Esempio n. 1
0
        /**
         * <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 static void QueryObstacleTreeRecursive(Agent agent, float rangeSq, ObstacleTreeNode node)
        {
            if (node != null)
            {
                Obstacle obstacle1 = node.Obstacle;
                Obstacle obstacle2 = obstacle1.Next;

                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);
                }
            }
        }
Esempio n. 2
0
        /**
         * <summary>Adds a new obstacle to the simulation.</summary>
         *
         * <returns>The number of the first vertex of the obstacle, or -1 when
         * the number of vertices is less than two.</returns>
         *
         * <param name="vertices">List of the vertices of the polygonal obstacle
         * in counterclockwise order.</param>
         *
         * <remarks>To add a "negative" obstacle, e.g. a bounding polygon around
         * the environment, the vertices should be listed in clockwise order.
         * </remarks>
         */
        public int AddObstacle(IList <Vector2> vertices)
        {
            if (vertices.Count < 2)
            {
                return(-1);
            }

            int obstacleNo = Obstacles.Count;

            for (int i = 0; i < vertices.Count; ++i)
            {
                Obstacle obstacle = new Obstacle {
                    Point = vertices[i]
                };

                if (i != 0)
                {
                    obstacle.Previous      = Obstacles[Obstacles.Count - 1];
                    obstacle.Previous.Next = obstacle;
                }

                if (i == vertices.Count - 1)
                {
                    obstacle.Next          = Obstacles[obstacleNo];
                    obstacle.Next.Previous = obstacle;
                }

                obstacle.Direction = RVOMath.Normalize(vertices[(i == vertices.Count - 1 ? 0 : i + 1)] - vertices[i]);

                if (vertices.Count == 2)
                {
                    obstacle.Convex = true;
                }
                else
                {
                    obstacle.Convex = (RVOMath.LeftOf(vertices[(i == 0 ? vertices.Count - 1 : i - 1)], vertices[i], vertices[(i == vertices.Count - 1 ? 0 : i + 1)]) >= 0.0f);
                }

                obstacle.Id = Obstacles.Count;
                Obstacles.Add(obstacle);
            }

            return(obstacleNo);
        }
Esempio n. 3
0
        /**
         * <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 static 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));
        }
Esempio n. 4
0
        /**
         * <summary>Recursive method for building an obstacle k-D tree.
         * </summary>
         *
         * <returns>An obstacle k-D tree node.</returns>
         *
         * <param name="obstacles">A list of obstacles.</param>
         */
        private static ObstacleTreeNode BuildObstacleTreeRecursive(IList <Obstacle> obstacles)
        {
            if (obstacles.Count == 0)
            {
                return(null);
            }

            ObstacleTreeNode node = new ObstacleTreeNode();

            int optimalSplit = 0;
            int minLeft      = obstacles.Count;
            int minRight     = obstacles.Count;

            for (int i = 0; i < obstacles.Count; ++i)
            {
                int leftSize  = 0;
                int rightSize = 0;

                Obstacle obstacleI1 = obstacles[i];
                Obstacle obstacleI2 = obstacleI1.Next;

                /* Compute optimal split node. */
                for (int j = 0; j < obstacles.Count; ++j)
                {
                    if (i == j)
                    {
                        continue;
                    }

                    Obstacle obstacleJ1 = obstacles[j];
                    Obstacle obstacleJ2 = obstacleJ1.Next;

                    float j1LeftOfI = RVOMath.LeftOf(obstacleI1.Point, obstacleI2.Point, obstacleJ1.Point);
                    float j2LeftOfI = RVOMath.LeftOf(obstacleI1.Point, obstacleI2.Point, obstacleJ2.Point);

                    if (j1LeftOfI >= -RVOMath.RvoEpsilon && j2LeftOfI >= -RVOMath.RvoEpsilon)
                    {
                        ++leftSize;
                    }
                    else if (j1LeftOfI <= RVOMath.RvoEpsilon && j2LeftOfI <= RVOMath.RvoEpsilon)
                    {
                        ++rightSize;
                    }
                    else
                    {
                        ++leftSize;
                        ++rightSize;
                    }

