/** * <summary>Recursive method for computing the obstacle neighbors of the * specified agent.</summary> * * <param name="agent">The agent for which obstacle neighbors are to be * computed.</param> * <param name="rangeSq">The squared range around the agent.</param> * <param name="node">The current obstacle k-D node.</param> */ private void queryObstacleTreeRecursive(Agent agent, KInt rangeSq, ObstacleTreeNode node) { if (node != null) { Obstacle obstacle1 = node.obstacle_; Obstacle obstacle2 = obstacle1.next_; KInt agentLeftOfLine = RVOMath.leftOf(obstacle1.point_, obstacle2.point_, agent.position_); queryObstacleTreeRecursive(agent, rangeSq, agentLeftOfLine >= 0 ? node.left_ : node.right_); if (RVOMath.absSq(obstacle2.point_ - obstacle1.point_) == 0) { return; } KInt distSqLine = RVOMath.sqr(agentLeftOfLine) / RVOMath.absSq(obstacle2.point_ - obstacle1.point_); if (distSqLine < rangeSq) { if (agentLeftOfLine < 0) { /* * Try obstacle at this node only if agent is on right side of * obstacle (and can see obstacle). */ agent.insertObstacleNeighbor(node.obstacle_, rangeSq); } /* Try other side of line. */ queryObstacleTreeRecursive(agent, rangeSq, agentLeftOfLine >= 0 ? node.right_ : node.left_); } } }
void queryObstacleTreeRecursive(Agent agent, float rangeSq, ObstacleTreeNode node) { if (node == null) { return; } else { Obstacle obstacle1 = node.obstacle; Obstacle obstacle2 = obstacle1.nextObstacle; float agentLeftOfLine = RVOMath.leftOf(obstacle1.point_, obstacle2.point_, agent.position_); queryObstacleTreeRecursive(agent, rangeSq, (agentLeftOfLine >= 0.0f ? node.left : node.right)); float distSqLine = RVOMath.sqr(agentLeftOfLine) / RVOMath.absSq(obstacle2.point_ - obstacle1.point_); if (distSqLine < rangeSq) { if (agentLeftOfLine < 0.0f) { /* * Try obstacle at this node only if agent is on right side of * obstacle (and can see obstacle). */ agent.insertObstacleNeighbor(node.obstacle, rangeSq); } /* Try other side of line. */ queryObstacleTreeRecursive(agent, rangeSq, (agentLeftOfLine >= 0.0f ? node.right : node.left)); } } }
private void queryGetNearestAgent(Agent agent, ref int _resultUid, double _minDistance, ref double _distance, int node, Func <int, bool> _callBack) { if (agentTree_[node].end_ - agentTree_[node].begin_ <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin_; i < agentTree_[node].end_; ++i) { Agent tmpAgent = agents_[i]; if (tmpAgent == agent || tmpAgent.type == AgentType.SkillPush || tmpAgent.type == AgentType.SkillObstacle || tmpAgent.type == AgentType.SkillUnit) { continue; } double dist = Vector2.Distance(tmpAgent.position_, agent.position_); if (dist - tmpAgent.radius_ < _distance && dist + tmpAgent.radius_ > _minDistance) { if (_callBack(tmpAgent.uid)) { _resultUid = tmpAgent.uid; _distance = dist - tmpAgent.radius_; } } } } else { double distSqLeft = RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].left_].minX_ - agent.position_.x)) + RVOMath.sqr(Math.Max(0.0, agent.position_.x - agentTree_[agentTree_[node].left_].maxX_)) + RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].left_].minY_ - agent.position_.y)) + RVOMath.sqr(Math.Max(0.0, agent.position_.y - agentTree_[agentTree_[node].left_].maxY_)); double distSqRight = RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].right_].minX_ - agent.position_.x)) + RVOMath.sqr(Math.Max(0.0, agent.position_.x - agentTree_[agentTree_[node].right_].maxX_)) + RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].right_].minY_ - agent.position_.y)) + RVOMath.sqr(Math.Max(0.0, agent.position_.y - agentTree_[agentTree_[node].right_].maxY_)); double distSq = (_distance + simulator.getMaxRadius()) * (_distance + simulator.getMaxRadius()); if (distSqLeft < distSqRight) { if (distSqLeft < distSq) { queryGetNearestAgent(agent, ref _resultUid, _minDistance, ref _distance, agentTree_[node].left_, _callBack); if (distSqRight < distSq) { queryGetNearestAgent(agent, ref _resultUid, _minDistance, ref _distance, agentTree_[node].right_, _callBack); } } } else { if (distSqRight < distSq) { queryGetNearestAgent(agent, ref _resultUid, _minDistance, ref _distance, agentTree_[node].right_, _callBack); if (distSqLeft < distSq) { queryGetNearestAgent(agent, ref _resultUid, _minDistance, ref _distance, agentTree_[node].left_, _callBack); } } } } }
private void queryAgentTreeRecursive(Vector3 position, ref float rangeSq, ref int agentNo, int node) { if (agentTree[node].end - agentTree[node].begin <= MAXLEAFSIZE) { for (int i = agentTree[node].begin; i < agentTree[node].end; ++i) { float distSq = RVOMath.absSq(position - agents[i].position); if (distSq < rangeSq) { rangeSq = distSq; agentNo = agents[i].id; } } } else { float distSqLeft = RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].left].minCoord[0] - position.x)) + RVOMath.sqr(Math.Max(0.0f, position.x - agentTree[agentTree[node].left].maxCoord[0])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].left].minCoord[1] - position.y)) + RVOMath.sqr(Math.Max(0.0f, position.y - agentTree[agentTree[node].left].maxCoord[1])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].left].minCoord[2] - position.z)) + RVOMath.sqr(Math.Max(0.0f, position.z - agentTree[agentTree[node].left].maxCoord[2])); float distSqRight = RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].right].minCoord[0] - position.x)) + RVOMath.sqr(Math.Max(0.0f, position.x - agentTree[agentTree[node].right].maxCoord[0])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].right].minCoord[1] - position.y)) + RVOMath.sqr(Math.Max(0.0f, position.y - agentTree[agentTree[node].right].maxCoord[1])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].right].minCoord[2] - position.z)) + RVOMath.sqr(Math.Max(0.0f, position.z - agentTree[agentTree[node].right].maxCoord[2])); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree[node].left); if (distSqRight < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree[node].right); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree[node].right); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree[node].left); } } } } }
private void queryPointTreeRecursive(Vector2 _pos, double _range, int node, List <int> list) { if (agentTree_[node].end_ - agentTree_[node].begin_ <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin_; i < agentTree_[node].end_; ++i) { Agent agent = agents_[i]; if (agent.type == AgentType.SkillPush || agent.type == AgentType.SkillObstacle || agent.type == AgentType.SkillUnit) { continue; } double dist = Vector2.Distance(agent.position_, _pos); if (dist < _range + agent.radius_) { list.Add(agent.uid); } } } else { double distSqLeft = RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].left_].minX_ - _pos.x)) + RVOMath.sqr(Math.Max(0.0, _pos.x - agentTree_[agentTree_[node].left_].maxX_)) + RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].left_].minY_ - _pos.y)) + RVOMath.sqr(Math.Max(0.0, _pos.y - agentTree_[agentTree_[node].left_].maxY_)); double distSqRight = RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].right_].minX_ - _pos.x)) + RVOMath.sqr(Math.Max(0.0, _pos.x - agentTree_[agentTree_[node].right_].maxX_)) + RVOMath.sqr(Math.Max(0.0, agentTree_[agentTree_[node].right_].minY_ - _pos.y)) + RVOMath.sqr(Math.Max(0.0, _pos.y - agentTree_[agentTree_[node].right_].maxY_)); double rangeSq = (_range + simulator.getMaxRadius()) * (_range + simulator.getMaxRadius()); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryPointTreeRecursive(_pos, _range, agentTree_[node].left_, list); if (distSqRight < rangeSq) { queryPointTreeRecursive(_pos, _range, agentTree_[node].right_, list); } } } else { if (distSqRight < rangeSq) { queryPointTreeRecursive(_pos, _range, agentTree_[node].right_, list); if (distSqLeft < rangeSq) { queryPointTreeRecursive(_pos, _range, agentTree_[node].left_, list); } } } } }
