Ejemplo n.º 1
0
    def simulate_landing(self):
        pos = vec3(self.car.position)
        vel = vec3(self.car.velocity)
        grav = vec3(0, 0, -650)
        self.trajectory = [vec3(pos)]
        self.landing = False
        collision_normal: Optional[vec3] = None

        dt = 1 / 60
        simulation_duration = 0.8
        for i in range(int(simulation_duration / dt)):
            pos += vel * dt
            vel += grav * dt
            if norm(vel) > 2300: vel = normalize(vel) * 2300
            self.trajectory.append(vec3(pos))

            collision_sphere = sphere(pos, 50)
            collision_ray = Field.collide(collision_sphere)
            collision_normal = collision_ray.direction

            if (norm(collision_normal) > 0.0 or pos[2] < 0) and i > 20:
                self.landing = True
                self.landing_pos = pos
                break

        if self.landing:
            u = collision_normal
            f = normalize(vel - dot(vel, u) * u)
            l = normalize(cross(u, f))
            self.aerial_turn.target = three_vec3_to_mat3(f, l, u)
        else:
            target_direction = normalize(
                normalize(self.car.velocity) - vec3(0, 0, 3))
            self.aerial_turn.target = look_at(target_direction, vec3(0, 0, 1))
Ejemplo n.º 2
0
 def simulate(self):
     ball_prediction = self.get_ball_prediction_struct()
     duration_estimate = math.floor(
         get_time_at_height(self.game.ball.location[2], 0.2) * 10) / 10
     for i in range(6):
         car = Car(self.game.my_car)
         ball = Ball(self.game.ball)
         batmobile = obb()
         batmobile.half_width = vec3(64.4098892211914, 42.335182189941406,
                                     14.697200775146484)
         batmobile.center = car.location + dot(car.rotation,
                                               vec3(9.01, 0, 12.09))
         batmobile.orientation = car.rotation
         dodge = Dodge(car)
         dodge.duration = duration_estimate + i / 60
         dodge.target = ball.location
         for j in range(round(60 * dodge.duration)):
             dodge.target = ball.location
             dodge.step(1 / 60)
             car.step(dodge.controls, 1 / 60)
             prediction_slice = ball_prediction.slices[j]
             physics = prediction_slice.physics
             ball_location = vec3(physics.location.x, physics.location.y,
                                  physics.location.z)
             dodge.target = ball_location
             batmobile.center = car.location + dot(car.rotation,
                                                   vec3(9.01, 0, 12.09))
             batmobile.orientation = car.rotation
             if intersect(sphere(ball_location, 93.15), batmobile) and abs(
                     ball_location[2] - car.location[2]
             ) < 25 and car.location[2] < ball_location[2]:
                 return True, j / 60, ball_location
     return False, None, None
Ejemplo n.º 3
0
    def simulate_landing(self):
        dummy = Car(self.car)
        self.trajectory = [vec3(dummy.position)]
        self.landing = False
        collision_normal: Optional[vec3] = None

        dt = 1 / 60
        simulation_duration = 0.8
        for i in range(int(simulation_duration / dt)):
            dummy.step(Input(), dt)
            self.trajectory.append(vec3(dummy.position))

            collision_sphere = sphere(dummy.position, 50)
            collision_ray = Field.collide(collision_sphere)
            collision_normal = collision_ray.direction

            if (norm(collision_normal) > 0.0
                    or dummy.position[2] < 0) and i > 20:
                self.landing = True
                self.landing_pos = dummy.position
                break

        if self.landing:
            u = collision_normal
            f = normalize(dummy.velocity - dot(dummy.velocity, u) * u)
            l = normalize(cross(u, f))
            self.aerial_turn.target = mat3(f[0], l[0], u[0], f[1], l[1], u[1],
                                           f[2], l[2], u[2])
        else:
            target_direction = normalize(
                normalize(self.car.velocity) - vec3(0, 0, 3))
            self.aerial_turn.target = look_at(target_direction, vec3(0, 0, 1))
Ejemplo n.º 4
0
 def intercept_predicate(self, car: Car, ball: Ball):
     if ball.position[2] > 200 or abs(
             ball.position[1]) > Arena.size[1] - 400:
         return False
     contact_ray = Field.collide(
         sphere(ball.position, self.max_distance_from_wall))
     return norm(contact_ray.start) > 0 and abs(
         dot(ball.velocity, contact_ray.direction)) < 150
Ejemplo n.º 5
0
 def intercept_predicate(self, car: Car, ball: Ball):
     # max_height = align(car, ball, self.target) * 60 + self.max_base_height
     max_height = 300
     contact_ray = Field.collide(sphere(ball.position, max_height))
     return (norm(contact_ray.direction) > 0
             and ball.position[2] < max_height + 50
             and (Arena.inside(ball.position, 100)
                  or distance(ball, self.target) < 1000)
             and abs(car.position[0]) < Arena.size[0] - 300)
Ejemplo n.º 6
0
    def dodge_succesfull(self, car, ball_location, dodge):
        batmobile = obb()
        batmobile.half_width = vec3(64.4098892211914, 42.335182189941406,
                                    14.697200775146484)
        batmobile.center = car.position + dot(car.orientation,
                                              vec3(9.01, 0, 12.09))
        batmobile.orientation = car.orientation
        ball = sphere(ball_location, 93.15)
        b_local = dot(ball.center - batmobile.center, batmobile.orientation)

        closest_local = vec3(
            min(max(b_local[0], -batmobile.half_width[0]),
                batmobile.half_width[0]),
            min(max(b_local[1], -batmobile.half_width[1]),
                batmobile.half_width[1]),
            min(max(b_local[2], -batmobile.half_width[2]),
                batmobile.half_width[2]))

        hit_location = dot(batmobile.orientation,
                           closest_local) + batmobile.center
        if norm(hit_location - ball.center) > ball.radius:
            return None
        # if abs(ball_location[2] - hit_location[2]) < 25 and hit_location[2] < ball_location[2]:
        if abs(ball_location[2] - hit_location[2]) < 25:
            if closest_local[0] > 35 and -12 < closest_local[2] < 12:
                hit_check = True
            else:
                print("local: ", closest_local)
                hit_check = True
        else:
            hit_check = False
        # Seems to work without angle_check. No clue why though
        angle_car_simulation = angle_between(car.orientation,
                                             self.info.my_car.orientation)
        angle_simulation_target = angle_between(car.orientation,
                                                dodge.preorientation)
        angle_check = angle_simulation_target < angle_car_simulation or angle_simulation_target < 0.1
        return hit_check