Example #1
0
    void setPreferredVelocities()
    {
        /*
         * Set the preferred velocity to be a vector of unit magnitude
         * (speed) in the direction of the goal.
         */
        for (int i = 0; i < Simulator.Instance.getNumAgents(); ++i)
        {
            Vector2 goalVector = goals[i] - Simulator.Instance.getAgentPosition(i);

            if (RVOMath.absSq(goalVector) > 1.0f)
            {
                goalVector = RVOMath.normalize(goalVector);
            }

            Simulator.Instance.setAgentPrefVelocity(i, goalVector);

            /* Perturb a little to avoid deadlocks due to perfect symmetry. */
            float angle = (float)random.NextDouble() * 2.0f * (float)Math.PI;
            float dist  = (float)random.NextDouble() * 0.0001f;

            Simulator.Instance.setAgentPrefVelocity(i, Simulator.Instance.getAgentPrefVelocity(i) +
                                                    dist * new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
        }
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        int agentNum = Simulator.Instance.getNumAgents();

        try
        {
            for (int i = 0; i < agentNum; i++)
            {
                RVO.Vector2 agentPos   = Simulator.Instance.getAgentPosition(i);
                RVO.Vector2 goalVector = rvoGameObjs[i].GetComponent <RVO_Agent>().nextPathNode() - agentPos;

                if (RVOMath.absSq(goalVector) > thresholdToMove)
                {
                    goalVector = RVOMath.normalize(goalVector) * speed_target;
                }

                Simulator.Instance.setAgentPrefVelocity(i, goalVector);

                rvoGameObjs[i].transform.position = toUnityPosition(agentPos);
            }
            Simulator.Instance.doStep();
        }
        catch (System.Exception ex)
        {
            Debug.Log(ex.StackTrace);
        }
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        int agentNumber = Simulator.Instance.getNumAgents();

        try
        {
            for (int i = 0; i < agentNumber; i++)
            {
                RVO.Vector2 agentLoc = Simulator.Instance.getAgentPosition(i);
                RVO.Vector2 station  = rvoGameObj[i].GetComponent <RVOAgent>().calculateNextStation() - agentLoc;

                if (RVOMath.absSq(station) > 1.0f)
                {
                    station = RVOMath.normalize(station);
                }

                Simulator.Instance.setAgentPrefVelocity(i, station);
                agentPositions[i] = Simulator.Instance.getAgentPosition(i);
                //Debug.Log(agentLoc + "  ///  " + agentPositions[i]);
            }
            Simulator.Instance.doStep();
        }
        catch (System.Exception ex) {
            Debug.Log("Exeption: " + ex.Message);
        }
    }
Example #4
0
    // Update is called once per frame
    void Update()
    {
        int agentNum = Simulator.Instance.getNumAgents();

        Debug.Log("simulatorAir agent number = " + agentNum.ToString());
        try
        {
            for (int i = 0; i < agentNum; i++)
            {
                RVO.Vector2 agentPos   = Simulator.Instance.getAgentPosition(i);
                RVO.Vector2 goalVector = rvoGameObjs[i].GetComponent <RVO_AirAgentMove>().goalVector();

                if (RVOMath.absSq(goalVector) > thresholdToMove)
                {
                    goalVector = goalVector * speed_target;
                }

                Simulator.Instance.setAgentPrefVelocity(i, goalVector);

                rvoGameObjs[i].transform.position = toUnityPosition(agentPos);
            }
            Simulator.Instance.doStep();
        }
        catch (System.Exception ex)
        {
            Debug.Log(ex.StackTrace);
        }
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        rallyIsReady = GameObject.FindGameObjectWithTag("Manager").GetComponent <UI_ButtonControl>().SpawnIsDone;
        if (rallyIsReady)
        {
            int agentNum = Simulator.Instance.getNumAgents();
            try
            {
                for (int i = 0; i < agentNum; i++)
                {
                    RVO.Vector2 agentPos   = Simulator.Instance.getAgentPosition(i);
                    RVO.Vector2 goalVector = rvoGameObjs[i].GetComponent <RVO_Agent>().nextPathNode() - agentPos;

                    if (RVOMath.absSq(goalVector) > thresholdToMove)
                    {
                        goalVector = RVOMath.normalize(goalVector) * speed_target;
                    }