/** * <summary>Recursive method for querying the visibility between two * points within a specified radius.</summary> * * <returns>True if q1 and q2 are mutually visible within the radius; * false otherwise.</returns> * * <param name="q1">The first point between which visibility is to be * tested.</param> * <param name="q2">The second point between which visibility is to be * tested.</param> * <param name="radius">The radius within which visibility is to be * tested.</param> * <param name="node">The current obstacle k-D node.</param> */ private bool queryVisibilityRecursive(Vector2 q1, Vector2 q2, float radius, ObstacleTreeNode node) { if (node == null) { return(true); } Obstacle obstacle1 = node.obstacle_; Obstacle obstacle2 = obstacle1.next_; float q1LeftOfI = RVOMath.leftOf(obstacle1.point_, obstacle2.point_, q1); float q2LeftOfI = RVOMath.leftOf(obstacle1.point_, obstacle2.point_, q2); float invLengthI = 1.0f / RVOMath.absSq(obstacle2.point_ - obstacle1.point_); if (q1LeftOfI >= 0.0f && q2LeftOfI >= 0.0f) { return(queryVisibilityRecursive(q1, q2, radius, node.left_) && ( (RVOMath.sqr(q1LeftOfI) * invLengthI >= RVOMath.sqr(radius) && RVOMath.sqr(q2LeftOfI) * invLengthI >= RVOMath.sqr(radius)) || queryVisibilityRecursive(q1, q2, radius, node.right_) )); } if (q1LeftOfI <= 0.0f && q2LeftOfI <= 0.0f) { return(queryVisibilityRecursive(q1, q2, radius, node.right_) && ( (RVOMath.sqr(q1LeftOfI) * invLengthI >= RVOMath.sqr(radius) && RVOMath.sqr(q2LeftOfI) * invLengthI >= RVOMath.sqr(radius)) || queryVisibilityRecursive(q1, q2, radius, node.left_) )); } if (q1LeftOfI >= 0.0f && q2LeftOfI <= 0.0f) { /* One can see through obstacle from left to right. */ return(queryVisibilityRecursive(q1, q2, radius, node.left_) && queryVisibilityRecursive(q1, q2, radius, node.right_)); } float point1LeftOfQ = RVOMath.leftOf(q1, q2, obstacle1.point_); float point2LeftOfQ = RVOMath.leftOf(q1, q2, obstacle2.point_); float invLengthQ = 1.0f / RVOMath.absSq(q2 - q1); return(point1LeftOfQ * point2LeftOfQ >= 0.0f && RVOMath.sqr(point1LeftOfQ) * invLengthQ > RVOMath.sqr(radius) && RVOMath.sqr(point2LeftOfQ) * invLengthQ > RVOMath.sqr(radius) && queryVisibilityRecursive(q1, q2, radius, node.left_) && queryVisibilityRecursive(q1, q2, radius, node.right_)); }
/** * <summary>Recursive method for computing the agent neighbors of the * specified agent.</summary> * * <param name="agent">The agent for which agent neighbors are to be * computed.</param> * <param name="rangeSq">The squared range around the agent.</param> * <param name="node">The current agent k-D tree node index.</param> */ private void queryAgentTreeRecursive(Agent agent, ref float rangeSq, int node) { if (agentTree[node].end - agentTree[node].begin <= MAXLEAFSIZE) { for (int i = agentTree[node].begin; i < agentTree[node].end; ++i) { agent.insertAgentNeighbor(agents[i], ref rangeSq); } } else { float distSqLeft = RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].left].minCoord[0] - agent.position.x)) + RVOMath.sqr(Math.Max(0.0f, agent.position.x - agentTree[agentTree[node].left].maxCoord[0])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].left].minCoord[1] - agent.position.y)) + RVOMath.sqr(Math.Max(0.0f, agent.position.y - agentTree[agentTree[node].left].maxCoord[1])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].left].minCoord[2] - agent.position.z)) + RVOMath.sqr(Math.Max(0.0f, agent.position.z - agentTree[agentTree[node].left].maxCoord[2])); float distSqRight = RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].right].minCoord[0] - agent.position.x)) + RVOMath.sqr(Math.Max(0.0f, agent.position.x - agentTree[agentTree[node].right].maxCoord[0])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].right].minCoord[1] - agent.position.y)) + RVOMath.sqr(Math.Max(0.0f, agent.position.y - agentTree[agentTree[node].right].maxCoord[1])) + RVOMath.sqr(Math.Max(0.0f, agentTree[agentTree[node].right].minCoord[2] - agent.position.z)) + RVOMath.sqr(Math.Max(0.0f, agent.position.z - agentTree[agentTree[node].right].maxCoord[2])); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree[node].left); if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree[node].right); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree[node].right); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree[node].left); } } } } }
public void computeNeighbors() { // obstacleNeighbors_.Clear(); float rangeSq = RVOMath.sqr(timeHorizonObst_ * MaxSpeed + Radius); // Simulator.Instance.kdTree_.computeObstacleNeighbors(this, rangeSq); agentNeighbors_.Clear(); if (maxNeighbors_ > 0) { rangeSq = RVOMath.sqr(neighborDist_); Simulator.Instance.kdTree_.computeAgentNeighbors(this, ref rangeSq); } }
/** * <summary>Computes the neighbors of this agent.</summary> */ internal void computeNeighbors() { obstacleNeighbors_.Clear(); KInt rangeSq = RVOMath.sqr(timeHorizonObst_ * maxSpeed_ + radius_); Simulator.Instance.kdTree_.computeObstacleNeighbors(this, rangeSq); agentNeighbors_.Clear(); if (maxNeighbors_ > 0) { rangeSq = RVOMath.sqr(neighborDist_); Simulator.Instance.kdTree_.computeAgentNeighbors(this, ref rangeSq); } }
/** * <summary>Recursive method for querying the visibility between two * points within a specified radius.</summary> * * <returns>True if q1 and q2 are mutually visible within the radius; * false otherwise.</returns> * * <param name="q1">The first point between which visibility is to be * tested.</param> * <param name="q2">The second point between which visibility is to be * tested.</param> * <param name="radius">The radius within which visibility is to be * tested.</param> * <param name="node">The current obstacle k-D node.</param> */ private bool queryVisibilityRecursive(Vec2 q1, Vec2 q2, Fix64 radius, ObstacleTreeNode node) { if (node == null) { return(true); } Obstacle obstacle1 = node.obstacle_; Obstacle obstacle2 = obstacle1.next_; Fix64 q1LeftOfI = RVOMath.leftOf(obstacle1.point_, obstacle2.point_, q1); Fix64 q2LeftOfI = RVOMath.leftOf(obstacle1.point_, obstacle2.point_, q2); Fix64 q12 = RVOMath.absSq(obstacle2.point_ - obstacle1.point_); if (q12 == Fix64.Zero) { return(true); } Fix64 invLengthI = Fix64.One / RVOMath.absSq(obstacle2.point_ - obstacle1.point_); if (q1LeftOfI >= Fix64.Zero && q2LeftOfI >= Fix64.Zero) { return(queryVisibilityRecursive(q1, q2, radius, node.left_) && ((RVOMath.sqr(q1LeftOfI) * invLengthI >= RVOMath.sqr(radius) && RVOMath.sqr(q2LeftOfI) * invLengthI >= RVOMath.sqr(radius)) || queryVisibilityRecursive(q1, q2, radius, node.right_))); } if (q1LeftOfI <= Fix64.Zero && q2LeftOfI <= Fix64.Zero) { return(queryVisibilityRecursive(q1, q2, radius, node.right_) && ((RVOMath.sqr(q1LeftOfI) * invLengthI >= RVOMath.sqr(radius) && RVOMath.sqr(q2LeftOfI) * invLengthI >= RVOMath.sqr(radius)) || queryVisibilityRecursive(q1, q2, radius, node.left_))); } if (q1LeftOfI >= Fix64.Zero && q2LeftOfI <= Fix64.Zero) { /* One can see through obstacle from left to right. */ return(queryVisibilityRecursive(q1, q2, radius, node.left_) && queryVisibilityRecursive(q1, q2, radius, node.right_)); } Fix64 point1LeftOfQ = RVOMath.leftOf(q1, q2, obstacle1.point_); Fix64 point2LeftOfQ = RVOMath.leftOf(q1, q2, obstacle2.point_); Fix64 sqp12 = RVOMath.absSq(q2 - q1); if (sqp12 == Fix64.Zero) { return(true); } Fix64 invLengthQ = Fix64.One / sqp12; return(point1LeftOfQ * point2LeftOfQ >= Fix64.Zero && RVOMath.sqr(point1LeftOfQ) * invLengthQ > RVOMath.sqr(radius) && RVOMath.sqr(point2LeftOfQ) * invLengthQ > RVOMath.sqr(radius) && queryVisibilityRecursive(q1, q2, radius, node.left_) && queryVisibilityRecursive(q1, q2, radius, node.right_)); }
/** * <summary>Computes the neighbors of this agent.</summary> */ internal void computeNeighbors() { obstacleNeighbors.Clear(); float rangeSq = RVOMath.sqr(timeHorizonObst * maxSpeed + radius); Simulator.Instance.kdTree.computeObstacleNeighbors(this, rangeSq); agentNeighbors.Clear(); if (maxNeighbors > 0) { rangeSq = RVOMath.sqr(neighborDist); Simulator.Instance.kdTree.computeAgentNeighbors(this, ref rangeSq); } }
/** * <summary>Computes the neighbors of this agent.</summary> */ internal void computeNeighbors() { obstacleNeighbors_.Clear(); float rangeSq = RVOMath.sqr(timeHorizonObst_ * maxSpeed_ + radius_); sim_.kdTree_.computeObstacleNeighbors(this, rangeSq); agentNeighbors_.Clear(); if (maxNeighbors_ > 0) { rangeSq = RVOMath.sqr(neighborDist_) + RVOMath.absSq(velocity_);// RVOMath.sqr(neighborDist_); sim_.kdTree_.computeAgentNeighbors(this, ref rangeSq); } }