                    if (new FloatPair(Math.Max(leftSize, rightSize), Math.Min(leftSize, rightSize)) >= new FloatPair(Math.Max(minLeft, minRight), Math.Min(minLeft, minRight)))
                    {
                        break;
                    }
                }

                if (new FloatPair(Math.Max(leftSize, rightSize), Math.Min(leftSize, rightSize)) < new FloatPair(Math.Max(minLeft, minRight), Math.Min(minLeft, minRight)))
                {
                    minLeft      = leftSize;
                    minRight     = rightSize;
                    optimalSplit = i;
                }
            }

            {
                /* Build split node. */
                IList <Obstacle> leftObstacles = new List <Obstacle>(minLeft);

                for (int n = 0; n < minLeft; ++n)
                {
                    leftObstacles.Add(null);
                }

                IList <Obstacle> rightObstacles = new List <Obstacle>(minRight);

                for (int n = 0; n < minRight; ++n)
                {
                    rightObstacles.Add(null);
                }

                int leftCounter  = 0;
                int rightCounter = 0;
                int i            = optimalSplit;

                Obstacle obstacleI1 = obstacles[i];
                Obstacle obstacleI2 = obstacleI1.Next;

                for (int j = 0; j < obstacles.Count; ++j)
                {
                    if (i == j)
                    {
                        continue;
                    }

                    Obstacle obstacleJ1 = obstacles[j];
                    Obstacle obstacleJ2 = obstacleJ1.Next;

                    float j1LeftOfI = RVOMath.LeftOf(obstacleI1.Point, obstacleI2.Point, obstacleJ1.Point);
                    float j2LeftOfI = RVOMath.LeftOf(obstacleI1.Point, obstacleI2.Point, obstacleJ2.Point);

                    if (j1LeftOfI >= -RVOMath.RvoEpsilon && j2LeftOfI >= -RVOMath.RvoEpsilon)
                    {
                        leftObstacles[leftCounter++] = obstacles[j];
                    }
                    else if (j1LeftOfI <= RVOMath.RvoEpsilon && j2LeftOfI <= RVOMath.RvoEpsilon)
                    {
                        rightObstacles[rightCounter++] = obstacles[j];
                    }
                    else
                    {
                        /* Split obstacle j. */
                        float t = RVOMath.Det(obstacleI2.Point - obstacleI1.Point, obstacleJ1.Point - obstacleI1.Point) / RVOMath.Det(obstacleI2.Point - obstacleI1.Point, obstacleJ1.Point - obstacleJ2.Point);

                        Vector2 splitPoint = obstacleJ1.Point + t * (obstacleJ2.Point - obstacleJ1.Point);

                        Obstacle newObstacle = new Obstacle();
                        newObstacle.Point     = splitPoint;
                        newObstacle.Previous  = obstacleJ1;
                        newObstacle.Next      = obstacleJ2;
                        newObstacle.Convex    = true;
                        newObstacle.Direction = obstacleJ1.Direction;

                        newObstacle.Id = Simulator.Instance.Obstacles.Count;

                        Simulator.Instance.Obstacles.Add(newObstacle);

                        obstacleJ1.Next     = newObstacle;
                        obstacleJ2.Previous = newObstacle;

                        if (j1LeftOfI > 0.0f)
                        {
                            leftObstacles[leftCounter++]   = obstacleJ1;
                            rightObstacles[rightCounter++] = newObstacle;
                        }
                        else
                        {
                            rightObstacles[rightCounter++] = obstacleJ1;
                            leftObstacles[leftCounter++]   = newObstacle;
                        }
                    }
                }

                node.Obstacle = obstacleI1;
                node.Left     = BuildObstacleTreeRecursive(leftObstacles);
                node.Right    = BuildObstacleTreeRecursive(rightObstacles);

                return(node);
            }
        }