public static Vector2 GetDirection(RVOAgent agent)
    {
        Vector2 nowVelocity = Simulator.Instance.getAgentVelocity(agent.GetIndex());

        if (RVOMath.abs(nowVelocity) < eps)
        {
            nowVelocity = agent.GetDirection();
        }
        return(RVOMath.normalize(nowVelocity));
    }
    public static Vector2 CalcPrefVelocity(Vector2 agentPosition, Vector2 goalPosisiton, RVOAgent agent)
    {
        Vector2 prefDistance = goalPosisiton - agentPosition;

        if (agent.GetIsStop() == true)
        {
            return(new Vector2(0f, 0f));
        }
        if (agent.isPlayer == true)
        {
            /* Is inertial model used */
            Vector2 nowVelocity   = Simulator.Instance.getAgentVelocity(agent.GetIndex());
            float   nowSpeed      = RVOMath.abs(nowVelocity);
            Vector2 prefVelocity  = RVOMath.normalize(prefDistance) * agent.prefSpeed;//nowSpeed -> prefSpeed
            Vector2 finalVelocity = new Vector2(0, 0);
            if (nowSpeed < agent.minSpeedToTurn)
            {
                /* Not fast enough to turn */
                Vector2 advanceDirection = GetDirection(agent);

                if (agent.prefSpeed > nowSpeed) //Speed up fitting
                {
                    finalVelocity = nowVelocity + advanceDirection * agent.acceleration;
                }
                else //Speed down fitting
                {
                    if (nowSpeed - agent.prefSpeed < agent.acceleration)
                    {
                        finalVelocity = prefVelocity;
                    }
                    else
                    {
                        finalVelocity = nowVelocity - advanceDirection * agent.acceleration;
                    }
                }
            }
            else
            {
                /* turn */
                float direction = RVOMath.det(nowVelocity, prefVelocity);
                if (direction > eps) //left
                {
                    Vector2 rightVerticalVelocity = new Vector2(-nowVelocity.y_, nowVelocity.x_);
                    rightVerticalVelocity = RVOMath.normalize(rightVerticalVelocity) * agent.speed * agent.angularSpeed;
                    if (RVOMath.det(nowVelocity + rightVerticalVelocity, prefVelocity) < eps) //success
                    {
                        finalVelocity = RVOMath.normalize(prefVelocity) * nowSpeed;
                    }
                    else
                    {
                        finalVelocity = RVOMath.normalize(nowVelocity + rightVerticalVelocity) * nowSpeed;
                    }
                }
                if (direction >= -eps && direction <= eps) //same direction
                {
                    finalVelocity = RVOMath.normalize(prefVelocity) * nowSpeed;
                }
                if (direction < -eps) //right
                {
                    Vector2 leftVerticalVelocity = new Vector2(nowVelocity.y_, -nowVelocity.x_);
                    leftVerticalVelocity = RVOMath.normalize(leftVerticalVelocity) * agent.speed * agent.angularSpeed;
                    if (RVOMath.det(nowVelocity + leftVerticalVelocity, prefVelocity) > -eps) //success
                    {
                        finalVelocity = RVOMath.normalize(prefVelocity) * nowSpeed;
                    }
                    else
                    {
                        finalVelocity = RVOMath.normalize(nowVelocity + leftVerticalVelocity) * nowSpeed;
                    }
                }
                //Debug.Log("!!!" + RVOMath.abs(finalVelocity).ToString());
                /* acc and slow */
                if (agent.prefSpeed - nowSpeed > eps) //acc
                {
                    if (IsVectorNear(nowVelocity, prefVelocity, 0.05f))
                    {
                        finalVelocity = finalVelocity + RVOMath.normalize(finalVelocity) * Mathf.Min(agent.acceleration, agent.prefSpeed - nowSpeed);
                    }
                }
                else //slow
                {
                    finalVelocity = finalVelocity - RVOMath.normalize(finalVelocity) * Mathf.Min(agent.acceleration, nowSpeed - agent.prefSpeed);
                }
                // Debug.Log("!!!"  + RVOMath.abs(finalVelocity).ToString());
            }
            Vector2 ditherVelocity = GetDitherVelocity(ditherSize);
            if (RVOMath.abs(finalVelocity) < eps)
            {
                return(finalVelocity);
            }
            else
            {
                return(finalVelocity + ditherVelocity);
            }
        }
        else
        {
            Vector2 ditherVelocity = GetDitherVelocity(ditherSize);
            Vector2 prefVelocity   = RVOMath.normalize(prefDistance);
            return(prefVelocity * agent.prefSpeed + ditherVelocity);
        }
    }