/** * <summary>Solves a two-dimensional linear program subject to linear * constraints defined by lines and a circular constraint.</summary> * 解决一个二维线性规划问题,由直线和一个圆形约束定义的线性约束 * * <returns>The number of the line it fails on, and the number of lines * if successful.</returns> * * <param name="lines">Lines defining the linear constraints.</param> * <param name="radius">The radius of the circular constraint.</param> * <param name="optVelocity">The optimization velocity.</param> * <param name="directionOpt">True if the direction should be optimized. * </param> * <param name="result">A reference to the result of the linear program. * </param> */ private int linearProgram2(IList <Line> lines, float radius, Vector2 optVelocity, bool directionOpt, ref Vector2 result) { if (directionOpt) { /* * Optimize direction. Note that the optimization velocity is of * unit length in this case. * 优化方向。注意,在这种情况下,优化速度是单位长度的 */ result = optVelocity * radius; } else if (RVOMath.absSq(optVelocity) > RVOMath.sqr(radius)) { /* Optimize closest point and outside circle. * 优化圆外最接近的点 当单位速度大小大于最大速度时,即速度在圆外 */ result = RVOMath.normalize(optVelocity) * radius; } else { /* Optimize closest point and inside circle. * 优化圆内最接近的点 当单位速度小于最大速度时,即速度在圆内 */ result = optVelocity; } for (int i = 0; i < lines.Count; ++i) { if (RVOMath.det(lines[i].direction, lines[i].point - result) > 0.0f) { /* Result does not satisfy constraint i. Compute new optimal result. * 结果不满足约束i,计算新的最优结果 */ Vector2 tempResult = result; if (!linearProgram1(lines, i, radius, optVelocity, directionOpt, ref result)) { result = tempResult; return(i); } } } return(lines.Count); }
/** * <summary>Recursive method for computing the agent neighbors of the * specified agent.</summary> * * <param name="agent">The agent for which agent neighbors are to be * computed.</param> * <param name="rangeSq">The squared range around the agent.</param> * <param name="node">The current agent k-D tree node index.</param> */ private void queryAgentTreeRecursive(Agent agent, ref float rangeSq, int node) { if (agentTree_[node].end_ - agentTree_[node].begin_ <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin_; i < agentTree_[node].end_; ++i) { agent.insertAgentNeighbor(agents_[i], ref rangeSq); } } else { //在范围内部返回零,在外边返回距离矩形的最短长度平方 float distSqLeft = RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].left_].minX_ - agent.position_.x_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.x_ - agentTree_[agentTree_[node].left_].maxX_)) + RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].left_].minY_ - agent.position_.y_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.y_ - agentTree_[agentTree_[node].left_].maxY_)); float distSqRight = RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].right_].minX_ - agent.position_.x_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.x_ - agentTree_[agentTree_[node].right_].maxX_)) + RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].right_].minY_ - agent.position_.y_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.y_ - agentTree_[agentTree_[node].right_].maxY_)); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left_); if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right_); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right_); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left_); } } } } }
private void queryAgentTreeRecursive(KInt2 position, ref KInt rangeSq, ref int agentNo, int node) { if (agentTree_[node].end_ - agentTree_[node].begin_ <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin_; i < agentTree_[node].end_; ++i) { KInt distSq = RVOMath.absSq(position - agents_[i].position_); if (distSq < rangeSq) { rangeSq = distSq; agentNo = agents_[i].id_; } } } else { KInt distSqLeft = RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].left_].minx, position.IntX)) + RVOMath.sqr(ReduceMax(position.IntX, agentTree_[agentTree_[node].left_].maxx)) + RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].left_].miny, position.IntY)) + RVOMath.sqr(ReduceMax(position.IntY, agentTree_[agentTree_[node].left_].maxy)); KInt distSqRight = RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].right_].minx, position.IntX)) + RVOMath.sqr(ReduceMax(position.IntX, agentTree_[agentTree_[node].right_].maxx)) + RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].right_].miny, position.IntY)) + RVOMath.sqr(ReduceMax(position.IntY, agentTree_[agentTree_[node].right_].maxy)); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].left_); if (distSqRight < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].right_); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].right_); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].left_); } } } } }
private void queryAgentTreeRecursive(Vector2 position, ref float rangeSq, ref int agentNo, int node) { if (agentTree_[node].end_ - agentTree_[node].begin_ <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin_; i < agentTree_[node].end_; ++i) { float distSq = RVOMath.absSq(position - agents_[i].position_); if (distSq < rangeSq) { rangeSq = distSq; agentNo = agents_[i].id_; } } } else { float distSqLeft = RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].left_].minX_ - position.x_)) + RVOMath.sqr(Math.Max(0.0f, position.x_ - agentTree_[agentTree_[node].left_].maxX_)) + RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].left_].minY_ - position.y_)) + RVOMath.sqr(Math.Max(0.0f, position.y_ - agentTree_[agentTree_[node].left_].maxY_)); float distSqRight = RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].right_].minX_ - position.x_)) + RVOMath.sqr(Math.Max(0.0f, position.x_ - agentTree_[agentTree_[node].right_].maxX_)) + RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].right_].minY_ - position.y_)) + RVOMath.sqr(Math.Max(0.0f, position.y_ - agentTree_[agentTree_[node].right_].maxY_)); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].left_); if (distSqRight < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].right_); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].right_); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(position, ref rangeSq, ref agentNo, agentTree_[node].left_); } } } } }
/** * <summary>Solves a two-dimensional linear program subject to linear * constraints defined by lines and a circular constraint.</summary> * * <returns>The number of the line it fails on, and the number of lines * if successful.</returns> * * <param name="lines">Lines defining the linear constraints.</param> * <param name="radius">The radius of the circular constraint.</param> * <param name="optVelocity">The optimization velocity.</param> * <param name="directionOpt">True if the direction should be optimized. * </param> * <param name="result">A reference to the result of the linear program. * </param> */ private int linearProgram2(IList <Line> lines, float radius, Vector2 optVelocity, bool directionOpt, ref Vector2 result) { // directionOpt 第一次为false,第二次为true,directionOpt主要用在 linearProgram1 里面 if (directionOpt) { /* * Optimize direction. Note that the optimization velocity is of * unit length in this case. */ // 1.这个其实没什么用,只是因为velocity是归一化的所以直接乘 radius result = optVelocity * radius; } else if (RVOMath.absSq(optVelocity) > RVOMath.sqr(radius)) { /* Optimize closest point and outside circle. */ // 2.当 optVelocity 太大时,先归一化optVelocity,再乘 radius result = RVOMath.normalize(optVelocity) * radius; } else { /* Optimize closest point and inside circle. */ // 3.当 optVelocity 小于maxSpeed时 result = optVelocity; } for (int i = 0; i < lines.Count; ++i) { if (RVOMath.det(lines[i].direction, lines[i].point - result) > 0.0f) { /* Result does not satisfy constraint i. Compute new optimal result. */ Vector2 tempResult = result; if (!linearProgram1(lines, i, radius, optVelocity, directionOpt, ref result)) { result = tempResult; return(i); } } } return(lines.Count); }
