_FlipY
:
0
m_DrawMode
:
0
m_Size
:
{
x
:
19.2
,
y
:
10.8
}
m_DrawMode
:
2
m_Size
:
{
x
:
0.01
,
y
:
0.01
}
m_AdaptiveModeThreshold
:
0.5
m_SpriteTileMode
:
0
m_WasSpriteAssigned
:
0
...
...
Assets/Scripts/FlatlandMovement.cs
View file @
cf50696c
...
...
@@ -200,7 +200,7 @@ public class FlatlandMovement : MonoBehaviour
Vector3
finaldeltav
=
new
Vector3
((
float
)(
deltav
[
1
]
/
tt
),
0.0f
,
(
float
)(
deltav
[
2
]
/
tt
));
this
.
v
=
finaldeltav
;
//
this.v = finaldeltav;
}
...
...
Assets/Scripts/PathRenderer.cs
View file @
cf50696c
...
...
@@ -89,21 +89,20 @@ public class PathRenderer : MonoBehaviour
square
.
pathList
[
0
]
=
transform
.
localPosition
;
square
.
pathVelocity
[
0
]
=
0.0f
;
var
tmp
=
transform
.
InverseTransformPoint
(
point
);
square
.
pathList
[
1
]
=
new
Vector3
(
tmp
.
x
,
tmp
.
y
,
0.0f
);
square
.
pathVelocity
[
1
]
=
velocityslider
.
GetLogScaleValue
();
square
.
pathList
.
Add
(
new
Vector3
(
tmp
.
x
,
tmp
.
y
,
0.0f
));
square
.
pathVelocity
.
Add
(
velocityslider
.
GetLogScaleValue
());
_pathRenderer
.
positionCount
=
square
.
pathList
.
Count
();
_pathRenderer
.
SetPositions
(
square
.
pathList
.
ToArray
());
_InstantiatePathCollider
(
0
);
}
private
void
_ResetPaths
()
{
_pathRenderer
.
positionCount
=
2
;
_pathRenderer
.
positionCount
=
1
;
square
.
pathList
.
Clear
();
square
.
pathVelocity
.
Clear
();
square
.
pathList
.
Add
(
transform
.
localPosition
);
square
.
pathVelocity
.
Add
(
0.0f
);
square
.
pathList
.
Add
(
transform
.
localPosition
);
square
.
pathVelocity
.
Add
(
0.0f
);
_pathRenderer
.
SetPositions
(
square
.
pathList
.
ToArray
());
for
(
int
i
=
0
;
i
<
transform
.
childCount
;
i
++)
{
...
...
@@ -212,7 +211,7 @@ public class PathRenderer : MonoBehaviour
var
atmp
=
(
float
)(
v
*
Constants
.
c
);
double
[]
vtmp
=
{
(
atmp
*
(
acceleration
.
x
/
acceleration
.
magnitude
)),
0.0
,
(
atmp
*
(
acceleration
.
z
/
acceleration
.
magnitude
))
};
double
[]
xtmp
=
{
dest
.
magnitude
/
(
v
*
Constants
.
c
),
dest
.
x
,
dest
.
z
};
double
[]
xtmp
=
{
dest
.
magnitude
/
(
v
),
dest
.
x
,
dest
.
z
};
var
deltavnaive
=
V
.
DenseOfArray
(
vtmp
);
var
deltaxnaive
=
V
.
DenseOfArray
(
xtmp
);
...
...
