normalize() public static method

Computes the normalization of the specified two-dimensional * vector.
public static normalize ( Vector2 vector ) : Vector2
vector Vector2 The two-dimensional vector whose normalization * is to be computed.
return Vector2
Esempio n. 1
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        /**
         * <summary>Solves a two-dimensional linear program subject to linear
         * constraints defined by lines and a circular constraint.</summary>
         *
         * <param name="lines">Lines defining the linear constraints.</param>
         * <param name="numObstLines">Count of obstacle lines.</param>
         * <param name="beginLine">The line on which the 2-d linear program
         * failed.</param>
         * <param name="radius">The radius of the circular constraint.</param>
         * <param name="result">A reference to the result of the linear program.
         * </param>
         */
        private void linearProgram3(IList <Line> lines, int numObstLines, int beginLine, float radius, ref Vector2 result)
        {
            float distance = 0.0f;

            for (int i = beginLine; i < lines.Count; ++i)
            {
                if (RVOMath.det(lines[i].direction, lines[i].point - result) > distance)
                {
                    /* Result does not satisfy constraint of line i. */
                    IList <Line> projLines = new List <Line>();
                    for (int ii = 0; ii < numObstLines; ++ii)
                    {
                        projLines.Add(lines[ii]);
                    }

                    for (int j = numObstLines; j < i; ++j)
                    {
                        Line line;

                        float determinant = RVOMath.det(lines[i].direction, lines[j].direction);

                        if (RVOMath.fabs(determinant) <= RVOMath.RVO_EPSILON)
                        {
                            /* Line i and line j are parallel. */
                            if (Vector2.Dot(lines[i].direction, lines[j].direction) > 0.0f)
                            {
                                /* Line i and line j point in the same direction. */
                                continue;
                            }
                            else
                            {
                                /* Line i and line j point in opposite direction. */
                                line.point = 0.5f * (lines[i].point + lines[j].point);
                            }
                        }
                        else
                        {
                            line.point = lines[i].point + (RVOMath.det(lines[j].direction, lines[i].point - lines[j].point) / determinant) * lines[i].direction;
                        }

                        line.direction = RVOMath.normalize(lines[j].direction - lines[i].direction);
                        projLines.Add(line);
                    }

                    Vector2 tempResult = result;
                    if (linearProgram2(projLines, radius, new Vector2(-lines[i].direction.y, lines[i].direction.x), true, ref result) < projLines.Count)
                    {
                        /*
                         * This should in principle not happen. The result is by
                         * definition already in the feasible region of this
                         * linear program. If it fails, it is due to small
                         * floating point error, and the current result is kept.
                         */
                        result = tempResult;
                    }

                    distance = RVOMath.det(lines[i].direction, lines[i].point - result);
                }
            }
        }
Esempio n. 2
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        void setPreferredVelocities()
        {
            /*
             * Set the preferred velocity to be a vector of unit magnitude
             * (speed) in the direction of the goal.
             */
            for (int i = 0; i < Simulator.Instance.getNumAgents(); ++i)
            {
                Vector2 goalVector = goals[i] - Simulator.Instance.getAgentPosition(i);

                if (RVOMath.absSq(goalVector) > 1.0f)
                {
                    goalVector = RVOMath.normalize(goalVector);
                }

                Simulator.Instance.setAgentPrefVelocity(i, goalVector);

                /* Perturb a little to avoid deadlocks due to perfect symmetry. */
                float angle = (float)random.NextDouble() * 2.0f * (float)Math.PI;
                float dist  = (float)random.NextDouble() * 0.0001f;

                Simulator.Instance.setAgentPrefVelocity(i, Simulator.Instance.getAgentPrefVelocity(i) +
                                                        dist * new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
            }
        }
Esempio n. 3
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        public void setPreferred()
        {
            goalDirection = new Vector2(0.0f, 0.0f);
            if (path != null && pathStatus < path.corners.Length)
            {
                goalDirection = new Vector2(path.corners[pathStatus].x, path.corners[pathStatus].z) - new Vector2(transform.position.x, transform.position.z);

                if (RVOMath.absSq(goalDirection) < goalOffset)
                {
                    pathStatus++;
                }
                if (RVOMath.absSq(goalDirection) > AgentReference.maxSpeed_ * 0.9)
                {
                    //Choose between two; max speed or less. (This provides somewhat smooth movement)
//                    float speed = userCoefficient * (float)((RVOMath.abs(RVOMath.normalize(goalDirection) / 1f) > 0.1) ? 0.1 : RVOMath.abs(RVOMath.normalize(goalDirection) / 1f));
                    float speed = (float)((RVOMath.abs(RVOMath.normalize(goalDirection)) > AgentReference.maxSpeed_ * 0.9) ? AgentReference.maxSpeed_ * 0.9 : RVOMath.abs(RVOMath.normalize(goalDirection)) * AgentReference.maxSpeed_);
                    goalDirection = new Vector2(RVOMath.normalize(goalDirection).x() * speed, RVOMath.normalize(goalDirection).y() * speed);
                }
            }
            else
            {
                pathStatus = -1;
                path       = null;
                //setDestination(transform.position);
            }