/** * <summary>Recursive method for computing the agent neighbors of the * specified agent.</summary> * * <param name="agent">The agent for which agent neighbors are to be * computed.</param> * <param name="rangeSq">The squared range around the agent.</param> * <param name="node">The current agent k-D tree node index.</param> */ private void queryAgentTreeRecursive(Agent agent, ref KInt rangeSq, int node) { if (agentTree_[node].end_ - agentTree_[node].begin_ <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin_; i < agentTree_[node].end_; ++i) { agent.insertAgentNeighbor(agents_[i], ref rangeSq); } } else { KInt distSqLeft = RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].left_].minx, agent.position_.IntX)) + RVOMath.sqr(ReduceMax(agent.position_.IntX, agentTree_[agentTree_[node].left_].maxx)) + RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].left_].miny, agent.position_.IntY)) + RVOMath.sqr(ReduceMax(agent.position_.IntY, agentTree_[agentTree_[node].left_].maxy)); KInt distSqRight = RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].right_].minx, agent.position_.IntX)) + RVOMath.sqr(ReduceMax(agent.position_.IntX, agentTree_[agentTree_[node].right_].maxx)) + RVOMath.sqr(ReduceMax(agentTree_[agentTree_[node].right_].miny, agent.position_.IntY)) + RVOMath.sqr(ReduceMax(agent.position_.IntY, agentTree_[agentTree_[node].right_].maxy)); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left_); if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right_); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right_); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left_); } } } } }
void queryAgentTreeRecursive(Agent agent, ref float rangeSq, int node) { if (agentTree_[node].end - agentTree_[node].begin <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin; i < agentTree_[node].end; ++i) { agent.insertAgentNeighbor(agents_[i], ref rangeSq); } } else { float distSqLeft = RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].left].minX - agent.position_.x_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.x_ - agentTree_[agentTree_[node].left].maxX)) + RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].left].minY - agent.position_.y_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.y_ - agentTree_[agentTree_[node].left].maxY)); float distSqRight = RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].right].minX - agent.position_.x_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.x_ - agentTree_[agentTree_[node].right].maxX)) + RVOMath.sqr(Math.Max(0.0f, agentTree_[agentTree_[node].right].minY - agent.position_.y_)) + RVOMath.sqr(Math.Max(0.0f, agent.position_.y_ - agentTree_[agentTree_[node].right].maxY)); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left); if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left); } } } } }
/** * <summary>Recursive method for computing the agent neighbors of the * specified agent.</summary> * * <param name="agent">The agent for which agent neighbors are to be * computed.</param> * <param name="rangeSq">The squared range around the agent.</param> * <param name="node">The current agent k-D tree node index.</param> */ private void queryAgentTreeRecursive(Agent agent, ref Fix64 rangeSq, int node) { if (agentTree_[node].end_ - agentTree_[node].begin_ <= MAX_LEAF_SIZE) { for (int i = agentTree_[node].begin_; i < agentTree_[node].end_; ++i) { agent.insertAgentNeighbor(agents_[i], ref rangeSq); } } else { Fix64 distSqLeft = RVOMath.sqr(MathEx.Max(0.0f, agentTree_[agentTree_[node].left_].minX_ - agent.position_.x)) + RVOMath.sqr(MathEx.Max(Fix64.Zero, agent.position_.x - agentTree_[agentTree_[node].left_].maxX_)) + RVOMath.sqr(MathEx.Max(Fix64.Zero, agentTree_[agentTree_[node].left_].minY_ - agent.position_.y)) + RVOMath.sqr(MathEx.Max(Fix64.Zero, agent.position_.y - agentTree_[agentTree_[node].left_].maxY_)); Fix64 distSqRight = RVOMath.sqr(MathEx.Max(0.0f, agentTree_[agentTree_[node].right_].minX_ - agent.position_.x)) + RVOMath.sqr(MathEx.Max(Fix64.Zero, agent.position_.x - agentTree_[agentTree_[node].right_].maxX_)) + RVOMath.sqr(MathEx.Max(Fix64.Zero, agentTree_[agentTree_[node].right_].minY_ - agent.position_.y)) + RVOMath.sqr(MathEx.Max(Fix64.Zero, agent.position_.y - agentTree_[agentTree_[node].right_].maxY_)); if (distSqLeft < distSqRight) { if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left_); if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right_); } } } else { if (distSqRight < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].right_); if (distSqLeft < rangeSq) { queryAgentTreeRecursive(agent, ref rangeSq, agentTree_[node].left_); } } } } }
/** * <summary>Solves a two-dimensional linear program subject to linear * constraints defined by lines and a circular constraint.</summary> * * <returns>The number of the line it fails on, and the number of lines * if successful.</returns> * * <param name="lines">Lines defining the linear constraints.</param> * <param name="radius">The radius of the circular constraint.</param> * <param name="optVelocity">The optimization velocity.</param> * <param name="directionOpt">True if the direction should be optimized. * </param> * <param name="result">A reference to the result of the linear program. * </param> */ private int linearProgram2(ref IList <Line> lines, float radius, float2 optVelocity, bool directionOpt, ref float2 result) { if (directionOpt) { /* * Optimize direction. Note that the optimization velocity is of * unit length in this case. */ result = optVelocity * radius; } else if (RVOMath.absSq(optVelocity) > RVOMath.sqr(radius)) { /* Optimize closest point and outside circle. */ result = math.normalize(optVelocity) * radius; } else { /* Optimize closest point and inside circle. */ result = optVelocity; } for (int i = 0; i < lines.Count; ++i) { if (RVOMath.det(lines[i].direction, lines[i].point - result) > 0.0f) { /* Result does not satisfy constraint i. Compute new optimal result. */ float2 tempResult = result; if (!linearProgram1(ref lines, i, radius, optVelocity, directionOpt, ref result)) { result = tempResult; return(i); } } } return(lines.Count); }
/** * <summary>Solves a one-dimensional linear program on a specified line * subject to linear constraints defined by lines and a circular * constraint.</summary> * * <returns>True if successful.</returns> * * <param name="lines">Lines defining the linear constraints.</param> * <param name="lineNo">The specified line constraint.</param> * <param name="radius">The radius of the circular constraint.</param> * <param name="optVelocity">The optimization velocity.</param> * <param name="directionOpt">True if the direction should be optimized. * </param> * <param name="result">A reference to the result of the linear program. * </param> */ private bool linearProgram1(IList <Line> lines, int lineNo, float radius, Vector2 optVelocity, bool directionOpt, ref Vector2 result) { float dotProduct = Vector2.Dot(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 = Mathf.Min(tRight, t); } else { /* Line i bounds line lineNo on the left. */ tLeft = Mathf.Max(tLeft, t); } if (tLeft > tRight) { return(false); } } if (directionOpt) { /* Optimize direction. */ if (Vector2.Dot(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 = Vector2.Dot(lines[lineNo].direction, (optVelocity - lines[lineNo].point)); 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); }
/** * <summary>Computes the new velocity of this agent.</summary> */ internal void computeNewVelocity() { if (isKinematic) { newVelocity_ = prefVelocity_ / prefVelocity_.magnitude * maxSpeed_; return; } orcaLines_.Clear(); float invTimeHorizonObst = 1.0f / timeHorizonObst_; /* Create obstacle ORCA lines. */ for (int i = 0; i < obstacleNeighbors_.Count; ++i) { Obstacle obstacle1 = obstacleNeighbors_[i].Value; Obstacle obstacle2 = obstacle1.next_; Vector2 relativePosition1 = obstacle1.point_ - position_; Vector2 relativePosition2 = obstacle2.point_ - position_; /* * Check if velocity obstacle of obstacle is already taken care * of by previously constructed obstacle ORCA lines. */ bool alreadyCovered = false; for (int j = 0; j < orcaLines_.Count; ++j) { if (RVOMath.det(invTimeHorizonObst * relativePosition1 - orcaLines_[j].point, orcaLines_[j].direction) - invTimeHorizonObst * radius_ >= -RVOMath.RVO_EPSILON && RVOMath.det(invTimeHorizonObst * relativePosition2 - orcaLines_[j].point, orcaLines_[j].direction) - invTimeHorizonObst * radius_ >= -RVOMath.RVO_EPSILON) { alreadyCovered = true; break; } } if (alreadyCovered) { continue; } /* Not yet covered. Check for collisions. */ float distSq1 = RVOMath.absSq(relativePosition1); float distSq2 = RVOMath.absSq(relativePosition2); float radiusSq = RVOMath.sqr(radius_); Vector2 obstacleVector = obstacle2.point_ - obstacle1.point_; float s = Vector2.Dot(-relativePosition1, obstacleVector) / RVOMath.absSq(obstacleVector); float distSqLine = RVOMath.absSq(-relativePosition1 - s * obstacleVector); Line line; if (s < 0.0f && distSq1 <= radiusSq) { /* Collision with left vertex. Ignore if non-convex. */ if (obstacle1.convex_) { line.point = new Vector2(0.0f, 0.0f); line.direction = RVOMath.normalize(new Vector2(-relativePosition1.y, relativePosition1.x)); orcaLines_.Add(line); } continue; } else if (s > 1.0f && distSq2 <= radiusSq) { /* * Collision with right vertex. Ignore if non-convex or if * it will be taken care of by neighboring obstacle. */ if (obstacle2.convex_ && RVOMath.det(relativePosition2, obstacle2.direction_) >= 0.0f) { line.point = new Vector2(0.0f, 0.0f); line.direction = RVOMath.normalize(new Vector2(-relativePosition2.y, relativePosition2.x)); orcaLines_.Add(line); } continue; } else if (s >= 0.0f && s < 1.0f && distSqLine <= radiusSq) { /* Collision with obstacle segment. */ line.point = new Vector2(0.0f, 0.0f); line.direction = -obstacle1.direction_; orcaLines_.Add(line); continue; } /* * No collision. Compute legs. When obliquely viewed, both legs * can come from a single vertex. Legs extend cut-off line when * non-convex vertex. */ Vector2 leftLegDirection, rightLegDirection; if (s < 0.0f && distSqLine <= radiusSq) { /* * Obstacle viewed obliquely so that left vertex * defines velocity obstacle. */ if (!obstacle1.convex_) { /* Ignore obstacle. */ continue; } obstacle2 = obstacle1; float leg1 = RVOMath.sqrt(distSq1 - radiusSq); leftLegDirection = new Vector2(relativePosition1.x * leg1 - relativePosition1.y * radius_, relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1; rightLegDirection = new Vector2(relativePosition1.x * leg1 + relativePosition1.y * radius_, -relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1; } else if (s > 1.0f && distSqLine <= radiusSq) { /* * Obstacle viewed obliquely so that * right vertex defines velocity obstacle. */ if (!obstacle2.convex_) { /* Ignore obstacle. */ continue; } obstacle1 = obstacle2; float leg2 = RVOMath.sqrt(distSq2 - radiusSq); leftLegDirection = new Vector2(relativePosition2.x * leg2 - relativePosition2.y * radius_, relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2; rightLegDirection = new Vector2(relativePosition2.x * leg2 + relativePosition2.y * radius_, -relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2; } else { /* Usual situation. */ if (obstacle1.convex_) { float leg1 = RVOMath.sqrt(distSq1 - radiusSq); leftLegDirection = new Vector2(relativePosition1.x * leg1 - relativePosition1.y * radius_, relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1; } else { /* Left vertex non-convex; left leg extends cut-off line. */ leftLegDirection = -obstacle1.direction_; } if (obstacle2.convex_) { float leg2 = RVOMath.sqrt(distSq2 - radiusSq); rightLegDirection = new Vector2(relativePosition2.x * leg2 + relativePosition2.y * radius_, -relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2; } else { /* Right vertex non-convex; right leg extends cut-off line. */ rightLegDirection = obstacle1.direction_; } } /* * Legs can never point into neighboring edge when convex * vertex, take cutoff-line of neighboring edge instead. If * velocity projected on "foreign" leg, no constraint is added. */ Obstacle leftNeighbor = obstacle1.previous_; bool isLeftLegForeign = false; bool isRightLegForeign = false; if (obstacle1.convex_ && RVOMath.det(leftLegDirection, -leftNeighbor.direction_) >= 0.0f) { /* Left leg points into obstacle. */ leftLegDirection = -leftNeighbor.direction_; isLeftLegForeign = true; } if (obstacle2.convex_ && RVOMath.det(rightLegDirection, obstacle2.direction_) <= 0.0f) { /* Right leg points into obstacle. */ rightLegDirection = obstacle2.direction_; isRightLegForeign = true; } /* Compute cut-off centers. */ Vector2 leftCutOff = invTimeHorizonObst * (obstacle1.point_ - position_); Vector2 rightCutOff = invTimeHorizonObst * (obstacle2.point_ - position_); Vector2 cutOffVector = rightCutOff - leftCutOff; /* Project current velocity on velocity obstacle. */ /* Check if current velocity is projected on cutoff circles. */ float t = obstacle1 == obstacle2 ? 0.5f : Vector2.Dot((velocity_ - leftCutOff), cutOffVector) / RVOMath.absSq(cutOffVector); float tLeft = Vector2.Dot(velocity_ - leftCutOff, leftLegDirection); float tRight = Vector2.Dot(velocity_ - rightCutOff, rightLegDirection); if ((t < 0.0f && tLeft < 0.0f) || (obstacle1 == obstacle2 && tLeft < 0.0f && tRight < 0.0f)) { /* Project on left cut-off circle. */ Vector2 unitW = RVOMath.normalize(velocity_ - leftCutOff); line.direction = new Vector2(unitW.y, -unitW.x); line.point = leftCutOff + radius_ * invTimeHorizonObst * unitW; orcaLines_.Add(line); continue; } else if (t > 1.0f && tRight < 0.0f) { /* Project on right cut-off circle. */ Vector2 unitW = RVOMath.normalize(velocity_ - rightCutOff); line.direction = new Vector2(unitW.y, -unitW.x); line.point = rightCutOff + radius_ * invTimeHorizonObst * unitW; orcaLines_.Add(line); continue; } /* * Project on left leg, right leg, or cut-off line, whichever is * closest to velocity. */ float distSqCutoff = (t <0.0f || t> 1.0f || obstacle1 == obstacle2) ? float.PositiveInfinity : RVOMath.absSq(velocity_ - (leftCutOff + t * cutOffVector)); float distSqLeft = tLeft < 0.0f ? float.PositiveInfinity : RVOMath.absSq(velocity_ - (leftCutOff + tLeft * leftLegDirection)); float distSqRight = tRight < 0.0f ? float.PositiveInfinity : RVOMath.absSq(velocity_ - (rightCutOff + tRight * rightLegDirection)); if (distSqCutoff <= distSqLeft && distSqCutoff <= distSqRight) { /* Project on cut-off line. */ line.direction = -obstacle1.direction_; line.point = leftCutOff + radius_ * invTimeHorizonObst * new Vector2(-line.direction.y, line.direction.x); orcaLines_.Add(line); continue; } if (distSqLeft <= distSqRight) { /* Project on left leg. */ if (isLeftLegForeign) { continue; } line.direction = leftLegDirection; line.point = leftCutOff + radius_ * invTimeHorizonObst * new Vector2(-line.direction.y, line.direction.x); orcaLines_.Add(line); continue; } /* Project on right leg. */ if (isRightLegForeign) { continue; } line.direction = -rightLegDirection; line.point = rightCutOff + radius_ * invTimeHorizonObst * new Vector2(-line.direction.y, line.direction.x); orcaLines_.Add(line); } int numObstLines = orcaLines_.Count; float invTimeHorizon = 1.0f / timeHorizon_; /* Create agent ORCA lines. */ for (int i = 0; i < agentNeighbors_.Count; ++i) { Agent other = agentNeighbors_[i].Value; Vector2 relativePosition = other.position_ - position_; Vector2 relativeVelocity = velocity_ - other.velocity_; float distSq = RVOMath.absSq(relativePosition); float combinedRadius = radius_ + other.radius_; 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 = Vector2.Dot(w, relativePosition); 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 = Vector2.Dot(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; } if (!other.isKinematic) { line.point = velocity_ + 0.5f * u; } else { line.point = relativeVelocity; } orcaLines_.Add(line); } int lineFail = linearProgram2(orcaLines_, maxSpeed_, prefVelocity_, false, ref newVelocity_); if (lineFail < orcaLines_.Count) { linearProgram3(orcaLines_, numObstLines, lineFail, maxSpeed_, ref newVelocity_); } }