                    Simulator.Instance.setAgentPrefVelocity(i, goalVector);

                    rvoGameObjs[i].transform.position = toUnityPosition(agentPos);
                }
                Simulator.Instance.doStep();
            }
            catch (System.Exception ex)
            {
                Debug.Log(ex.StackTrace);
            }
        }
    }
Example #6
0
    // Update is called once per frame
    void Update()
    {
        if (sid >= 0)
        {
            //更改前进的正方向
            //position
            Vector2 pos = Simulator.Instance.getAgentPosition(sid);
            //direction
            Vector2 vel = Simulator.Instance.getAgentPrefVelocity(sid);
            //position
            transform.position = new Vector3(pos.x, transform.position.y, pos.y);
            //direction
            if (Math.Abs(vel.x) > 0.01f && Math.Abs(vel.y) > 0.01f)
            {
                transform.forward = new Vector3(vel.x, 0, vel.y).normalized;
            }
        }


        //if (Input.GetMouseButton(0))
        //{
        //    Debug.LogError("GetMouseButton(0)+左击");
        //}
        //else if (Input.GetMouseButton(1))
        //{
        //    Debug.LogError("GetMouseButton(1)+右击");
        //}



        if (!Input.GetMouseButton(1))
        {
            Simulator.Instance.setAgentPrefVelocity(sid, KInt2.zero);
            return;
        }
        //点击鼠标的右键进入到以下的逻辑
        //鼠标点位 和 角色的位置点
        // 改进的vector2
        KInt2 goalVector = GameMainManager.Instance.mousePosition - Simulator.Instance.getAgentPosition(sid);//GameMainManager.Instance.mousePosition

        //归一化
        if (RVOMath.absSq(goalVector) > 1)
        {
            goalVector = RVOMath.normalize(goalVector);
        }

        Simulator.Instance.setAgentPrefVelocity(sid, goalVector);

        /* Perturb a little to avoid deadlocks due to perfect symmetry. */
        float angle = (float)m_random.NextDouble() * 2.0f * (float)Math.PI;
        float dist  = (float)m_random.NextDouble() * 0.0001f;

        Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) + dist * new KInt2((float)Math.Cos(angle), (float)Math.Sin(angle)));
    }
Example #7
0
        public Vector2 GetGoalVector(int agentId, Vector2 agentPos)
        {
            Vector2 goalVector = goals[agentId] - agentPos;

            if (RVOMath.absSq(goalVector) > 1.0f)
            {
                goalVector = RVOMath.normalize(goalVector);
            }

            return(goalVector);
        }
Example #8
0
    bool reachedGoal()
    {
        /* Check if all agents have reached their goals. */
        for (int i = 0; i < Simulator.Instance.getNumAgents(); ++i)
        {
            if (RVOMath.absSq(Simulator.Instance.getAgentPosition(i) - goals[i]) > 400.0f)
            {
                return(false);
            }
        }

        return(true);
    }
Example #9
0
    void updateRVO()
    {
        if (corner >= agent.path.corners.Length)
        {
            return;
        }
        RVO.Vector2 agentLoc   = Simulator.Instance.getAgentPosition(agentId);
        RVO.Vector2 goalVector = toRVOVector(agent.path.corners[corner]) - agentLoc;

        if (RVOMath.absSq(goalVector) > 1.0f)
        {
            goalVector = RVOMath.normalize(goalVector);
        }

        Simulator.Instance.setAgentPrefVelocity(agentId, goalVector);
    }
Example #10
0
        private Vector2 getPreferredVelocities(int id, Vector2 location)
        {
            Vector2 goalVector = goals[id] - location;

            if (RVOMath.absSq(goalVector) > 1.0f)
            {
                goalVector = RVOMath.normalize(goalVector);
            }

            float angle = (float)random.NextDouble() * 2.0f * (float)Math.PI;
            float dist  = (float)random.NextDouble() * 0.0001f;

            /* Perturb a little to avoid deadlocks due to perfect symmetry. */
            goalVector = goalVector + dist * new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));

            return(goalVector);
        }
Example #11
0
    // Update is called once per frame
    void Update()
    {
        if (sid >= 0)
        {
            Vector2 pos = (Vector2)(VInt2)Simulator.Instance.getAgentPosition(sid);
            Vector2 vel = (Vector2)(VInt2)Simulator.Instance.getAgentPrefVelocity(sid);
            transform.position = new Vector3(pos.x, transform.position.y, pos.y);
            if (Math.Abs(vel.x) > 0.01f && Math.Abs(vel.y) > 0.01f)
            {
                transform.forward = new Vector3(vel.x, 0, vel.y).normalized;
            }
        }

