Ejemplo n.º 1
0
 private bool RayTrace(Vector3 point0, Vector3 point1)
 {
     foreach (GameObject o in obstacles)
     {
         float        radius = o.renderer.bounds.extents.magnitude;
         Sphere       sphere = new Sphere(radius, o.transform.position);
         BGE.Geom.Ray ray    = new BGE.Geom.Ray();
         ray.look = point1 - point0;
         ray.look.Normalize();
         ray.pos = point0;
         Vector3 intersectionPoint = new Vector3();
         if (sphere.closestRayIntersects(ray, point0, ref intersectionPoint))
         {
             float dist      = (intersectionPoint - point0).magnitude;
             float rayLength = (point1 - point0).magnitude;
             if (dist < rayLength)
             {
                 return(true);
             }
         }
     }
     return(false);
 }
Ejemplo n.º 2
0
 private bool RayTrace(Vector3 point0, Vector3 point1)
 {
     foreach (GameObject o in obstacles)
     {
         float radius = o.renderer.bounds.extents.magnitude;
         Sphere sphere = new Sphere(radius, o.transform.position);
         BGE.Geom.Ray ray = new BGE.Geom.Ray();
         ray.look = point1 - point0;
         ray.look.Normalize();
         ray.pos = point0;
         Vector3 intersectionPoint = new Vector3();
         if (sphere.closestRayIntersects(ray, point0, ref intersectionPoint))
         {
             float dist = (intersectionPoint - point0).magnitude;
             float rayLength = (point1 - point0).magnitude;
             if (dist < rayLength)
             {
                 return true;
             }
         }
     }
     return false;
 }
Ejemplo n.º 3
0
        Vector3 ObstacleAvoidance()
        {
            Vector3 force = Vector3.zero;

            makeFeelers();
            List <GameObject> tagged       = new List <GameObject>();
            float             minBoxLength = 50.0f;
            float             boxLength    = minBoxLength + ((velocity.magnitude / maxSpeed) * minBoxLength * 2.0f);

            if (float.IsNaN(boxLength))
            {
                System.Console.WriteLine("NAN");
            }

            GameObject[] obstacles = GameObject.FindGameObjectsWithTag("obstacle");
            // Matt Bucklands Obstacle avoidance
            // First tag obstacles in range
            if (obstacles.Length == 0)
            {
                return(Vector3.zero);
            }
            foreach (GameObject obstacle in obstacles)
            {
                if (obstacle == null)
                {
                    Debug.Log("Null object");
                    continue;
                }

                Vector3 toCentre = transform.position - obstacle.transform.position;
                float   dist     = toCentre.magnitude;
                if (dist < boxLength)
                {
                    tagged.Add(obstacle);
                }
            }

            float      distToClosestIP             = float.MaxValue;
            GameObject closestIntersectingObstacle = null;
            Vector3    localPosOfClosestObstacle   = Vector3.zero;
            Vector3    intersection = Vector3.zero;

            foreach (GameObject o in tagged)
            {
                Vector3 localPos = transform.InverseTransformPoint(o.transform.position);

                // If the local position has a positive Z value then it must lay
                // behind the agent. (in which case it can be ignored)
                if (localPos.z >= 0)
                {
                    // If the distance from the x axis to the object's position is less
                    // than its radius + half the width of the detection box then there
                    // is a potential intersection.

                    float obstacleRadius = o.transform.localScale.x / 2;
                    float expandedRadius = GetRadius() + obstacleRadius;
                    if ((Math.Abs(localPos.y) < expandedRadius) && (Math.Abs(localPos.x) < expandedRadius))
                    {
                        // Now to do a ray/sphere intersection test. The center of the
                        // Create a temp Entity to hold the sphere in local space
                        Sphere tempSphere = new Sphere(expandedRadius, localPos);

                        // Create a ray
                        BGE.Geom.Ray ray = new BGE.Geom.Ray();
                        ray.pos  = new Vector3(0, 0, 0);
                        ray.look = Vector3.forward;

                        // Find the point of intersection
                        if (tempSphere.closestRayIntersects(ray, Vector3.zero, ref intersection) == false)
                        {
                            continue;
                        }

                        // Now see if its the closest, there may be other intersecting spheres
                        float dist = intersection.magnitude;
                        if (dist < distToClosestIP)
                        {
                            dist = distToClosestIP;
                            closestIntersectingObstacle = o;
                            localPosOfClosestObstacle   = localPos;
                        }
                    }
                }
            }

            if (closestIntersectingObstacle != null)
            {
                // Now calculate the force
                float multiplier = 1.0f + (boxLength - localPosOfClosestObstacle.z) / boxLength;

