Example #1
0
        // Create obstacle data from raycast hits
        void UpdateObstacleData(RaycastHit[] hits)
        {
            // If no obstacles should be 'remembered' clear the obstacle data list
            if (!useMemory)
            {
                obstacleDataList.Clear();
            }

            // Update the risk factors for all the obstacle data instances
            for (int i = 0; i < obstacleDataList.Count; ++i)
            {
                UpdateRiskFactor(obstacleDataList[i], true);
            }

            // Add the new data to the list
            for (int i = 0; i < hits.Length; ++i)
            {
                ObstacleData newData = new ObstacleData(hits[i], Time.time, hits[i].collider.attachedRigidbody);
                UpdateRiskFactor(newData, false);
                AddObstacleData(newData);
            }

            // Initialize the blackboard values
            obstacleAvoidanceStrength  = 0;
            obstacleAvoidanceDirection = Vector3.forward;
            obstacleMovingAwaySpeed    = 0;
            float totalRiskFactor = 0;

            // Get the total risk factor for calculating the influence of this instance on the final calculated direction
            // Also update the blackboard with the maximum collision risk value
            for (int i = 0; i < obstacleDataList.Count; ++i)
            {
                totalRiskFactor += obstacleDataList[i].currentRiskFactor;

                if (obstacleDataList[i].currentRiskFactor > obstacleAvoidanceStrength)
                {
                    obstacleAvoidanceStrength = obstacleDataList[i].currentRiskFactor;
                }
            }

            // Update blackboard data
            if (totalRiskFactor > 0.0001f)
            {
                // Update the obstacle avoidance direction
                for (int i = 0; i < obstacleDataList.Count; ++i)
                {
                    obstacleAvoidanceDirection += (obstacleDataList[i].currentRiskFactor / totalRiskFactor) * obstacleDataList[i].currentAvoidanceDirection;

                    obstacleMovingAwaySpeed += (obstacleDataList[i].currentRiskFactor / totalRiskFactor) * obstacleDataList[i].movingAwaySpeed;
                }
            }
        }
Example #2
0
        /// <summary>
        /// Add another piece of data for a new obstacle.
        /// </summary>
        /// <param name="newData">The new obstacle data.</param>
        public void AddObstacleData(ObstacleData newData)
        {
            Rigidbody rBody        = newData.raycastHit.collider.attachedRigidbody;
            bool      hasRigidbody = rBody != null;

            // Prevent obstacle avoidance of self
            if (hasRigidbody && (rBody == vehicle.CachedRigidbody))
            {
                return;
            }

            // Merge obstacle data that are in close proximity
            bool merged = false;

            for (int i = 0; i < obstacleDataList.Count; ++i)
            {
                if (Vector3.Distance(newData.currentPos, obstacleDataList[i].currentPos) < obstacleMergeDistance)
                {
                    obstacleDataList[i] = newData;
                    merged = true;
                    break;
                }
            }

            // If obstacle has not been merged, replace any that have a lower risk
            if (!merged)
            {
                if (obstacleDataList.Count < maxObstacleDataInstances)
                {
                    obstacleDataList.Add(newData);
                }
                else
                {
                    for (int i = 0; i < obstacleDataList.Count; ++i)
                    {
                        if (newData.currentRiskFactor > obstacleDataList[i].currentRiskFactor)
                        {
                            obstacleDataList[i] = newData;
                            break;
                        }
                    }
                }
            }
        }
Example #3
0
        // Update the risk factors for the obstacles
        void UpdateRiskFactor(ObstacleData obstacleData, bool show)
        {
            // Update the position
            obstacleData.currentPos = obstacleData.raycastHit.point + obstacleData.obstacleVelocity *
                                      (Time.time - obstacleData.raycastHitTime);

            // Update the avoid target direction
            Vector3 toObstacleVector = obstacleData.currentPos - vehicle.transform.position;

            // Get the velocity of the collision point relative to this ship
            Vector3 collisionRelVelocity  = obstacleData.obstacleVelocity - vehicle.CachedRigidbody.velocity;
            float   closingVelocityAmount = Vector3.Dot(collisionRelVelocity.normalized, -toObstacleVector.normalized);

            // Get the closest distance that the point obstacle will get to this ship
            float   tmp = Vector3.Dot(-toObstacleVector.normalized, collisionRelVelocity.normalized);
            Vector3 nearestPointOnLine = obstacleData.currentPos + (tmp * Vector3.Magnitude(toObstacleVector) * collisionRelVelocity.normalized);

            float timeToImpact = Vector3.Distance(obstacleData.currentPos, vehicle.transform.position) / Mathf.Max(closingVelocityAmount * collisionRelVelocity.magnitude, 0.0001f);

            obstacleData.movingAwaySpeed = Vector3.Dot(obstacleData.obstacleVelocity.normalized, toObstacleVector.normalized) * obstacleData.obstacleVelocity.magnitude;

            // Calculate the avoidance target position and the direction to it
            Vector3 perpendicularAvoidDirection = (vehicle.transform.position - nearestPointOnLine).normalized;
            Vector3 avoidTarget = obstacleData.currentPos + perpendicularAvoidDirection * obstacleAvoidanceMargin;

            obstacleData.currentAvoidanceDirection = (avoidTarget - vehicle.transform.position).normalized;

            float directionalityFactor = Mathf.Clamp(Vector3.Dot(vehicle.transform.forward, toObstacleVector.normalized), 0f, 1f);

            float proximityFactor = timeToImpact < minMaxCollisionReactionTime.x ? 1 : 1 - Mathf.Clamp((timeToImpact - minMaxCollisionReactionTime.x) /
                                                                                                       (minMaxCollisionReactionTime.y - minMaxCollisionReactionTime.x), 0f, 1f);

            float nearestDist = Vector3.Distance(vehicle.transform.position, nearestPointOnLine);

            proximityFactor *= nearestDist < minMaxObstaclePassDistance.x ? 1 : 1 - Mathf.Clamp((nearestDist - minMaxObstaclePassDistance.x) /
                                                                                                (minMaxObstaclePassDistance.y - minMaxObstaclePassDistance.x), 0f, 1f);

            float timeFactor = Mathf.Clamp(1 - (Time.time - obstacleData.raycastHitTime) / (1 / obstacleImportanceFadeRate), 0f, 1f);

            obstacleData.currentRiskFactor = directionalityFactor * timeFactor * proximityFactor;
        }