@@ -247,123 +246,7 @@ public class PathRenderer : MonoBehaviour
}
yield
return
new
WaitForFixedUpdate
();
}
/*
levelManager.player.alpha = new Vector3(0, 0, 0);
var v = square.GetPathVelocity(i);
var atmp = (float)(v * Constants.c);
double[] vtmp = { ((acceleration.x / acceleration.magnitude)), 0.0, ((acceleration.z / acceleration.magnitude)) };
var deltavnaive = V.DenseOfArray(vtmp);
double[] tmp = {Constants.c * Constants.Gamma(deltavnaive.L2Norm()),
deltavnaive[0] * Constants.Gamma(deltavnaive.L2Norm()),
deltavnaive[2] * Constants.Gamma(deltavnaive.L2Norm())};
var deltav = V.DenseOfArray(tmp);
if (u.magnitude > 0.0f)
{
deltav = Constants.BoostMatrix(u) * deltav;
var deltavsize = Mathf.Sqrt((float)(deltav[1] * deltav[1] + deltav[2] * deltav[2]));
deltav = atmp / deltavsize * deltav;
deltav[0] = Constants.Gamma(atmp) * Constants.c;
deltav[1] *= Constants.Gamma(atmp);
deltav[2] *= Constants.Gamma(atmp);
deltav = Constants.BoostMatrix(-u) * deltav;
}
else
{
var deltavsize = Mathf.Sqrt((float)(deltav[1] * deltav[1] + deltav[2] * deltav[2]));
deltav = atmp / deltavsize * deltav;
deltav[0] = Constants.Gamma(atmp) * Constants.c;
deltav[1] *= Constants.Gamma(atmp);
deltav[2] *= Constants.Gamma(atmp);
}
var tt = deltav[0] / Constants.c;
Vector3 finaldeltav = new Vector3((float)(deltav[1] / tt), 0.0f, (float)(deltav[2] / tt));
levelManager.player.v = finaldeltav;
var prevdistance = (dest
+ (new Vector3(Background.transform.position.x, 0, Background.transform.position.z))
- (new Vector3(levelManager.player.transform.position.x, 0, levelManager.player.transform.position.z)));
yield return new WaitForFixedUpdate();
while (true)
{
var distanceleft = (dest
+ (new Vector3(Background.transform.position.x, 0, Background.transform.position.z))
- (new Vector3(levelManager.player.transform.position.x, 0, levelManager.player.transform.position.z)));
if (distanceleft.magnitude - prevdistance.magnitude >= 0.0f)
break;
prevdistance = distanceleft;
yield return new WaitForFixedUpdate();
}*/
/*
var offsetstartpos = new Vector3(Background.transform.position.x, 0, Background.transform.position.z);
var startpos = new Vector3(levelManager.player.transform.position.x, 0, levelManager.player.transform.position.z);
acceleration = acceleration.normalized;
var deltat = Time.fixedDeltaTime * tinterval;
var v = square.GetPathVelocity(i);
acceleration = (float)((Constants.c / deltat) * MathNet.Numerics.Trig.Asinh(v * Constants.Gamma(v * Constants.c))) * acceleration;
// acceleration required to accelerate to v in deltat seconds: see https://en.wikiversity.org/wiki/Theory_of_relativity/Rindler_coordinates
var startv = levelManager.player.v;
levelManager.player.alpha = acceleration;
for (var j = 0; j < tinterval; ++j)
{
var tmp = (dest
+ (new Vector3(Background.transform.position.x, 0, Background.transform.position.z))
- (new Vector3(levelManager.player.transform.position.x, 0, levelManager.player.transform.position.z)));
yield return new WaitForFixedUpdate();
}
levelManager.player.alpha = new Vector3(0, 0, 0);
var offsetnewpos = new Vector3(Background.transform.position.x, 0, Background.transform.position.z);
var newpos = new Vector3(levelManager.player.transform.position.x, 0, levelManager.player.transform.position.z);
var posdiff = newpos - startpos;
var offset = offsetnewpos - offsetstartpos;
posdiff = posdiff - offset;
while(true)
{
var tmp = (dest
+ (new Vector3(Background.transform.position.x, 0, Background.transform.position.z))
- (new Vector3(levelManager.player.transform.position.x, 0, levelManager.player.transform.position.z)));
if (tmp.magnitude - posdiff.magnitude < 0.0f)
break;
yield return new WaitForFixedUpdate();
}
acceleration = -acceleration;
levelManager.player.alpha = acceleration;
for (var j = 0; j < tinterval; ++j)
{
yield return new WaitForFixedUpdate();
}
levelManager.player.alpha = new Vector3(0, 0, 0);
*/
levelManager
.
player
.
v
=
u
;
levelManager
.
player
.
transform
.
position
=
new
Vector3
(
startpos
.
x
+
finaldeltax
.
x
...
...
Assets/Scripts/PlayerMovement.cs
View file @
cf50696c
...
...
@@ -15,6 +15,9 @@ public class PlayerMovement : FlatlandMovement,IInteractor
private
List
<
InteractiveObject
>
interactiveObjects
;
private
Vector3
startScale
;
private
Vector3
backgroundStartScale
;
// Start is called before the first frame update
void
Start
()
{
...
...