        Simulator.Instance.setAgentPrefVelocity(sid, VInt2.zero);

        //KInt2 goalVector = GameMainManager.Instance.mousePosition - Simulator.Instance.getAgentPosition(sid);//GameMainManager.Instance.mousePosition
        VInt2 goalVector = (VInt2)targetpos - Simulator.Instance.getAgentPosition(sid);//GameMainManager.Instance.mousePosition

        /*if (((VInt2) goalVector).sqrMagnitudeLong < 1000)
         * {
         *  return;
         * }*/
        if (RVOMath.absSq((KInt2)goalVector) > 1)
        {
            goalVector = (VInt2)RVOMath.normalize((KInt2)goalVector);
        }
        else
        {
            return;
        }

        Simulator.Instance.setAgentPrefVelocity(sid, goalVector);

        /* Perturb a little to avoid deadlocks due to perfect symmetry. */

        /*float angle = (float) m_random.NextDouble()*2.0f*(float) Math.PI;
         * float dist = (float) m_random.NextDouble()*0.0001f;
         *
         * Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
         *                                           dist*
         *                                           new KInt2((float) Math.Cos(angle), (float) Math.Sin(angle)));*/
        /*Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
         *                                           (VInt2)(dist*
         *                                           new KInt2((float) Math.Cos(angle), (float) Math.Sin(angle))));*/
    }
    // Update is called once per frame
    void Update()
    {
        for (int i = 0; i < Simulator.Instance.getNumAgents(); i++)
        {
            RVO.Vector2 agentLoc   = Simulator.Instance.getAgentPosition(i);
            RVO.Vector2 goalVector = toRVOVector(goals[i]) - agentLoc;

            if (RVOMath.absSq(goalVector) > 1.0f)
            {
                goalVector = RVOMath.normalize(goalVector);
            }

            Simulator.Instance.setAgentPrefVelocity(i, goalVector);

            RVOAgents[i].transform.localPosition = toUnityVector(agentLoc);
        }
        Simulator.Instance.doStep();
    }
Example #13
0
    void SetPreferredVelocities()
    {
        /*
         * Set the preferred velocity to be a vector of unit magnitude
         * (speed) in the direction of the goal.
         */
        Vector3 g = Vector3.zero;

        for (int i = 0; i < Simulator.Instance.getNumAgents(); ++i)
        {
            RVO.Vector2 goalVector = goals[i] - Simulator.Instance.getAgentPosition(i);

            if (RVOMath.absSq(goalVector) > 1.0f)
            {
                goalVector = RVOMath.normalize(goalVector);
            }
            Simulator.Instance.setAgentPrefVelocity(i, goalVector);
        }
    }
Example #14
0
    void setPreferredVelocities()
    {
        for (int i = 0; i < Simulator.Instance.getNumAgents(); ++i)
        {
            RVO.Vector2 goalVector = goals[i] - Simulator.Instance.getAgentPosition(i);

            if (RVOMath.absSq(goalVector) > 1.0f)
            {
                goalVector = RVOMath.normalize(goalVector) * speed;
            }

            Simulator.Instance.setAgentPrefVelocity(i, goalVector);

            float angle = (float)random.NextDouble() * 2.0f * (float)Math.PI;
            float dist  = (float)random.NextDouble() * 0.0001f;

            Simulator.Instance.setAgentPrefVelocity(i, Simulator.Instance.getAgentPrefVelocity(i) +
                                                    dist * new RVO.Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
        }
    }
Example #15
0
    // Update is called once per frame
    void Update()
    {
        if (sid >= 0)
        {
            Vector3 pos = Simulator.Instance.getAgentPosition(sid);
            Vector3 vel = Simulator.Instance.getAgentPrefVelocity(sid);
            transform.position = new Vector3(pos.x, transform.position.y, pos.y);
            if (Math.Abs(vel.x) > 0.01f && Math.Abs(vel.y) > 0.01f)
            {
                transform.forward = new Vector3(vel.x, 0, vel.y).normalized;
            }
            Debug.Log("Priority " + Simulator.Instance.getAgentPriority(sid));
            if (Simulator.Instance.getAgentPriority(sid) > 1)
            {
                Debug.Log("Count " + Simulator.Instance.getAgentNumAgentNeighbors(sid));
            }
        }

        if (!Input.GetMouseButton(1))
        {
            Simulator.Instance.setAgentPrefVelocity(sid, new Vector3(0, 0));
            return;
        }