/** * <summary>Computes the new velocity of this agent.</summary> */ internal void computeNewVelocity() { orcaLines_.Clear(); //KInt invTimeHorizonObst = 1 / timeHorizonObst_; KInt tempradius = radius_ / timeHorizonObst_; /* Create obstacle ORCA lines. */ for (int i = 0; i < obstacleNeighbors_.Count; ++i) { Obstacle obstacle1 = obstacleNeighbors_[i].Value; Obstacle obstacle2 = obstacle1.next_; KInt2 relativePosition1 = obstacle1.point_ - position_; KInt2 relativePosition2 = obstacle2.point_ - position_; /* * Check if velocity obstacle of obstacle is already taken care * of by previously constructed obstacle ORCA lines. */ bool alreadyCovered = false; for (int j = 0; j < orcaLines_.Count; ++j) { if (RVOMath.det(relativePosition1 / timeHorizonObst_ - orcaLines_[j].point, orcaLines_[j].direction) - tempradius >= 0 && RVOMath.det(relativePosition2 / timeHorizonObst_ - orcaLines_[j].point, orcaLines_[j].direction) - tempradius >= 0) { alreadyCovered = true; break; } } if (alreadyCovered) { continue; } /* Not yet covered. Check for collisions. */ KInt distSq1 = RVOMath.absSq(relativePosition1); KInt distSq2 = RVOMath.absSq(relativePosition2); KInt radiusSq = RVOMath.sqr(radius_); KInt2 obstacleVector = obstacle2.point_ - obstacle1.point_; KInt s = (-RVOMath.Dot(relativePosition1, obstacleVector)) / RVOMath.absSq(obstacleVector); KInt distSqLine = RVOMath.absSq(-relativePosition1 - s * obstacleVector); Line line = new Line(); if (s < 0 && distSq1 <= radiusSq) { /* Collision with left vertex. Ignore if non-convex. */ if (obstacle1.convex_) { line.point = KInt2.zero; line.direction = RVOMath.normalize(KInt2.ToInt2(-relativePosition1.IntY, relativePosition1.IntX)); orcaLines_.Add(line); } continue; } else if (s > 1 && distSq2 <= radiusSq) { /* * Collision with right vertex. Ignore if non-convex or if * it will be taken care of by neighboring obstacle. */ if (obstacle2.convex_ && RVOMath.det(relativePosition2, obstacle2.direction_) >= 0) { line.point = KInt2.zero; line.direction = RVOMath.normalize(KInt2.ToInt2(-relativePosition2.IntY, relativePosition2.IntX)); orcaLines_.Add(line); } continue; } else if (s >= 0 && s < 1 && distSqLine <= radiusSq) { /* Collision with obstacle segment. */ line.point = KInt2.zero; line.direction = -obstacle1.direction_; orcaLines_.Add(line); continue; } /* * No collision. Compute legs. When obliquely viewed, both legs * can come from a single vertex. Legs extend cut-off line when * non-convex vertex. */ KInt2 leftLegDirection, rightLegDirection; if (s < 0 && distSqLine <= radiusSq) { /* * Obstacle viewed obliquely so that left vertex * defines velocity obstacle. */ if (!obstacle1.convex_) { /* Ignore obstacle. */ continue; } obstacle2 = obstacle1; KInt leg1 = RVOMath.sqrt(distSq1 - radiusSq); leftLegDirection = KInt2.ToInt2(relativePosition1.IntX * leg1 - relativePosition1.IntY * radius_, relativePosition1.IntX * radius_ + relativePosition1.IntY * leg1) / distSq1; rightLegDirection = KInt2.ToInt2(relativePosition1.IntX * leg1 + relativePosition1.IntY * radius_, -relativePosition1.IntX * radius_ + relativePosition1.IntY * leg1) / distSq1; if (isover(leftLegDirection) || isover(rightLegDirection)) { LogMgr.LogError("!!!"); } } else if (s > 1 && distSqLine <= radiusSq) { /* * Obstacle viewed obliquely so that * right vertex defines velocity obstacle. */ if (!obstacle2.convex_) { /* Ignore obstacle. */ continue; } obstacle1 = obstacle2; KInt leg2 = RVOMath.sqrt(distSq2 - radiusSq); leftLegDirection = KInt2.ToInt2(relativePosition2.IntX * leg2 - relativePosition2.IntY * radius_, relativePosition2.IntX * radius_ + relativePosition2.IntY * leg2) / distSq2; rightLegDirection = KInt2.ToInt2(relativePosition2.IntX * leg2 + relativePosition2.IntY * radius_, -relativePosition2.IntX * radius_ + relativePosition2.IntY * leg2) / distSq2; if (isover(leftLegDirection) || isover(rightLegDirection)) { LogMgr.LogError("!!!"); } } else { /* Usual situation. */ if (obstacle1.convex_) { KInt leg1 = RVOMath.sqrt(distSq1 - radiusSq); leftLegDirection = KInt2.ToInt2(relativePosition1.IntX * leg1 - relativePosition1.IntY * radius_, relativePosition1.IntX * radius_ + relativePosition1.IntY * leg1) / distSq1; if (isover(leftLegDirection)) { LogMgr.LogError("!!!"); } } else { /* Left vertex non-convex; left leg extends cut-off line. */ leftLegDirection = -obstacle1.direction_; if (isover(leftLegDirection)) { LogMgr.LogError("!!!"); } } if (obstacle2.convex_) { KInt leg2 = RVOMath.sqrt(distSq2 - radiusSq); rightLegDirection = KInt2.ToInt2(relativePosition2.IntX * leg2 + relativePosition2.IntY * radius_, -relativePosition2.IntX * radius_ + relativePosition2.IntY * leg2) / distSq2; if (isover(rightLegDirection)) { LogMgr.LogError("!!!"); } } else { /* Right vertex non-convex; right leg extends cut-off line. */ rightLegDirection = obstacle1.direction_; if (isover(rightLegDirection)) { LogMgr.LogError("!!!"); } } } /* * Legs can never point into neighboring edge when convex * vertex, take cutoff-line of neighboring edge instead. If * velocity projected on "foreign" leg, no constraint is added. */ Obstacle leftNeighbor = obstacle1.previous_; bool isLeftLegForeign = false; bool isRightLegForeign = false; if (obstacle1.convex_ && RVOMath.det(leftLegDirection, -leftNeighbor.direction_) >= 0) { /* Left leg points into obstacle. */ leftLegDirection = -leftNeighbor.direction_; if (isover(leftLegDirection)) { LogMgr.LogError("!!!"); } isLeftLegForeign = true; } if (obstacle2.convex_ && RVOMath.det(rightLegDirection, obstacle2.direction_) <= 0) { /* Right leg points into obstacle. */ rightLegDirection = obstacle2.direction_; isRightLegForeign = true; if (isover(rightLegDirection)) { LogMgr.LogError("!!!"); } } /* Compute cut-off centers. */ KInt2 leftCutOff = (obstacle1.point_ - position_) / timeHorizonObst_; KInt2 rightCutOff = (obstacle2.point_ - position_) / timeHorizonObst_; KInt2 cutOffVector = rightCutOff - leftCutOff; /* Project current velocity on velocity obstacle. */ /* Check if current velocity is projected on cutoff circles. */ KInt sqvalue = RVOMath.absSq(cutOffVector); KInt t = KInt.ToInt(KInt.divscale / 2); if (obstacle1 != obstacle2) { if (sqvalue == 0) { t = KInt.MaxValue; } else { t = RVOMath.Dot((velocity_ - leftCutOff), cutOffVector) / sqvalue; } } KInt tLeft = RVOMath.Dot((velocity_ - leftCutOff), leftLegDirection); KInt tRight = RVOMath.Dot((velocity_ - rightCutOff), rightLegDirection); if ((t < 0 && tLeft < 0) || (obstacle1 == obstacle2 && tLeft < 0 && tRight < 0)) { /* Project on left cut-off circle. */ KInt2 unitW = RVOMath.normalize((velocity_ - leftCutOff)); line.direction = KInt2.ToInt2(unitW.IntY, -unitW.IntX); line.point = leftCutOff + radius_ * unitW / timeHorizonObst_; orcaLines_.Add(line); continue; } else if (t > 1 && tRight < 0) { /* Project on right cut-off circle. */ KInt2 unitW = RVOMath.normalize((velocity_ - rightCutOff)); line.direction = KInt2.ToInt2(unitW.IntY, -unitW.IntX); line.point = rightCutOff + radius_ * unitW / timeHorizonObst_; orcaLines_.Add(line); continue; } /* * Project on left leg, right leg, or cut-off line, whichever is * closest to velocity. */ KInt distSqCutoff = (t < 0 || t > 1 || obstacle1 == obstacle2) ? KInt.MaxValue : RVOMath.absSq(velocity_ - (leftCutOff + t * cutOffVector)); KInt distSqLeft = tLeft < 0 ? KInt.MaxValue : RVOMath.absSq(velocity_ - (leftCutOff + tLeft * leftLegDirection)); KInt distSqRight = tRight < 0 ? KInt.MaxValue : RVOMath.absSq(velocity_ - (rightCutOff + tRight * rightLegDirection)); if (distSqCutoff <= distSqLeft && distSqCutoff <= distSqRight) { /* Project on cut-off line. */ line.direction = -obstacle1.direction_; line.point = leftCutOff + radius_ * KInt2.ToInt2(-line.direction.IntY, line.direction.IntX) / timeHorizonObst_; orcaLines_.Add(line); continue; } if (distSqLeft <= distSqRight) { /* Project on left leg. */ if (isLeftLegForeign) { continue; } line.direction = leftLegDirection; line.point = leftCutOff + radius_ * KInt2.ToInt2(-line.direction.IntY, line.direction.IntX) / timeHorizonObst_; orcaLines_.Add(line); continue; } /* Project on right leg. */ if (isRightLegForeign) { continue; } line.direction = -rightLegDirection; line.point = rightCutOff + radius_ * KInt2.ToInt2(-line.direction.IntY, line.direction.IntX) / timeHorizonObst_; orcaLines_.Add(line); } int numObstLines = orcaLines_.Count; //KInt invTimeHorizon = 1 / timeHorizon_; /* Create agent ORCA lines. */ for (int i = 0; i < agentNeighbors_.Count; ++i) { Agent other = agentNeighbors_[i].Value; KInt2 relativePosition = other.position_ - position_; KInt2 relativeVelocity = velocity_ - other.velocity_; KInt distSq = RVOMath.absSq(relativePosition); KInt combinedRadius = radius_ + other.radius_; KInt combinedRadiusSq = RVOMath.sqr(combinedRadius); Line line = new Line(); KInt2 u; if (distSq > combinedRadiusSq) { /* No collision. */ KInt2 w = relativeVelocity - relativePosition / timeHorizon_; /* Vector from cutoff center to relative velocity. */ KInt wLengthSq = RVOMath.absSq(w); KInt dotProduct1 = RVOMath.Dot(w, relativePosition); if (dotProduct1 < 0 && RVOMath.sqr(dotProduct1) > combinedRadiusSq * wLengthSq) { /* Project on cut-off circle. */ KInt wLength = RVOMath.sqrt(wLengthSq); if (wLength == 0) { continue; } KInt2 unitW = w / wLength; line.direction = KInt2.ToInt2(unitW.IntY, -unitW.IntX); u = (combinedRadius / timeHorizon_ - wLength) * unitW; } else { /* Project on legs. */ KInt leg = RVOMath.sqrt(distSq - combinedRadiusSq); if (RVOMath.det(relativePosition, w) > 