Example #1
0
    private void connectNeighbors()
    {
        Utils.Rectangle tmpRec = new Utils.Rectangle();
        Utils.Ray2D     ray    = new Utils.Ray2D();
        //Though box collider here but still consider it as circle, hard to check collisions when rectange rotates
        float colliderHalfX = templateAgent.GetComponent <BoxCollider>().size.x / 2;
        float colliderHalfZ = templateAgent.GetComponent <BoxCollider>().size.z / 2;
        float agentRadius   = Mathf.Sqrt(colliderHalfX * colliderHalfX + colliderHalfZ * colliderHalfZ);

        //connect map nodes to agent
        for (int i = 0; i < numMapNode; i++)
        {
            for (int j = i + 1; j < totalNode; j++)
            {
                ray.updateRay(myNodes[i].position, myNodes[j].position);
                for (int k = 0; k < obstacles.transform.childCount; k++)
                {
                    var curObstacle = obstacles.transform.GetChild(k);
                    tmpRec.origin     = curObstacle.position;
                    tmpRec.sideLength = new Vector2(curObstacle.localScale.x, curObstacle.localScale.z);
                    if (Utils.CollisionCheck.rayAABB2D(tmpRec, ray, agentRadius))
                    {
                        break;
                    }
                    else if (k == obstacles.transform.childCount - 1)
                    {
                        myNodes[i].neighbors.Add(j);
                        myNodes[j].neighbors.Add(i);
                    }
                }
            }
        }
        //connect agent to its goal if possible
        for (int i = startIdxOfAgent; i < startIdxOfAgent + numAgentNode; i++)
        {
            int j = i + numAgentNode;
            ray.updateRay(myNodes[i].position, myNodes[j].position);
            for (int k = 0; k < obstacles.transform.childCount; k++)
            {
                var curObstacle = obstacles.transform.GetChild(k);
                tmpRec.origin     = curObstacle.position;
                tmpRec.sideLength = new Vector2(curObstacle.localScale.x, curObstacle.localScale.z);
                if (Utils.CollisionCheck.rayAABB2D(tmpRec, ray, agentRadius))
                {
                    break;
                }
                else if (k == obstacles.transform.childCount - 1)
                {
                    myNodes[i].neighbors.Add(j);
                    myNodes[j].neighbors.Add(i);
                }
            }
        }
    }
 // Start is called before the first frame update
 private void sampleNodes(int start, int end, Vector3 center)
 {
     Utils.Rectangle tmpRec    = new Utils.Rectangle();
     Utils.Circle    tmpCircle = new Utils.Circle();
     tmpCircle.radius = agentRadius;
     for (int i = start; i < end; i++)
     {
         bool collideObstacle = true;
         while (collideObstacle)
         {
             Vector3 tmpPos = new Vector3(Random.Range(-ConstValues.kCrowdRange, ConstValues.kCrowdRange), 0,
                                          Random.Range(-ConstValues.kCrowdRange, ConstValues.kCrowdRange)) - center;
             for (int j = 0; j < i; j++)
             {
                 tmpRec.origin     = crowd[i].position;
                 tmpRec.sideLength = new Vector2(colliderX, colliderZ);
                 tmpCircle.origin  = tmpPos;
                 if (Utils.CollisionCheck.circleAABB2D(tmpRec, tmpCircle))
                 {
                     break;
                 }
                 else if (j == i - 1)
                 {
                     crowd[i].position = tmpPos;
                     crowd[i].center   = center;
                     collideObstacle   = false;
                 }
             }
             if (i == 0)
             {
                 crowd[i].position = tmpPos;
                 crowd[i].center   = center;
                 collideObstacle   = false;
             }
         }
     }
 }
Example #3
0
    private void sampleNodes(int numNodeToUpdate)
    {
        // sample nodes from 0 to numNodeToUpdate
        Utils.Rectangle tmpRec        = new Utils.Rectangle();
        Utils.Circle    tmpCircle     = new Utils.Circle();
        float           colliderHalfX = templateAgent.GetComponent <BoxCollider>().size.x / 2;
        float           colliderHalfZ = templateAgent.GetComponent <BoxCollider>().size.z / 2;
        float           agentRadius   = Mathf.Sqrt(colliderHalfX * colliderHalfX + colliderHalfZ * colliderHalfZ);

        tmpCircle.radius = agentRadius;
        for (int i = 0; i < numNodeToUpdate; i++)
        {
            bool collideObstacle = true;
            while (collideObstacle)
            {
                Vector3 tmpPos = new Vector3(Random.Range(-ConstValues.kPRMSize * 5, ConstValues.kPRMSize * 5), 0,
                                             Random.Range(-ConstValues.kPRMSize * 5, ConstValues.kPRMSize * 5));
                for (int j = 0; j < obstacles.transform.childCount; j++)
                {
                    var curObstacle = obstacles.transform.GetChild(j);
                    tmpRec.origin     = curObstacle.position;
                    tmpRec.sideLength = new Vector2(curObstacle.localScale.x, curObstacle.localScale.z);
                    tmpCircle.origin  = tmpPos;
                    if (Utils.CollisionCheck.circleAABB2D(tmpRec, tmpCircle))
                    {
                        break;
                    }
                    else if (j == obstacles.transform.childCount - 1)
                    {
                        myNodes[i].position = tmpPos;
                        collideObstacle     = false;
                    }
                }
            }
        }
    }