        Vector3 goalVector = GameMainManager.Instance.mousePosition - Simulator.Instance.getAgentPosition(sid);

        if (RVOMath.absSq(goalVector) > 1.0f)
        {
            goalVector = RVOMath.normalize(goalVector) * Simulator.Instance.getAgentMaxSpeed(sid);
        }

        Simulator.Instance.setAgentPrefVelocity(sid, goalVector);

        ///* Perturb a little to avoid deadlocks due to perfect symmetry. */
        //float angle = (float) mrandom.NextDouble()*2.0f*(float) Math.PI;
        //float dist = (float) mrandom.NextDouble()*0.0001f;

        //Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
        //                                             dist*
        //                                             new Vector3((float) Math.Cos(angle), (float) Math.Sin(angle)));
    }
Example #16
0
        public void Execute(int i)
        {
            var    index    = Indexes[i];
            float2 agentLoc = Simulator.Instance.getAgentPosition(index);

            SpawnAgentSystem.agents.TryGetValue(index, out var agent);

            int l = waypoints[agent].Length;

            if (l == 0)
            {
                commands.DestroyEntity(i, agent);
                SpawnAgentSystem.agents.Remove(index);
                Simulator.Instance.removeAgent(index);
                return;
            }

            var    next       = GridGeneratorSystem.GridToWorldPos(waypoints[agent][l - 1].Value);
            float2 goalVector = next - agentLoc;

            if (RVOMath.absSq(goalVector) > 1.0f)
            {
                goalVector = math.normalize(goalVector);
            }

            Simulator.Instance.setAgentPrefVelocity(index, goalVector);

            var newPos = new float3(agentLoc.x, 0.15f, agentLoc.y);

            Positions[agent] = new Position {
                Value = newPos
            };

            var dir = next - agentLoc;

            // remove waypoint
            if (dir.x < 0.1f && dir.y < 0.1f)
            {
                waypoints[agent].RemoveAt(l - 1);
            }
        }
Example #17
0
        /// <summary>
        /// 根据agent当前位置与目的地计算设置最佳速度矢量,每次更新位置需要调用
        /// </summary>
        static void SetPreferredVelocities()
        {
            /*
             * Set the preferred velocity to be a vector of unit magnitude
             * (speed) in the direction of the goal.
             */
            for (int i = 0; i < Simulator.Instance.getNumAgents(); ++i)
            {
                RVO.Vector2 goalVector;

                //给agent的属性赋值,方便计算path
                RVO.Vector2 pos = Simulator.Instance.getAgentPosition(i);
                _agents[i].positionNow = new Simulate.Vector2(pos.x_, pos.y_);

                if (_agents[i].navPoints.Count > 0)
                {
                    goalVector = new RVO.Vector2(_agents[i].navPoints[0].x_, _agents[i].navPoints[0].y_) - Simulator.Instance.getAgentPosition(i);
                }
                else
                {
                    goalVector = new RVO.Vector2(0, 0);
                }
                if (RVOMath.absSq(goalVector) > 1.0f)
                {
                    goalVector = RVOMath.normalize(goalVector);
                }

                //乘以一个系数让其接近人行走速度
                goalVector *= 1.6f;//人快走的速度

                Simulator.Instance.setAgentPrefVelocity(i, goalVector);

                /* Perturb a little to avoid deadlocks due to perfect symmetry. */
                float angle = (float)Simulate.MathHelper.random.NextDouble() * 2.0f * (float)Math.PI;
                float dist  = (float)Simulate.MathHelper.random.NextDouble() * 0.0001f;

                Simulator.Instance.setAgentPrefVelocity(i, Simulator.Instance.getAgentPrefVelocity(i) +
                                                        dist * new RVO.Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
            }
        }
Example #18
0
    // Update is called once per frame
    void Update()
    {
        if (sid >= 0)
        {
            Vector2 pos = Simulator.Instance.getAgentPosition(sid);
            Vector2 vel = Simulator.Instance.getAgentPrefVelocity(sid);
            transform.position = new Vector3(pos.x(), transform.position.y, pos.y());
            if (Math.Abs(vel.x()) > 0.01f && Math.Abs(vel.y()) > 0.01f)
            {
                transform.forward = new Vector3(vel.x(), 0, vel.y()).normalized;
            }
        }

        if (!Input.GetMouseButton(1))
        {
            Simulator.Instance.setAgentPrefVelocity(sid, new Vector2(0, 0));
            return;
        }