0) { /* Project on left leg. */ line.direction = KInt2.ToInt2(relativePosition.IntX * leg - relativePosition.IntY * combinedRadius, relativePosition.IntX * combinedRadius + relativePosition.IntY * leg) / distSq; } else { /* Project on right leg. */ line.direction = -KInt2.ToInt2(relativePosition.IntX * leg + relativePosition.IntY * combinedRadius, -relativePosition.IntX * combinedRadius + relativePosition.IntY * leg) / distSq; } KInt dotProduct2 = RVOMath.Dot(relativeVelocity, line.direction); u = dotProduct2 * line.direction - relativeVelocity; } } else { /* Collision. Project on cut-off circle of time timeStep. */ //KInt invTimeStep = 1 / Simulator.Instance.timeStep_; /* Vector from cutoff center to relative velocity. */ KInt2 w = relativeVelocity - relativePosition / Simulator.Instance.timeStep_; KInt wLength = RVOMath.abs(w); if (wLength == 0) { continue; } KInt2 unitW = w / wLength; line.direction = KInt2.ToInt2(unitW.IntY, -unitW.IntX); u = (combinedRadius / Simulator.Instance.timeStep_ - wLength) * unitW; } line.point = velocity_ + u / 2; orcaLines_.Add(line); } int lineFail = linearProgram2(orcaLines_, maxSpeed_, prefVelocity_, false, ref newVelocity_); if (lineFail < orcaLines_.Count) { linearProgram3(orcaLines_, numObstLines, lineFail, maxSpeed_, ref newVelocity_); } }
/** * <summary>Computes the new velocity of this agent.</summary> */ internal void computeNewVelocity() { orcaLines_.Clear(); Fix64 invTimeHorizonObst = Fix64.One / timeHorizonObst_; /* Create obstacle ORCA lines. */ for (int i = 0; i < obstacleNeighbors_.Count; ++i) { Obstacle obstacle1 = obstacleNeighbors_[i].Value; Obstacle obstacle2 = obstacle1.next_; Vec2 relativePosition1 = obstacle1.point_ - position_; Vec2 relativePosition2 = obstacle2.point_ - position_; /* * Check if velocity obstacle of obstacle is already taken care * of by previously constructed obstacle ORCA lines. */ bool alreadyCovered = false; for (int j = 0; j < orcaLines_.Count; ++j) { if (RVOMath.det(invTimeHorizonObst * relativePosition1 - orcaLines_[j].point, orcaLines_[j].direction) - invTimeHorizonObst * radius_ >= -RVOMath.RVO_EPSILON && RVOMath.det(invTimeHorizonObst * relativePosition2 - orcaLines_[j].point, orcaLines_[j].direction) - invTimeHorizonObst * radius_ >= -RVOMath.RVO_EPSILON) { alreadyCovered = true; break; } } if (alreadyCovered) { continue; } /* Not yet covered. Check for collisions. */ Fix64 distSq1 = RVOMath.absSq(relativePosition1); Fix64 distSq2 = RVOMath.absSq(relativePosition2); Fix64 radiusSq = RVOMath.sqr(radius_); Vec2 obstacleVector = obstacle2.point_ - obstacle1.point_; Fix64 obstacleVectorSq = RVOMath.absSq(obstacleVector); Fix64 s = obstacleVectorSq == Fix64.Zero ? Fix64.One : (-relativePosition1 * obstacleVector) / obstacleVectorSq; Fix64 distSqLine = RVOMath.absSq(-relativePosition1 - s * obstacleVector); Line line; if (s < Fix64.Zero && distSq1 <= radiusSq) { /* Collision with left vertex. Ignore if non-convex. */ if (obstacle1.convex_) { line.point = Vec2.Zero; line.direction = RVOMath.normalize(new Vec2(-relativePosition1.y, relativePosition1.x)); orcaLines_.Add(line); } continue; } else if (s > Fix64.One && distSq2 <= radiusSq) { /* * Collision with right vertex. Ignore if non-convex or if * it will be taken care of by neighboring obstacle. */ if (obstacle2.convex_ && RVOMath.det(relativePosition2, obstacle2.direction_) >= Fix64.Zero) { line.point = Vec2.Zero; line.direction = RVOMath.normalize(new Vec2(-relativePosition2.y, relativePosition2.x)); orcaLines_.Add(line); } continue; } else if (s >= Fix64.Zero && s < Fix64.One && distSqLine <= radiusSq) { /* Collision with obstacle segment. */ line.point = Vec2.Zero; line.direction = -obstacle1.direction_; orcaLines_.Add(line); continue; } /* * No collision. Compute legs. When obliquely viewed, both legs * can come from a single vertex. Legs extend cut-off line when * non-convex vertex. */ Vec2 leftLegDirection, rightLegDirection; if (s < Fix64.Zero && distSqLine <= radiusSq) { /* * Obstacle viewed obliquely so that left vertex * defines velocity obstacle. */ if (!obstacle1.convex_) { /* Ignore obstacle. */ continue; } obstacle2 = obstacle1; Fix64 leg1 = RVOMath.sqrt((distSq1 - radiusSq).Clamp(Fix64.Zero, Fix64.MaxValue)); leftLegDirection = new Vec2(relativePosition1.x * leg1 - relativePosition1.y * radius_, relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1; rightLegDirection = new Vec2(relativePosition1.x * leg1 + relativePosition1.y * radius_, -relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1; } else if (s > Fix64.One && distSqLine <= radiusSq) { /* * Obstacle viewed obliquely so that * right vertex defines velocity obstacle. */ if (!obstacle2.convex_) { /* Ignore obstacle. */ continue; } obstacle1 = obstacle2; Fix64 leg2 = RVOMath.sqrt((distSq2 - radiusSq).Clamp(Fix64.Zero, Fix64.MaxValue)); leftLegDirection = new Vec2(relativePosition2.x * leg2 - relativePosition2.y * radius_, relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2; rightLegDirection = new Vec2(relativePosition2.x * leg2 + relativePosition2.y * radius_, -relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2; } else { /* Usual situation. */ if (obstacle1.convex_) { Fix64 leg1 = RVOMath.sqrt((distSq1 - radiusSq).Clamp(Fix64.Zero, Fix64.MaxValue)); leftLegDirection = new Vec2(relativePosition1.x * leg1 - relativePosition1.y * radius_, relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1; } else { /* Left vertex non-convex; left leg extends cut-off line. */ leftLegDirection = -obstacle1.direction_; } if (obstacle2.convex_) { Fix64 leg2 = RVOMath.sqrt((distSq2 - radiusSq).Clamp(Fix64.Zero, Fix64.MaxValue)); rightLegDirection = new Vec2(relativePosition2.x * leg2 + relativePosition2.y * radius_, -relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2; } else { /* Right vertex non-convex; right leg extends cut-off line. */ rightLegDirection = obstacle1.direction_; } } /* * Legs can never point into neighboring edge when convex * vertex, take cutoff-line of neighboring edge instead. If * velocity projected on "foreign" leg, no constraint is added. */ Obstacle leftNeighbor = obstacle1.previous_; bool isLeftLegForeign = false; bool isRightLegForeign = false; if (obstacle1.convex_ && RVOMath.det(leftLegDirection, -leftNeighbor.direction_) >= Fix64.Zero) { /* Left leg points into obstacle. */ leftLegDirection = -leftNeighbor.direction_; isLeftLegForeign = true; } if (obstacle2.convex_ && RVOMath.det(rightLegDirection, obstacle2.direction_) <= Fix64.Zero) { /* Right leg points into obstacle. */ rightLegDirection = obstacle2.direction_; isRightLegForeign = true; } /* Compute cut-off centers. */ Vec2 leftCutOff = invTimeHorizonObst * (obstacle1.point_ - position_); Vec2 rightCutOff = invTimeHorizonObst * (obstacle2.point_ - position_); Vec2 cutOffVector = rightCutOff - leftCutOff; /* Project current velocity on velocity obstacle. */ /* Check if current velocity is projected on cutoff circles. */ Fix64 cutOffVectorSq = RVOMath.absSq(cutOffVector); Fix64 t = obstacle1 == obstacle2 || cutOffVectorSq == Fix64.Zero ? 