                //calculate the lateral force
                float obstacleRadius = closestIntersectingObstacle.transform.localScale.x / 2; // closestIntersectingObstacle.GetComponent<Renderer>().bounds.extents.magnitude;
                float expandedRadius = GetRadius() + obstacleRadius;
                force.x = (expandedRadius - Math.Abs(localPosOfClosestObstacle.x)) * multiplier;
                force.y = (expandedRadius - Math.Abs(localPosOfClosestObstacle.y)) * multiplier;

                // Generate positive or negative direction so we steer around!
                // Not always in the same direction as in Matt Bucklands book
                if (localPosOfClosestObstacle.x > 0)
                {
                    force.x = -force.x;
                }

                // If the obstacle is above, steer down
                if (localPosOfClosestObstacle.y > 0)
                {
                    force.y = -force.y;
                }

                if (Params.drawDebugLines)
                {
                    LineDrawer.DrawLine(transform.position, transform.position + transform.forward * boxLength, Color.grey);
                }
                //apply a braking force proportional to the obstacle's distance from
                //the vehicle.
                const float brakingWeight = 0.01f;
                force.z = (expandedRadius -
                           localPosOfClosestObstacle.z) *
                          brakingWeight;

                //finally, convert the steering vector from local to world space
                // Dont include position!
                force = transform.TransformDirection(force);
            }


            return(force);
        }
Ejemplo n.º 4
0
        Vector3 ObstacleAvoidance()
        {
            Vector3 force = Vector3.zero;
            //makeFeelers();
            List<Obstacle> tagged = new List<Obstacle>();
            float boxLength = minBoxLength + ((velocity.magnitude / maxSpeed) * minBoxLength * 2.0f);

            if (float.IsNaN(boxLength))
            {
                System.Console.WriteLine("NAN");
            }

            Obstacle[] obstacles = BoidManager.Instance.obstacles;
            // Matt Bucklands Obstacle avoidance
            // First tag obstacles in range
            if (obstacles.Length == 0)
            {
                return Vector3.zero;
            }
            foreach (Obstacle obstacle in obstacles)
            {
                //
                if (obstacle == null || obstacle.gameObject == gameObject)
                {
                    continue;
                }

                Vector3 toCentre = transform.position - obstacle.transform.position;
                float dist = toCentre.magnitude;
                if (dist < boxLength)
                {
                    tagged.Add(obstacle);
                }
            }

            float distToClosestIP = float.MaxValue;
            Obstacle closestIntersectingObstacle = null;
            Vector3 localPosOfClosestObstacle = Vector3.zero;
            Vector3 intersection = Vector3.zero;

            foreach (Obstacle o in tagged)
            {
                Vector3 localPos = transform.InverseTransformPoint(o.transform.position);

                // If the local position has a positive Z value then it must lay
                // behind the agent. (in which case it can be ignored)
                if (localPos.z >= 0)
                {
                    // If the distance from the x axis to the object's position is less
                    // than its radius + half the width of the detection box then there
                    // is a potential intersection.

                    //float obstacleRadius = o.transform.localScale.x / 2;
                    float obstacleRadius = o.radius;
                    float expandedRadius = radius + obstacleRadius;
                    if ((Math.Abs(localPos.y) < expandedRadius) && (Math.Abs(localPos.x) < expandedRadius))
                    {
                        // Now to do a ray/sphere intersection test. The center of the
                        // Create a temp Entity to hold the sphere in local space
                        Sphere tempSphere = new Sphere(expandedRadius, localPos);

                        // Create a ray
                        BGE.Geom.Ray ray = new BGE.Geom.Ray();
                        ray.pos = new Vector3(0, 0, 0);
                        ray.look = Vector3.forward;

                        // Find the point of intersection
                        if (tempSphere.closestRayIntersects(ray, Vector3.zero, ref intersection) == false)
                        {
                            continue;
                        }

                        // Now see if its the closest, there may be other intersecting spheres
                        float dist = intersection.magnitude;
                        if (dist < distToClosestIP)
                        {
                            dist = distToClosestIP;
                            closestIntersectingObstacle = o;
                            localPosOfClosestObstacle = localPos;
                        }
                    }
                }
            }

            if (closestIntersectingObstacle != null)
            {
                // Now calculate the force
                float multiplier = 1.0f + (boxLength - localPosOfClosestObstacle.z) / boxLength;

                //calculate the lateral force
                float obstacleRadius = closestIntersectingObstacle.radius; // closestIntersectingObstacle.GetComponent<Renderer>().bounds.extents.magnitude;
                float expandedRadius = radius + obstacleRadius;
                force.x = (expandedRadius - Math.Abs(localPosOfClosestObstacle.x)) * multiplier;
                force.y = (expandedRadius - Math.Abs(localPosOfClosestObstacle.y)) * multiplier;

                // Generate positive or negative direction so we steer around!
                // Not always in the same direction as in Matt Bucklands book
                if (localPosOfClosestObstacle.x > 0)
                {
                    force.x = -force.x;
                }