        Vector2 goalVector = GameMainManager.Instance.mousePosition - Simulator.Instance.getAgentPosition(sid);

        //Debug.Log($"--vec1--{RVOMath.absSq(goalVector)}");
        if (RVOMath.absSq(goalVector) > 1.0f)
        {
            goalVector = RVOMath.normalize(goalVector);
        }
        //Debug.Log($"--vec2--{RVOMath.absSq(goalVector)}");
        Simulator.Instance.setAgentPrefVelocity(sid, goalVector);

        /* Perturb a little to avoid deadlocks due to perfect symmetry. */
        float angle = (float)m_random.NextDouble() * 2.0f * (float)Math.PI;
        float dist  = (float)m_random.NextDouble() * 0.0001f;

        Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
                                                dist *
                                                new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
    }
Example #19
0
    // Update is called once per frame
    void Update()
    {
        if (sid >= 0)
        {
            Vector2 pos = Simulator.Instance.getAgentPosition(sid);
            Vector2 vel = Simulator.Instance.getAgentPrefVelocity(sid);
            transform.position = new Vector3(pos.x, transform.position.y, pos.y);

            /*if (Math.Abs(vel.x) > 0.01f && Math.Abs(vel.y) > 0.01f)
             *  transform.forward = new Vector3(vel.x, 0, vel.y).normalized;*/
        }

        if (!Input.GetMouseButton(1))
        {
            Simulator.Instance.setAgentPrefVelocity(sid, VInt2.zero);
            return;
        }

        VInt2 goalVector = (VInt2)WWZTest.Instance.mousePosition - Simulator.Instance.getAgentPosition(sid);//GameMainManager.Instance.mousePosition

        if (RVOMath.absSq((KInt2)goalVector) > 1)
        {
            goalVector = (VInt2)RVOMath.normalize((KInt2)goalVector);
        }

        Simulator.Instance.setAgentPrefVelocity(sid, goalVector);

        /* Perturb a little to avoid deadlocks due to perfect symmetry. */

        /*float angle = (float) m_random.NextDouble()*2.0f*(float) Math.PI;
         * float dist = (float) m_random.NextDouble()*0.0001f;
         *
         * Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
         *                                           dist*
         *                                           new KInt2((float) Math.Cos(angle), (float) Math.Sin(angle)));*/
    }
Example #20
0
    void doStep()
    {
        /* Create agent ORCA lines. */
        for (int i = 0; i < 1; ++i)
        {
            Vector2 relativePosition = otherPosition_ - position_;
            Vector2 relativeVelocity = velocity_ - otherVelocity_;
            float   distSq           = RVOMath.absSq(relativePosition);
            float   combinedRadius   = radius_ + otherRadius_;
            float   combinedRadiusSq = RVOMath.sqr(combinedRadius);

            Line    line;
            Vector2 u;

            if (distSq > combinedRadiusSq)
            {
                /* No collision. */
                Vector2 w = relativeVelocity - invTimeHorizon * relativePosition;

                /* Vector from cutoff center to relative velocity. */
                float wLengthSq   = RVOMath.absSq(w);
                float dotProduct1 = w * relativePosition;
                //Debug.Log("w:" + w.ToString() + " dotProduct1:" + dotProduct1.ToString());
                if (dotProduct1 < 0.0f && RVOMath.sqr(dotProduct1) > combinedRadiusSq * wLengthSq)
                {
                    /* Project on cut-off circle. */
                    float   wLength = RVOMath.sqrt(wLengthSq);
                    Vector2 unitW   = w / wLength;

                    line.direction = new Vector2(unitW.y(), -unitW.x());
                    u = (combinedRadius * invTimeHorizon - wLength) * unitW;
                }
                else
                {
                    /* Project on legs. */
                    float leg = RVOMath.sqrt(distSq - combinedRadiusSq);

                    if (RVOMath.det(relativePosition, w) > 0.0f)
                    {
                        /* Project on left leg. */
                        line.direction = new Vector2(relativePosition.x() * leg - relativePosition.y() * combinedRadius, relativePosition.x() * combinedRadius + relativePosition.y() * leg) / distSq;
                    }
                    else
                    {
                        /* Project on right leg. */
                        line.direction = -new Vector2(relativePosition.x() * leg + relativePosition.y() * combinedRadius, -relativePosition.x() * combinedRadius + relativePosition.y() * leg) / distSq;
                    }

                    float dotProduct2 = relativeVelocity * line.direction;
                    u = dotProduct2 * line.direction - relativeVelocity;
                }
            }
            else
            {
                /* Collision. Project on cut-off circle of time timeStep. */
                float invTimeStep = 1.0f / Simulator.Instance.timeStep_;

