Example #1
0
    /// <summary>
    /// Physics Update
    /// </summary>
    void FixedUpdate()
    {
        foreach (GameObject agent in agents)
        {
            if (agent != null)
            {
                AgentPredictiveAvoidanceModel agentOther = agent.GetComponent <AgentPredictiveAvoidanceModel> ();
                Rigidbody agentRigidBody = agent.GetComponent <Rigidbody> ();
                Transform agentTransform = agent.GetComponent <Transform> ();

                float idealWallDistance = agentOther.agentRadius + wallDistance;
                float safe = idealWallDistance * idealWallDistance;

                wall_normal = calc_wall_normal(agentTransform, box1);
                Pair <Vector3, Vector3> line_p = calcWallPointsFromNormal(box1, wall_normal);
                Vector3 n_w = agentTransform.position - closestPointLineSegment(line_p.First, line_p.Second, agentTransform.position);


                //Debug.DrawLine (line_p.First, line_p.Second, Color.blue, 0.02f);

                //Debug.DrawLine (new Vector3(5, 0, box1.zmin), new Vector3(5, 0, box1.zmax), Color.red, 0.02f);

                float d_w = n_w.sqrMagnitude;

                if (d_w < safe)
                {
                    d_w = Mathf.Sqrt(d_w);
                    if (d_w > 0)
                    {
                        n_w /= d_w;
                    }

                    float distanceMinimumRadius = (d_w - agentOther.agentRadius) < 0.001f ? 0.001f : d_w - agentOther.agentRadius;
                    //Debug.Log("idealWallDistance: " + idealWallDistance);
                    //Debug.Log("d_w: " + d_w);
                    //Debug.Log("distanceMinimumRadius: " + distanceMinimumRadius);
                    //Debug.Log("n_w.magnitude: " + n_w.magnitude);
                    //Debug.Log("Final Magnitude: " + (idealWallDistance - d_w) / Mathf.Pow(distanceMinimumRadius, wallSteepness));
                    Vector3 drivingForce = (idealWallDistance - d_w) / Mathf.Pow(distanceMinimumRadius, wallSteepness) * n_w;

                    //Debug.DrawLine(agentTransform.position, agentTransform.position + drivingForce, Color.blue, 0.02f);
                    agentRigidBody.AddForce(drivingForce, ForceMode.Force);

                    // MELISSA check HERE
                    DistractedAgent distractionScript = agent.GetComponent <DistractedAgent>();
                    if (distractionScript != null)
                    {
                        distractionScript.PayAttention();
                    }
                }
            }
        }
    }
Example #2
0
    /// <summary>
    /// Physics update
    /// </summary>
    void FixedUpdate()
    {
        List <KeyValuePair <float, GameObject> > t_pairs = new List <KeyValuePair <float, GameObject> >();

        bool collision_ = false;
        int  count      = 0;

        Vector3 preferredVelocity = agentSelf.GetCurrentGoal() - transform.position;

        float goalDistance = preferredVelocity.sqrMagnitude;

        preferredVelocity *= preferredSpeed / Mathf.Sqrt(goalDistance);

        // Goal Driven Force (Always added)
        Vector3 goalForce = (preferredVelocity - rb.velocity) / ksi;

        rb.AddForce(goalForce, ForceMode.Force);

        Vector3 drivingForce = Vector3.zero;

        Vector3 idealDrivingForce = (preferredVelocity - rb.velocity) / ksi;

        Vector3 desiredVelocity = rb.velocity + idealDrivingForce * Time.fixedDeltaTime;         ///0.02 is the fixed update physics timestep
        float   desiredSpeed    = desiredVelocity.magnitude;

        for (int i = 0; i < neighbor_agents.Length; ++i)
        {
            GameObject agent = neighbor_agents [i];
            if (agent != null)
            {
                if ((agent.transform.position - transform.position).magnitude < neighborDist)
                {
                    AgentPredictiveAvoidanceModel otherAgent = agent.GetComponent <AgentPredictiveAvoidanceModel> ();
                    Rigidbody otherAgentRB        = agent.GetComponent <Rigidbody> ();
                    Transform otherAgentTransform = agent.GetComponent <Transform> ();


                    // ignore own tag and far distance agent
                    if (this.GetInstanceID() == agent.GetInstanceID())
                    {
                        continue;
                    }

                    float combinedRadius = agentPersonalSpace + otherAgent.agentRadius;

                    Vector3 w = otherAgentTransform.position - transform.position;
                    if (w.sqrMagnitude < combinedRadius * combinedRadius)
                    {
                        collision_ = true;
                        t_pairs.Add(new KeyValuePair <float, GameObject> (0.0f, agent));
                    }
                    else
                    {
                        Vector3 relDir = w.normalized;
                        if (Vector3.Dot(relDir, rb.velocity.normalized) < _cosFov)
                        {
                            continue;
                        }

                        float tc = rayIntersectsDisc(transform.position, otherAgentTransform.position, desiredVelocity - otherAgentRB.velocity, combinedRadius);
                        if (tc < timeHorizon)
                        {
                            if (t_pairs.Count < maxNeighbors)
                            {
                                t_pairs.Add(new KeyValuePair <float, GameObject> (tc, agent));
                            }
                            else if (tc < t_pairs.ToArray() [0].Key)
                            {
                                t_pairs.RemoveAt(t_pairs.Count - 1);
                                t_pairs.Add(new KeyValuePair <float, GameObject> (tc, agent));
                            }                             //What to do if max neighbours is reached THIS NEED TO BE IMPLEMENTED
                        }
                    }
                }
            }
        }

        //Debug.Log ("Adding Collision Force");
        for (int i = 0; i < t_pairs.Count; ++i)
        {
            float      t_    = t_pairs[i].Key;
            GameObject agent = t_pairs[i].Value;

            Vector3 forceDirection = transform.position + desiredVelocity * t_ - agent.transform.position - agent.GetComponent <Rigidbody>().velocity *t_;
            float   forceDistance  = forceDirection.magnitude;
            if (forceDistance > 0f)
            {
                forceDirection /= forceDistance;
            }

            float collisionDistance = Mathf.Max(forceDistance - agentRadius - agent.GetComponent <AgentPredictiveAvoidanceModel>().agentRadius, .0f); // distance between their cylindrical bodies at the time of collision
            float D = Mathf.Max(desiredSpeed * t_ + collisionDistance, 0.001f);                                                                       // D = input to evasive force magnitude piecewise function

            float forceMagnitude;
            if (D < dmin)
            {
                forceMagnitude = agentStrength * dmin / D;
            }
            else if (D < dmid)
            {
                forceMagnitude = agentStrength;
            }
            else if (D < dmax)
            {
                forceMagnitude = agentStrength * (dmax - D) / (dmax - dmid);
            }
            else
            {
                forceMagnitude = 0f;
                continue;
            }
            forceMagnitude *= Mathf.Pow((collision_ ? 1.0f : wFactor), count++);
            drivingForce   += forceMagnitude * forceDirection;
        }

        // Add noise for reducing deadlocks adding naturalness
        if (noise)
        {
            float angle = Random.value * 2.0f * Mathf.PI;
            float dist  = Random.value * 0.001f;
            drivingForce += dist * new Vector3(Mathf.Cos(angle), Mathf.Sin(angle));
        }

        //Clamp the force to within a reasonable range
        drivingForce = Vector3.ClampMagnitude(drivingForce, 40.0f);
        rb.AddForce(drivingForce, ForceMode.Force);
    }