Exemple #1
0
        /** Clamps the velocity to the max speed and optionally the forwards direction.
         * \param velocity Desired velocity of the character. In world units per second.
         * \param maxSpeed Max speed of the character. In world units per second.
         * \param slowdownFactor Value between 0 and 1 which determines how much slower the character should move than normal.
         *      Normally 1 but should go to 0 when the character approaches the end of the path.
         * \param slowWhenNotFacingTarget Prevent the velocity from being too far away from the forward direction of the character
         *      and slow the character down if the desired velocity is not in the same direction as the forward vector.
         * \param forward Forward direction of the character. Used together with the \a slowWhenNotFacingTarget parameter.
         *
         * Note that all vectors are 2D vectors, not 3D vectors.
         *
         * \returns The clamped velocity in world units per second.
         */
        public static Vector2 ClampVelocity(Vector2 velocity, float maxSpeed, float slowdownFactor, bool slowWhenNotFacingTarget, Vector2 forward)
        {
            // Max speed to use for this frame
            var currentMaxSpeed = maxSpeed * slowdownFactor;

            // Check if the agent should slow down in case it is not facing the direction it wants to move in
            if (slowWhenNotFacingTarget && (forward.x != 0 || forward.y != 0))
            {
                float currentSpeed;
                var   normalizedVelocity = VectorMath.Normalize(velocity.ToPFV2(), out currentSpeed);
                float dot = Vector2.Dot(normalizedVelocity.ToUnityV2(), forward);

                // Lower the speed when the character's forward direction is not pointing towards the desired velocity
                // 1 when velocity is in the same direction as forward
                // 0.2 when they point in the opposite directions
                float directionSpeedFactor = Mathf.Clamp(dot + 0.707f, 0.2f, 1.0f);
                currentMaxSpeed *= directionSpeedFactor;
                currentSpeed     = Mathf.Min(currentSpeed, currentMaxSpeed);

                // Angle between the forwards direction of the character and our desired velocity
                float angle = Mathf.Acos(Mathf.Clamp(dot, -1, 1));

                // Clamp the angle to 20 degrees
                // We cannot keep the velocity exactly in the forwards direction of the character
                // because we use the rotation to determine in which direction to rotate and if
                // the velocity would always be in the forwards direction of the character then
                // the character would never rotate.
                // Allow larger angles when near the end of the path to prevent oscillations.
                angle = Mathf.Min(angle, (20f + 180f * (1 - slowdownFactor * slowdownFactor)) * Mathf.Deg2Rad);

                float sin = Mathf.Sin(angle);
                float cos = Mathf.Cos(angle);

                // Determine if we should rotate clockwise or counter-clockwise to move towards the current velocity
                sin *= Mathf.Sign(normalizedVelocity.x * forward.y - normalizedVelocity.y * forward.x);
                // Rotate the #forward vector by #angle radians
                // The rotation is done using an inlined rotation matrix.
                // See https://en.wikipedia.org/wiki/Rotation_matrix
                return(new Vector2(forward.x * cos + forward.y * sin, forward.y * cos - forward.x * sin) * currentSpeed);
            }
            else
            {
                return(Vector2.ClampMagnitude(velocity, currentMaxSpeed));
            }
        }