                /* Vector from cutoff center to relative velocity. */
                Vector2 w = relativeVelocity - invTimeStep * relativePosition;

                float   wLength = RVOMath.abs(w);
                Vector2 unitW   = w / wLength;

                line.direction = new Vector2(unitW.y(), -unitW.x());
                u = (combinedRadius * invTimeStep - wLength) * unitW;
            }
            line.point = velocity_ + 0.5f * u;
            Debug.Log("u:" + u.ToString() + " Point:" + line.point.ToString() + " Direction:" + line.direction.ToString());
            orcaLines_.Add(line);
        }
        float   maxSpeed     = 2.0f;
        Vector2 prefVelocity = new Vector2(1, 1);
        Vector2 newVelocity  = new Vector2(0, 0);

        linearProgram1(orcaLines_, 0, maxSpeed, prefVelocity, false, ref newVelocity);
        //Debug.Log("prefVelocity:" + prefVelocity.ToString() + " newVelocity:" + newVelocity.ToString());

        /*
         * int lineFail = linearProgram2(orcaLines_, maxSpeed_, prefVelocity_, false, ref newVelocity_);
         *
         * if (lineFail < orcaLines_.Count)
         * {
         *  linearProgram3(orcaLines_, numObstLines, lineFail, maxSpeed_, ref newVelocity_);
         * }
         */
    }
Example #21
0
    private bool linearProgram1(IList <Line> lines, int lineNo, float radius, Vector2 optVelocity, bool directionOpt, ref Vector2 result)
    {
        float dotProduct   = lines[lineNo].point * lines[lineNo].direction;
        float discriminant = RVOMath.sqr(dotProduct) + RVOMath.sqr(radius) - RVOMath.absSq(lines[lineNo].point);

        if (discriminant < 0.0f)
        {
            /* Max speed circle fully invalidates line lineNo. */
            return(false);
        }

        float sqrtDiscriminant = RVOMath.sqrt(discriminant);
        float tLeft            = -dotProduct - sqrtDiscriminant;
        float tRight           = -dotProduct + sqrtDiscriminant;

        for (int i = 0; i < lineNo; ++i)
        {
            float denominator = RVOMath.det(lines[lineNo].direction, lines[i].direction);
            float numerator   = RVOMath.det(lines[i].direction, lines[lineNo].point - lines[i].point);

            if (RVOMath.fabs(denominator) <= RVOMath.RVO_EPSILON)
            {
                /* Lines lineNo and i are (almost) parallel. */
                if (numerator < 0.0f)
                {
                    return(false);
                }

                continue;
            }

            float t = numerator / denominator;

            if (denominator >= 0.0f)
            {
                /* Line i bounds line lineNo on the right. */
                tRight = Math.Min(tRight, t);
            }
            else
            {
                /* Line i bounds line lineNo on the left. */
                tLeft = Math.Max(tLeft, t);
            }

            if (tLeft > tRight)
            {
                return(false);
            }
        }

        if (directionOpt)
        {
            /* Optimize direction. */
            if (optVelocity * lines[lineNo].direction > 0.0f)
            {
                /* Take right extreme. */
                result = lines[lineNo].point + tRight * lines[lineNo].direction;
            }
            else
            {
                /* Take left extreme. */
                result = lines[lineNo].point + tLeft * lines[lineNo].direction;
            }
        }
        else
        {
            /* Optimize closest point. */
            float t = lines[lineNo].direction * (optVelocity - lines[lineNo].point);