@@ -25,6 +28,8 @@ public class PlayerMovement : FlatlandMovement,IInteractor
time
=
0.0f
;
isinertial
=
true
;
alpha
=
new
Vector3
(
0.0f
,
0.0f
,
0.0f
);
startScale
=
theobject
.
transform
.
localScale
;
backgroundStartScale
=
background
.
transform
.
localScale
;
interactiveObjects
=
new
List
<
InteractiveObject
>();
}
...
...
@@ -52,14 +57,14 @@ public class PlayerMovement : FlatlandMovement,IInteractor
{
base
.
FixedUpdate
();
if
(
v
.
magnitude
>
0.0f
)
/*
if (v.magnitude > 0.0f)
{
Time.fixedDeltaTime = 0.02f / (float)Constants.Gamma(v.magnitude);
if (Time.fixedDeltaTime < 0.002f)
Time.fixedDeltaTime = 0.002f;
}
}
*/
var
prevup
=
transform
.
up
;
var
prevfor
=
transform
.
forward
;
...
...
@@ -79,12 +84,12 @@ public class PlayerMovement : FlatlandMovement,IInteractor
var
dt
=
(
Constants
.
c
/
alpha
.
magnitude
)
*
MathNet
.
Numerics
.
Trig
.
Sinh
(
alpha
.
magnitude
*
Time
.
fixedDeltaTime
/
Constants
.
c
);
var
atmp
=
(
alpha
.
magnitude
*
dt
)
/
Mathf
.
Sqrt
(
1
+
(
float
)((
alpha
.
magnitude
*
dt
/
Constants
.
c
)
*
(
alpha
.
magnitude
*
dt
/
Constants
.
c
)));
/
Mathf
.
Sqrt
(
1
+
(
float
)((
alpha
.
magnitude
*
dt
/
Constants
.
c
)
*
(
alpha
.
magnitude
*
dt
/
Constants
.
c
)));
//var atmp = alpha.magnitude * Time.fixedDeltaTime;
double
[]
vtmp
=
{
(
atmp
*
(
alpha
.
x
/
alpha
.
magnitude
)),
0.0
,(
atmp
*
(
alpha
.
z
/
alpha
.
magnitude
))
};
double
[]
vtmp
=
{
(
atmp
*
(
alpha
.
x
/
alpha
.
magnitude
)),
0.0
,
(
atmp
*
(
alpha
.
z
/
alpha
.
magnitude
))
};
var
deltavnaive
=
V
.
DenseOfArray
(
vtmp
);
double
[]
tmp
=
{
Constants
.
c
*
Constants
.
Gamma
(
deltavnaive
.
L2Norm
()),
...
...
@@ -101,7 +106,7 @@ public class PlayerMovement : FlatlandMovement,IInteractor
var
tt
=
deltav
[
0
]
/
Constants
.
c
;
Vector3
finaldeltav
=
new
Vector3
((
float
)(
deltav
[
1
]
/
tt
),
0.0f
,
(
float
)(
deltav
[
2
]/
tt
));
Vector3
finaldeltav
=
new
Vector3
((
float
)(
deltav
[
1
]
/
tt
),
0.0f
,
(
float
)(
deltav
[
2
]
/
tt
));
var
hmm
=
finaldeltav
-
v
;
...
...
@@ -133,7 +138,7 @@ public class PlayerMovement : FlatlandMovement,IInteractor
var
neworientation
=
(
Quaternion
.
FromToRotation
(
Vector3
.
up
,
vt
))
*
orientation
;
theobject
.
transform
.
rotation
=
Quaternion
.
LookRotation
(
neworientation
,
vt
);
if
(
background
.
GetComponent
<
BackgroundMovement
>().
Toggle
)
if
(
background
.
GetComponent
<
BackgroundMovement
>().
Toggle
)
background
.
transform
.
rotation
=
Quaternion
.
LookRotation
(-
vt
,
neworientation
);
theobject
.
transform
.
parent
=
null
;
...
...
@@ -146,7 +151,12 @@ public class PlayerMovement : FlatlandMovement,IInteractor
theobject
.
transform
.
parent
=
transform
;
if
(
background
.
GetComponent
<
BackgroundMovement
>().
Toggle
)
{
background
.
transform
.
parent
=
transform
;
background
.
transform
.
localScale
=
backgroundStartScale
;
}
theobject
.
transform
.
localScale
=
startScale
;
transform
.
localScale
=
new
Vector3
(
1.0f
,
1.0f
,
(
float
)
gamma
);
// scale x'-axis scale (distance dilation)
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment