Example #1
0
        protected void Move(Vector3 position3D, Vector3 deltaPosition)
        {
            bool positionDirty = false;

            if (controller != null && controller.enabled)
            {
                // Use CharacterController
                tr.position = position3D;
                controller.Move(deltaPosition);
                // Grab the position after the movement to be able to take physics into account
                // TODO: Add this into the clampedPosition calculation below to make RVO better respond to physics
                position3D = tr.position;
                if (controller.isGrounded)
                {
                    verticalVelocity = 0;
                }
            }
            else
            {
                // Use Transform, Rigidbody or Rigidbody2D
                float lastElevation;
                movementPlane.ToPlane(position3D, out lastElevation);
                position3D += deltaPosition;

                // Position the character on the ground
                if (usingGravity)
                {
                    position3D = RaycastPosition(position3D, lastElevation);
                }
                positionDirty = true;
            }

            // Clamp the position to the navmesh after movement is done
            var clampedPosition = ClampToNavmesh(position3D);

            // We cannot simply check for equality because some precision may be lost
            // if any coordinate transformations are used.
            if ((clampedPosition - position3D).sqrMagnitude > 0.001f * 0.001f)
            {
                // The agent was outside the navmesh. Remove that component of the velocity
                // so that the velocity only goes along the direction of the wall, not into it
                var difference = movementPlane.ToPlane(clampedPosition - position3D);
                velocity2D -= difference * Vector2.Dot(difference, velocity2D) / difference.sqrMagnitude;

                // Make sure the RVO system knows that there was a collision here
                // Otherwise other agents may think this agent continued
                // to move forwards and avoidance quality may suffer
                if (rvoController != null && rvoController.enabled)
                {
                    rvoController.SetCollisionNormal(difference);
                }
                position3D    = clampedPosition;
                positionDirty = true;
            }

            // Assign the final position to the character if we haven't already set it
            if (positionDirty)
            {
                // Note that rigid.MovePosition may or may not move the character immediately.
                // Check the Unity documentation for the special cases.
                if (rigid != null)
                {
                    rigid.MovePosition(position3D);
                }
                else if (rigid2D != null)
                {
                    rigid2D.MovePosition(position3D);
                }
                else
                {
                    tr.position = position3D;
                }
            }
        }
Example #2
0
        /** Update is called once per frame */
        protected virtual void Update()
        {
            deltaTime = Mathf.Min(Time.smoothDeltaTime * 2, Time.deltaTime);

            if (rp != null)
            {
                RichPathPart currentPart = rp.GetCurrentPart();
                var          fn          = currentPart as RichFunnel;
                if (fn != null)
                {
                    // Clamp the current position to the navmesh
                    // and update the list of upcoming corners in the path
                    // and store that in the 'nextCorners' variable
                    Vector3 position = UpdateTarget(fn);

                    // Only get walls every 5th frame to save on performance
                    if (Time.frameCount % 5 == 0 && wallForce > 0 && wallDist > 0)
                    {
                        wallBuffer.Clear();
                        fn.FindWalls(wallBuffer, wallDist);
                    }

                    // Target point
                    int     tgIndex     = 0;
                    Vector3 targetPoint = nextCorners[tgIndex];
                    Vector3 dir         = targetPoint - position;
                    dir.y = 0;

                    bool passedTarget = Vector3.Dot(dir, currentTargetDirection) < 0;
                    // Check if passed target in another way
                    if (passedTarget && nextCorners.Count - tgIndex > 1)
                    {
                        tgIndex++;
                        targetPoint = nextCorners[tgIndex];
                    }

                    // Check if the target point changed compared to last frame
                    if (targetPoint != lastTargetPoint)
                    {
                        currentTargetDirection   = targetPoint - position;
                        currentTargetDirection.y = 0;
                        currentTargetDirection.Normalize();
                        lastTargetPoint = targetPoint;
                    }

                    // Direction to target
                    dir   = targetPoint - position;
                    dir.y = 0;

                    // Normalized direction
                    Vector3 normdir = VectorMath.Normalize(dir, out distanceToWaypoint);

                    // Is the endpoint of the path (part) the current target point
                    bool targetIsEndPoint = lastCorner && nextCorners.Count - tgIndex == 1;

                    // When very close to the target point, move directly towards the target
                    // instead of using accelerations as they tend to be a bit jittery in this case
                    if (targetIsEndPoint && distanceToWaypoint < 0.01f * maxSpeed)
                    {
                        // Velocity will be at most 1 times max speed, it will be further clamped below
                        velocity = (targetPoint - position) * 100;
                    }
                    else
                    {
                        // Calculate force from walls
                        Vector3 wallForceVector = CalculateWallForce(position, normdir);
                        Vector2 accelerationVector;

                        if (targetIsEndPoint)
                        {
                            accelerationVector = CalculateAccelerationToReachPoint(To2D(targetPoint - position), Vector2.zero, To2D(velocity));
                            //accelerationVector = Vector3.ClampMagnitude(accelerationVector, acceleration);

                            // Reduce the wall avoidance force as we get closer to our target
                            wallForceVector *= System.Math.Min(distanceToWaypoint / 0.5f, 1);

                            if (distanceToWaypoint < endReachedDistance)
                            {
                                // END REACHED
                                NextPart();
                            }
                        }
                        else
                        {
                            var nextNextCorner = tgIndex < nextCorners.Count - 1 ? nextCorners[tgIndex + 1] : (targetPoint - position) * 2 + position;
                            var targetVelocity = (nextNextCorner - targetPoint).normalized * maxSpeed;

                            accelerationVector = CalculateAccelerationToReachPoint(To2D(targetPoint - position), To2D(targetVelocity), To2D(velocity));
                        }

                        // Update the velocity using the acceleration
                        velocity += (new Vector3(accelerationVector.x, 0, accelerationVector.y) + wallForceVector * wallForce) * deltaTime;
                    }

                    var currentNode = fn.CurrentNode;

                    Vector3 closestOnNode;
                    if (currentNode != null)
                    {
                        closestOnNode = currentNode.ClosestPointOnNode(position);
                    }
                    else
                    {
                        closestOnNode = position;
                    }

                    // Distance to the end of the path (as the crow flies)
                    var distToEndOfPath = (fn.exactEnd - closestOnNode).magnitude;

                    // Max speed to use for this frame
                    var currentMaxSpeed = maxSpeed;
                    currentMaxSpeed *= Mathf.Sqrt(Mathf.Min(1, distToEndOfPath / (maxSpeed * slowdownTime)));

                    // Check if the agent should slow down in case it is not facing the direction it wants to move in
                    if (slowWhenNotFacingTarget)
                    {
                        // 1 when normdir is in the same direction as tr.forward
                        // 0.2 when they point in the opposite directions
                        float directionSpeedFactor = Mathf.Max((Vector3.Dot(normdir, tr.forward) + 0.5f) / 1.5f, 0.2f);
                        currentMaxSpeed *= directionSpeedFactor;
                        float currentSpeed = VectorMath.MagnitudeXZ(velocity);
                        float prevy        = velocity.y;
                        velocity.y   = 0;
                        currentSpeed = Mathf.Min(currentSpeed, currentMaxSpeed);

                        // Make sure the agent always moves in the forward direction
                        // except when getting close to the end of the path in which case
                        // the velocity can be in any direction
                        velocity = Vector3.Lerp(velocity.normalized * currentSpeed, tr.forward * currentSpeed, Mathf.Clamp(targetIsEndPoint ? distanceToWaypoint * 2 : 1, 0.0f, 0.5f));

                        velocity.y = prevy;
                    }
                    else
                    {
                        velocity = VectorMath.ClampMagnitudeXZ(velocity, currentMaxSpeed);
                    }