            //Debug.Log(tLeft.ToString() + " " + t.ToString() + " " + tRight.ToString());
            if (t < tLeft)
            {
                result = lines[lineNo].point + tLeft * lines[lineNo].direction;
            }
            else if (t > tRight)
            {
                result = lines[lineNo].point + tRight * lines[lineNo].direction;
            }
            else
            {
                result = lines[lineNo].point + t * lines[lineNo].direction;
            }
        }

        return(true);
    }
Example #22
0
    // Update is called once per frame
    void Update()
    {
        //寻路未完成则不执行移动
        if (!isPathFound)
        {
            return;
        }
        //到最后一个寻路点之前,都会执行
        if (curPathId < paths.Count)
        {
            if (sid >= 0)
            {
                VInt3   pos = (VInt3)Simulator.Instance.getAgentPosition(sid);
                Vector2 vel = (Vector2)(VInt2)Simulator.Instance.getAgentPrefVelocity(sid);

                /*if (PathfindingUtility.isCollide(transform.position, pos, out hit))
                 * {
                 *  pos = hit.point;
                 * }*/
                transform.position = new Vector3(pos.x / 1000f, transform.position.y, pos.z / 1000f);
                if (Math.Abs(vel.x) > 0.01f && Math.Abs(vel.y) > 0.01f)
                {
                    transform.forward = new Vector3(vel.x, 0, vel.y).normalized;
                }
            }

            Simulator.Instance.setAgentPrefVelocity(sid, VInt2.zero);

            //KInt2 goalVector = GameMainManager.Instance.mousePosition - Simulator.Instance.getAgentPosition(sid);//GameMainManager.Instance.mousePosition
            VInt2 goalVector = (VInt2)targetpos - Simulator.Instance.getAgentPosition(sid);//GameMainManager.Instance.mousePosition

            /*if (((VInt2) goalVector).sqrMagnitudeLong < 1000)
             * {
             *  return;
             * }*/
            if (RVOMath.absSq((KInt2)goalVector) > 1)
            {
                goalVector = (VInt2)RVOMath.normalize((KInt2)goalVector);
            }
            else
            {
                //已经到达当前的寻路终点,将目标替换成下一个点,当前路径点id也+1
                if (curPathId < paths.Count - 1)
                {
                    curPathId++;
                    targetpos = paths[curPathId];
                }
                return;
            }

            Simulator.Instance.setAgentPrefVelocity(sid, goalVector);

            /* Perturb a little to avoid deadlocks due to perfect symmetry. */
            //float angle = (float) m_random.NextDouble()*2.0f*(float) Math.PI;
            //float dist = (float) m_random.NextDouble()*0.0001f;

            //Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) + new VInt2((int) (Math.Cos(angle) * 1000), (int) (Math.Sin(angle)) * 1000) * (int)(dist * 1000));

            /*Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
             *                                           (VInt2)(dist*
             *                                           new KInt2((float) Math.Cos(angle), (float) Math.Sin(angle))));*/
        }
    }
Example #23
0
    void FixedUpdate()
    {
        if (stopSimulation)
        {
            foreach (GameObject agent in rvoGameObj)
            {
                Destroy(agent);
            }
            rvoGameObj.Clear();
            agentPositions.Clear();
            return;
        }

        int agentNUmber = Simulator.Instance.getNumAgents();

        try
        {
            for (int i = 0; i < agentNUmber; i++)
            {
                RVO.Vector2 agentLoc = Simulator.Instance.getAgentPosition(i);
                RVO.Vector2 station  = rvoGameObj[i].GetComponent <RVOAgent>().calculateNextStation() - agentLoc;

                Vector3 agent_lossyScale = rvoGameObj[i].transform.lossyScale;

                if (RVOMath.absSq(station) > 1.0f)
                {
                    station = RVOMath.normalize(station);
                }

                Simulator.Instance.setAgentPrefVelocity(i, station);
                agentPositions[i] = Simulator.Instance.getAgentPosition(i);