                // If the obstacle is above, steer down
                if (localPosOfClosestObstacle.y > 0)
                {
                    force.y = -force.y;
                }

                if (drawGizmos)
                {
                    LineDrawer.DrawLine(transform.position, transform.position + transform.forward * boxLength, Color.grey);
                }
                //apply a braking force proportional to the obstacle's distance from
                //the vehicle.
                const float brakingWeight = 0.01f;
                force.z = (expandedRadius -
                                   localPosOfClosestObstacle.z) *
                                   brakingWeight;

                //finally, convert the steering vector from local to world space
                // Dont include position!
                force = transform.TransformDirection(force);
            }

            return force;
        }
        Vector3 ObstacleAvoidance()
        {
            Vector3 force = Vector3.zero;
            makeFeelers();
            List<GameObject> tagged = new List<GameObject>();
            float minBoxLength = 20.0f;
            float boxLength = minBoxLength + ((velocity.magnitude / maxSpeed) * minBoxLength * 2.0f);

            if (float.IsNaN(boxLength))
            {
                System.Console.WriteLine("NAN");
            }
            // Matt Bucklands Obstacle avoidance
            // First tag obstacles in range
            GameObject[] obstacles = GameObject.FindGameObjectsWithTag("obstacle");
            if (obstacles.Length == 0)
            {
                return Vector3.zero;
            }
            foreach (GameObject obstacle in obstacles)
            {
                Vector3 toCentre = transform.position - obstacle.transform.position;
                float dist = toCentre.magnitude;
                if (dist < boxLength)
                {
                    tagged.Add(obstacle);
                }
            }

            float distToClosestIP = float.MaxValue;
            GameObject closestIntersectingObstacle = null;
            Vector3 localPosOfClosestObstacle = Vector3.zero;
            Vector3 intersection = Vector3.zero;

            foreach (GameObject o in tagged)
            {
                Vector3 localPos = transform.InverseTransformPoint(o.transform.position);

                // If the local position has a positive Z value then it must lay
                // behind the agent. (in which case it can be ignored)
                if (localPos.z >= 0)
                {
                    // If the distance from the x axis to the object's position is less
                    // than its radius + half the width of the detection box then there
                    // is a potential intersection.

                    float obstacleRadius = o.transform.localScale.x / 2;
                    float expandedRadius = myRadius + obstacleRadius;
                    if ((Math.Abs(localPos.y) < expandedRadius) && (Math.Abs(localPos.x) < expandedRadius))
                    {
                        // Now to do a ray/sphere intersection test. The center of the
                        // Create a temp Entity to hold the sphere in local space
                        Sphere tempSphere = new Sphere(expandedRadius, localPos);

                        // Create a ray
                        BGE.Geom.Ray ray = new BGE.Geom.Ray();
                        ray.pos = new Vector3(0, 0, 0);
                        ray.look = Vector3.forward;

                        // Find the point of intersection
                        if (tempSphere.closestRayIntersects(ray, Vector3.zero, ref intersection) == false)
                        {
                            return Vector3.zero;
                        }

                        // Now see if its the closest, there may be other intersecting spheres
                        float dist = intersection.magnitude;
                        if (dist < distToClosestIP)
                        {
                            dist = distToClosestIP;
                            closestIntersectingObstacle = o;
                            localPosOfClosestObstacle = localPos;
                        }
                    }
                }
                if (closestIntersectingObstacle != null)
                {
                    // Now calculate the force
                    // Calculate Z Axis braking  force
                    float multiplier = 200 * (1.0f + (boxLength - localPosOfClosestObstacle.z) / boxLength);

                    //calculate the lateral force
                    float obstacleRadius = closestIntersectingObstacle.GetComponent<Renderer>().bounds.extents.magnitude;
                    float expandedRadius = myRadius + obstacleRadius;
                    force.x = (expandedRadius - Math.Abs(localPosOfClosestObstacle.x)) * multiplier;
                    force.y = (expandedRadius - -Math.Abs(localPosOfClosestObstacle.y)) * multiplier;

                    if (localPosOfClosestObstacle.x > 0)
                    {
                        force.x = -force.x;
                    }

                    if (localPosOfClosestObstacle.y > 0)
                    {
                        force.y = -force.y;
                    }

                    if (Params.drawDebugLines)
                    {
                        LineDrawer.DrawLine(transform.position, transform.position + transform.forward * boxLength, debugLineColour);
                    }
                    //apply a braking force proportional to the obstacle's distance from
                    //the vehicle.
                    const float brakingWeight = 40.0f;
                    force.z = (obstacleRadius -
                                       localPosOfClosestObstacle.z) *
                                       brakingWeight;

                    //finally, convert the steering vector from local to world space
                    force = transform.TransformPoint(force);
                }
            }

            return force;
        }