using UnityEngine;
using Unity.Mathematics;
using UnityEngine.Assertions;
using Pathfinding.Util;
namespace Pathfinding.PID {
public struct AnglePIDControlOutput2D {
/// How much to rotate in a single time-step. In radians.
public float rotationDelta;
public float targetRotation;
/// How much to move in a single time-step. In world units.
public float2 positionDelta;
public AnglePIDControlOutput2D(float currentRotation, float targetRotation, float rotationDelta, float moveDistance) {
var midpointRotation = currentRotation + rotationDelta * 0.5f;
math.sincos(midpointRotation, out float s, out float c);
this.rotationDelta = rotationDelta;
this.positionDelta = new float2(c, s) * moveDistance;
this.targetRotation = targetRotation;
}
public static AnglePIDControlOutput2D WithMovementAtEnd (float currentRotation, float targetRotation, float rotationDelta, float moveDistance) {
var finalRotation = currentRotation + rotationDelta;
math.sincos(finalRotation, out float s, out float c);
return new AnglePIDControlOutput2D {
rotationDelta = rotationDelta,
targetRotation = targetRotation,
positionDelta = new float2(c, s) * moveDistance,
};
}
}
public struct AnglePIDControlOutput {
/// How much to rotate in a single time-step
public quaternion rotationDelta;
/// How much to move in a single time-step. In world units.
public float3 positionDelta;
public float maxDesiredWallDistance;
public AnglePIDControlOutput(NativeMovementPlane movementPlane, AnglePIDControlOutput2D control2D) {
this.rotationDelta = movementPlane.ToWorldRotationDelta(-control2D.rotationDelta);
this.positionDelta = movementPlane.ToWorld(control2D.positionDelta, 0);
this.maxDesiredWallDistance = 0;
Assert.IsTrue(math.all(math.isfinite(rotationDelta.value)));
Assert.IsTrue(math.all(math.isfinite(positionDelta)));
}
}
}