                    // Apply gravity
                    velocity += deltaTime * gravity;

                    if (rvoController != null && rvoController.enabled)
                    {
                        // Send a message to the RVOController that we want to move
                        // with this velocity. In the next simulation step, this velocity
                        // will be processed and it will be fed back the rvo controller
                        // and finally it will be used by this script when calling the
                        // CalculateMovementDelta method below

                        // Make sure that we don't move further than to the end point of the path
                        // If the RVO simulation FPS is low and we did not do this, the agent
                        // might overshoot the target a lot.
                        var rvoTarget = position + VectorMath.ClampMagnitudeXZ(velocity, distToEndOfPath);
                        rvoController.SetTarget(rvoTarget, VectorMath.MagnitudeXZ(velocity), maxSpeed);
                    }

                    // Direction and distance to move during this frame
                    Vector3 deltaPosition;
                    if (rvoController != null && rvoController.enabled)
                    {
                        // Use RVOController to get a processed delta position
                        // such that collisions will be avoided if possible
                        deltaPosition = rvoController.CalculateMovementDelta(position, deltaTime);

                        // The RVOController does not know about gravity
                        // so we copy it from the normal velocity calculation
                        deltaPosition.y = velocity.y * deltaTime;
                    }
                    else
                    {
                        deltaPosition = velocity * deltaTime;
                    }

                    if (targetIsEndPoint)
                    {
                        // Rotate towards the direction that the agent was in
                        // when the target point was seen for the first time
                        // TODO: Some magic constants here, should probably compute them from other variables
                        // or expose them as separate variables
                        Vector3 trotdir = Vector3.Lerp(deltaPosition.normalized, currentTargetDirection, System.Math.Max(1 - distanceToWaypoint * 2, 0));
                        RotateTowards(trotdir);
                    }
                    else
                    {
                        // Rotate towards the direction we are moving in
                        RotateTowards(deltaPosition);
                    }

                    if (controller != null && controller.enabled)
                    {
                        // Use CharacterController
                        tr.position = position;
                        controller.Move(deltaPosition);
                        // Grab the position after the movement to be able to take physics into account
                        position = tr.position;
                    }
                    else
                    {
                        // Use Transform
                        float lastY = position.y;
                        position += deltaPosition;
                        // Position the character on the ground
                        position = RaycastPosition(position, lastY);
                    }

                    // Clamp the position to the navmesh after movement is done
                    var clampedPosition = fn.ClampToNavmesh(position);

                    if (position != clampedPosition)
                    {
                        // The agent was outside the navmesh. Remove that component of the velocity
                        // so that the velocity only goes along the direction of the wall, not into it
                        var difference = clampedPosition - position;
                        velocity -= difference * Vector3.Dot(difference, velocity) / difference.sqrMagnitude;

                        // Make sure the RVO system knows that there was a collision here
                        // Otherwise other agents may think this agent continued to move forwards
                        // and avoidance quality may suffer
                        if (rvoController != null && rvoController.enabled)
                        {
                            rvoController.SetCollisionNormal(difference);
                        }
                    }

                    tr.position = clampedPosition;
                }
                else
                {
                    if (rvoController != null && rvoController.enabled)
                    {
                        //Use RVOController
                        rvoController.Move(Vector3.zero);
                    }
                }
                if (currentPart is RichSpecial)
                {
                    // The current path part is a special part, for example a link
                    // Movement during this part of the path is handled by the TraverseSpecial coroutine
                    if (!traversingSpecialPath)
                    {
                        StartCoroutine(TraverseSpecial(currentPart as RichSpecial));
                    }
                }
            }
            else
            {
                if (rvoController != null && rvoController.enabled)
                {
                    // Use RVOController
                    rvoController.Move(Vector3.zero);
                }
                else
                if (controller != null && controller.enabled)
                {
                }
                else
                {
                    tr.position = RaycastPosition(tr.position, tr.position.y);
                }
            }
        }