0.5f : ((velocity_ - leftCutOff) * cutOffVector) / cutOffVectorSq; Fix64 tLeft = (velocity_ - leftCutOff) * leftLegDirection; Fix64 tRight = (velocity_ - rightCutOff) * rightLegDirection; if ((t < Fix64.Zero && tLeft < Fix64.Zero) || (obstacle1 == obstacle2 && tLeft < Fix64.Zero && tRight < Fix64.Zero)) { /* Project on left cut-off circle. */ Vec2 unitW = RVOMath.normalize(velocity_ - leftCutOff); line.direction = new Vec2(unitW.y, -unitW.x); line.point = leftCutOff + radius_ * invTimeHorizonObst * unitW; orcaLines_.Add(line); continue; } else if (t > Fix64.One && tRight < Fix64.Zero) { /* Project on right cut-off circle. */ Vec2 unitW = RVOMath.normalize(velocity_ - rightCutOff); line.direction = new Vec2(unitW.y, -unitW.x); line.point = rightCutOff + radius_ * invTimeHorizonObst * unitW; orcaLines_.Add(line); continue; } /* * Project on left leg, right leg, or cut-off line, whichever is * closest to velocity. */ Fix64 distSqCutoff = (t <Fix64.Zero || t> Fix64.One || obstacle1 == obstacle2) ? Fix64.MaxValue : RVOMath.absSq(velocity_ - (leftCutOff + t * cutOffVector)); Fix64 distSqLeft = tLeft < Fix64.Zero ? Fix64.MaxValue : RVOMath.absSq(velocity_ - (leftCutOff + tLeft * leftLegDirection)); Fix64 distSqRight = tRight < Fix64.Zero ? Fix64.MaxValue : RVOMath.absSq(velocity_ - (rightCutOff + tRight * rightLegDirection)); if (distSqCutoff <= distSqLeft && distSqCutoff <= distSqRight) { /* Project on cut-off line. */ line.direction = -obstacle1.direction_; line.point = leftCutOff + radius_ * invTimeHorizonObst * new Vec2(-line.direction.y, line.direction.x); orcaLines_.Add(line); continue; } if (distSqLeft <= distSqRight) { /* Project on left leg. */ if (isLeftLegForeign) { continue; } line.direction = leftLegDirection; line.point = leftCutOff + radius_ * invTimeHorizonObst * new Vec2(-line.direction.y, line.direction.x); orcaLines_.Add(line); continue; } /* Project on right leg. */ if (isRightLegForeign) { continue; } line.direction = -rightLegDirection; line.point = rightCutOff + radius_ * invTimeHorizonObst * new Vec2(-line.direction.y, line.direction.x); orcaLines_.Add(line); } int numObstLines = orcaLines_.Count; Fix64 invTimeHorizon = Fix64.One / timeHorizon_; /* Create agent ORCA lines. */ for (int i = 0; i < agentNeighbors_.Count; ++i) { Agent other = agentNeighbors_[i].Value; Vec2 relativePosition = other.position_ - position_; Vec2 relativeVelocity = velocity_ - other.velocity_; Fix64 distSq = RVOMath.absSq(relativePosition); Fix64 combinedRadius = radius_ + other.radius_; Fix64 combinedRadiusSq = RVOMath.sqr(combinedRadius); Line line; Vec2 u; if (distSq > combinedRadiusSq) { /* No collision. */ Vec2 w = relativeVelocity - invTimeHorizon * relativePosition; /* the w has a change to be zero exactly. * for example: the two objects are at the exactly same position and with the exactly same velocity * so we have to make some perturbation to separate them */ if (w == Vec2.Zero) { w = id_ > other.id_ ? Vec2.Left : Vec2.Right; } /* Vector from cutoff center to relative velocity. */ Fix64 wLengthSq = RVOMath.absSq(w); Fix64 dotProduct1 = w * relativePosition; if (dotProduct1 < Fix64.Zero && RVOMath.sqr(dotProduct1) > combinedRadiusSq * wLengthSq) { /* Project on cut-off circle. */ Fix64 wLength = RVOMath.sqrt(wLengthSq); Vec2 unitW = w / wLength; line.direction = new Vec2(unitW.y, -unitW.x); u = (combinedRadius * invTimeHorizon - wLength) * unitW; } else { /* Project on legs. */ Fix64 leg = RVOMath.sqrt(distSq - combinedRadiusSq); if (RVOMath.det(relativePosition, w) > Fix64.Zero) { /* Project on left leg. */ line.direction = new Vec2(relativePosition.x * leg - relativePosition.y * combinedRadius, relativePosition.x * combinedRadius + relativePosition.y * leg) / distSq; } else { /* Project on right leg. */ line.direction = -new Vec2(relativePosition.x * leg + relativePosition.y * combinedRadius, -relativePosition.x * combinedRadius + relativePosition.y * leg) / distSq; } Fix64 dotProduct2 = relativeVelocity * line.direction; u = dotProduct2 * line.direction - relativeVelocity; } } else { /* Collision. Project on cut-off circle of time timeStep. */ Fix64 invTimeStep = Fix64.One / simulator_.timeStep_; /* Vector from cutoff center to relative velocity. */ Vec2 w = relativeVelocity - invTimeStep * relativePosition; /* the w has a change to be zero exactly. * for example: the two objects are at the exactly same position and with the exactly same velocity * so we have to make some perturbation to separate them */ if (w == Vec2.Zero) { w = id_ > other.id_ ? Vec2.Left : Vec2.Right; } Fix64 wLength = RVOMath.abs(w); Vec2 unitW = wLength == Fix64.Zero ? Vec2.Zero : w / wLength; line.direction = new Vec2(unitW.y, -unitW.x); u = (combinedRadius * invTimeStep - wLength) * unitW; } line.point = velocity_ + 0.5f * u; orcaLines_.Add(line); } int lineFail = linearProgram2(orcaLines_, maxSpeed_, prefVelocity_, false, ref newVelocity_); if (lineFail < orcaLines_.Count) { linearProgram3(orcaLines_, numObstLines, lineFail, maxSpeed_, ref newVelocity_); } }
/* Search for the best target velocity. */ public void computeTargetVelocity() { orcaLines_.Clear(); float invTimeHorizonObst = 1.0f / timeHorizonObst_; int numObstLines = orcaLines_.Count; float invTimeHorizon = 1.0f / timeHorizon_; /* Create agent ORCA lines. */ for (int i = 0; i < agentNeighbors_.Count; ++i) { RVOAgent other = agentNeighbors_[i].Value; Vector2 relativePosition = other.Position - Position; Vector2 relativeVelocity = TargetVelocity - other.TargetVelocity; float distSq = RVOMath.absSq(relativePosition); float combinedRadius = Radius + other.Radius; 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; 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 = TargetVelocity + 0.5f * u; orcaLines_.Add(line); } int lineFail = linearProgram2(orcaLines_, MaxSpeed, PreferredVelocity, false, ref TargetVelocity); if (lineFail < orcaLines_.Count) { linearProgram3(orcaLines_, numObstLines, lineFail, MaxSpeed, ref TargetVelocity); } }
internal SuperAgent RepresentGroup(Agent observer) { // Compute the left & right tangent points obtained for each agent of the group // First element of the pair = right tangent // Second element of the pair = left tangent IList <Pair <Vector2, Vector2> > tangents = new List <Pair <Vector2, Vector2> >(); IList <Pair <Vector2, Vector2> > radii = new List <Pair <Vector2, Vector2> >(); for (int i = 0; i < agents_.Count; i++) { tangents.Add(computeTangentsPoints(observer, agents_[i])); Pair <Vector2, Vector2> rads = new Pair <Vector2, Vector2>(); rads.First = tangents[i].First - observer.position_; rads.Second = tangents[i].Second - observer.position_; radii.Add(rads); } // Compute the group tangent points (extrema) int rightExtremumId = 0; int leftExtremumId = 0; for (int i = 1; i < tangents.Count; i++) { // Comparison if (Vector2.isOnTheLeftSide(radii[rightExtremumId].First, radii[i].First)) { rightExtremumId = i; } if (Vector2.isOnTheLeftSide(radii[i].Second, radii[leftExtremumId].Second)) { leftExtremumId = i; } } // If the tangent are taking more than 180°, cannot be considered as a group for (int i = 0; i < agents_.Count; i++) { if (Vector2.isOnTheLeftSide(radii[rightExtremumId].First, radii[i].First)) { //std::cout << "Problem representing groups : tangent angle > 180°\n"; return(new SuperAgent(null)); } if (Vector2.isOnTheLeftSide(radii[i].Second, radii[leftExtremumId].Second)) { //std::cout << "Problem representing groups : tangent angle > 180°\n"; return(new SuperAgent(null)); } } // Compute bisector Vector2 rightTangent = Vector2.rotation(radii[rightExtremumId].First, (float)Math.PI / 2); Vector2 leftTangent = Vector2.rotation(radii[leftExtremumId].Second, (float)-Math.PI / 2); Vector2 intersectionPoint = Vector2.intersectOf2Lines(tangents[rightExtremumId].First, tangents[rightExtremumId].First + rightTangent, tangents[leftExtremumId].Second, tangents[leftExtremumId].Second + leftTangent); // alpha/2 is more usefull than alpha float alpha2 = Vector2.angle(Vector2.rotation(tangents[leftExtremumId].Second - intersectionPoint, -Vector2.angle(tangents[rightExtremumId].First - intersectionPoint))) / 2; if (alpha2 < 0) { Debug.Log("Problem representing groups : angle computation\n SHALL NOT HAPPEN !!! \n"); // But if radii are different or if return(new SuperAgent(null)); } Vector2 bisector_normalize_vector = Vector2.normalize(observer.position_ - intersectionPoint); // Compute circle // The distance between the observer and the circle (along the bisector axis) float d = Single.PositiveInfinity; float a, b, c, delta, x; int constrainingAgent = 0; for (int i = 0; i < agents_.Count; i++) { Vector2 ic1 = agents_[i].position_ - intersectionPoint; a = 1 - RVOMath.sqr((float)Math.Sin(alpha2)); b = 2 * (agents_[i].radius_ * (float)Math.Sin(alpha2) - ic1 * bisector_normalize_vector); c = Vector2.absSq(ic1) - RVOMath.sqr(agents_[i].radius_); delta = RVOMath.sqr(b) - 4 * a * c; if (delta <= 0) { if (delta < -4 * RVO_EPSILON * c) { return(new SuperAgent(null)); } else { delta = 0; } } x = (-b + (float)Math.Sqrt(delta)) / (2 * a); if (x < d) { d = x; constrainingAgent = i; } } if (d < Vector2.abs(observer.position_ - intersectionPoint) + observer.radius_ + d * Math.Sin(alpha2)) { return(new SuperAgent(null)); } SuperAgent toReturn = new SuperAgent(sim_); toReturn.position_ = intersectionPoint + bisector_normalize_vector * d; toReturn.radius_ = d * (float)Math.Sin(alpha2); toReturn.velocity_ = agents_[constrainingAgent].velocity_; return(toReturn); }