                if (isCovidMode)
                {
                    if (!rvoGameObj[i].GetComponent <RVOAgent>().destinazioneRaggiunta())
                    {
                        Simulator.Instance.setAgentRadius(i, 0f);
                        Simulator.Instance.setAgentMaxSpeed(i, 0f);
                        Simulator.Instance.setAgentVelocity(i, new RVO.Vector2(0, 0));
                        Simulator.Instance.setAgentPrefVelocity(i, new RVO.Vector2(0, 0));
                    }
                    else
                    {
                        //..
                        //Simulator.Instance.setAgentDefaults( 2f, 15, 1.0f, 10.0f, getRadiusByDistancing( 1f ), 2.3f, new RVO.Vector2( 0.0f, 0.0f ) );
                        Simulator.Instance.setAgentRadius(i, getRadiusByDistancing(0.5f));
                        Simulator.Instance.setAgentMaxSpeed(i, 2.3f);
                        rvoGameObj[i].GetComponent <CapsuleCollider>().radius = 0.1f;
                    }
                }
                else
                {
                    if (Simulator.Instance.getAgentNumAgentNeighbors(i) > 3)
                    {
                        Simulator.Instance.setAgentRadius(i, 0.3f);
                        rvoGameObj[i].GetComponent <CapsuleCollider>().radius = 0.1f;
                    }
                    else
                    {
                        Simulator.Instance.setAgentRadius(i, 0.56f);
                        rvoGameObj[i].GetComponent <CapsuleCollider>().radius = 0.3f;
                    }
                }
            }
            Simulator.Instance.doStep();
        }
        catch (System.Exception ex)
        {
            //Debug.Log( ex.StackTrace );
        }
    }
Example #24
0
    // Update is called once per frame
    void Update()
    {
        if (sid >= 0)
        {
            Vector3 pos = Simulator.Instance.getAgentPosition(sid);
            Vector3 vel = Simulator.Instance.getAgentPrefVelocity(sid);
            transform.position = new Vector3(pos.x, transform.position.y, pos.y);
            if (Math.Abs(vel.x) > 0.01f && Math.Abs(vel.y) > 0.01f)
            {
                transform.forward = new Vector3(vel.x, 0, vel.y).normalized;
            }
        }

        GetComponentInChildren <TextMesh>().text = "n: " + Simulator.Instance.getAgentNumAgentNeighbors(sid);
        GetComponentInChildren <LineRenderer>().SetPositions(new Vector3[] { transform.position, goal });

        Vector3 goalTf  = new Vector3(goal.x, goal.z, goal.y);
        Vector3 goalVec = goalTf - Simulator.Instance.getAgentPosition(sid);

        if (RVOMath.absSq(goalVec) > 1.0f)
        {
            goalVec = RVOMath.normalize(goalVec);
        }

        Simulator.Instance.setAgentPrefVelocity(sid, goalVec * GameMainManager.Instance.AgentMaxSpeed);

        float angle_ = (float)mrandom.NextDouble() * 2.0f * (float)Math.PI;
        float dist_  = (float)mrandom.NextDouble() * 0.0001f;

        Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
                                                dist_ *
                                                new Vector3((float)Math.Cos(angle_), (float)Math.Sin(angle_)));



        //foreach (var c in orcaObj.GetComponentsInChildren<LineRenderer>())
        //{
        //    Destroy(c.gameObject);
        //}

        //var oLines = Simulator.Instance.getAgentOrcaLines(sid);

        //foreach (Line line in oLines)
        //{
        //    GameObject go = new GameObject();
        //    LineRenderer r = go.AddComponent<LineRenderer>();
        //    go.transform.parent = orcaObj.transform;
        //    var p1 = orcaObj.transform.position + line.point - line.direction * 20.0f;
        //    var p2 = orcaObj.transform.position + line.point + line.direction * 20.0f;
        //    p1.z = p1.y;
        //    p1.y = 0.0f;
        //    p2.z = p2.y;
        //    p2.y = 0.0f;
        //    r.SetPositions(new Vector3[] { p1, p2 });
        //}



        return;

        if (!Input.GetMouseButton(1))
        {
            Simulator.Instance.setAgentPrefVelocity(sid, new Vector3(0, 0));
            return;
        }

        Vector3 goalVector = GameMainManager.Instance.mousePosition - Simulator.Instance.getAgentPosition(sid);

        if (RVOMath.absSq(goalVector) > 1.0f)
        {
            goalVector = RVOMath.normalize(goalVector);
        }

        Simulator.Instance.setAgentPrefVelocity(sid, goalVector);

        /* Perturb a little to avoid deadlocks due to perfect symmetry. */
        float angle = (float)mrandom.NextDouble() * 2.0f * (float)Math.PI;
        float dist  = (float)mrandom.NextDouble() * 0.0001f;

        Simulator.Instance.setAgentPrefVelocity(sid, Simulator.Instance.getAgentPrefVelocity(sid) +
                                                dist *
                                                new Vector3((float)Math.Cos(angle), (float)Math.Sin(angle)));
    }