            AgentReference.prefVelocity_ = goalDirection * RVOMagnify.Magnify;
        }
Esempio n. 4
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        public void addObstacle(KInt2 a, KInt2 b)
        {
            Obstacle first = new Obstacle();

            first.convex_ = true;
            Obstacle second = new Obstacle();

            second.convex_ = true;

            first.previous_  = second;
            second.previous_ = first;
            first.next_      = second;
            second.next_     = first;


            first.point_  = a;
            second.point_ = b;

            first.direction_  = RVOMath.normalize(KInt2.ToInt2(b.x - a.x, b.y - a.y));
            second.direction_ = -first.direction_;

            first.id_ = obstacles_.Count;
            obstacles_.Add(first);

            second.id_ = obstacles_.Count;
            obstacles_.Add(second);
        }
        /**
         * <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 <Vector3> vertices3, float height)
        {
            List <Vector2> vertices = new List <Vector2>();
            List <float>   yPos     = new List <float>();

            foreach (Vector3 avertex3 in vertices3)
            {
                vertices.Add(new Vector2(avertex3.x, avertex3.z));
                yPos.Add(avertex3.y);
            }
            if (vertices.Count < 2)
            {
                return(-1);
            }

            int obstacleNo = obstacles_.Count;

            for (int i = 0; i < vertices.Count; ++i)
            {
                Obstacle obstacle = new Obstacle();
                obstacle.point_     = vertices[i];
                obstacle.curHeight_ = yPos[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.ObsHeight_ = height;
                obstacle.id_        = obstacles_.Count;
                obstacles_.Add(obstacle);
            }

            RefreshList();

            return(obstacleNo);
        }
Esempio n. 6
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        /**
         * <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 Obstacle addObstacle(IList <Vector2> vertices, bool _isMapBound)
        {
            if (vertices.Count < 2)
            {
                return(null);
            }

            int obstacleNo = obstacles_.Count;

            Obstacle result = null;

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

                obstacle.isMapBound = _isMapBound;

                if (result == null)
                {
                    result = obstacle;
                }

                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)]) >= 0.0);
                }

                obstacles_.Add(obstacle);
            }

            return(result);
        }
Esempio n. 7
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        /**
         * <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);
        }
Esempio n. 8
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        /**
         * <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();
                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. 9
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        void setPreferredVelocities()
        {
            /*
             * Set the preferred velocity to be a vector of unit magnitude
             * (speed) in the direction of the goal.
             */
            for (int i = 0; i < Simulator.Instance.getNumAgents(); ++i)
            {
                Vector3 goalVector = goals[i] - Simulator.Instance.getAgentPosition(i);

                if (RVOMath.absSq(goalVector) > 1.0f)
                {
                    goalVector = RVOMath.normalize(goalVector);
                }

                Simulator.Instance.setAgentPrefVelocity(i, goalVector);
            }
        }
Esempio n. 10
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        public void RunTest()
        {
            //Blocks blocks = new Blocks();

            ///* Set up the scenario. */
            //blocks.setupScenario();

            Parallel.For(0, Simulator.Instance.getNumAgents(), i =>

                         //   for (int i = 0; i < Simulator.Instance.getNumAgents(); i++)
            {
                Simulator.Instance.DoTree();


                Vector2 goalVector = goals[i] - Simulator.Instance.getAgentPosition(i);

                if (RVOMath.absSq(goalVector) > 1.0f)
                {
                    goalVector = RVOMath.normalize(goalVector);
                }

                Simulator.Instance.setAgentPrefVelocity(i, goalVector);

                /* Perturb a little to avoid deadlocks due to perfect symmetry. */
                float angle = (float)random.NextDouble() * 2.0f * (float)Math.PI;
                float dist  = (float)random.NextDouble() * 0.0001f;

                Simulator.Instance.setAgentPrefVelocity(i, Simulator.Instance.getAgentPrefVelocity(i) +
                                                        dist * new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));


                Simulator.Instance.Compute(i);
                Simulator.Instance.Update(i);
            }
                         );

            //  blocks.setPreferredVelocities();

            // Simulator.Instance.doStep();
            //}
            //while (!blocks.reachedGoal());
        }
Esempio n. 11
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        /**
         * <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);
        }
Esempio n. 12
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        /**
         * <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, Vector3 optVelocity, bool directionOpt, ref Vector3 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 = RVOMath.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. */
                    Vector3 tempResult = result;
                    if (!linearProgram1(lines, i, radius, optVelocity, directionOpt, ref result))
                    {
                        result = tempResult;

                        return(i);
                    }
                }
            }

            return(lines.Count);
        }
Esempio n. 13
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        /**
         * <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_);
            }
        }
Esempio n. 14
0
        /**
         * <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_);
            }
        }
Esempio n. 15
0
        /**
         * <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_);
            }
        }
Esempio n. 16
0
        private void acceleratedProgram(Vector2 velocity, ref Vector2 result)
        {
            //Debug.Log(velocity.ToString() + " " + result.ToString());
            float   speed      = RVOMath.abs(velocity);
            float   maxSpeed   = RVOMath.Min(speed + accelerated_, maxSpeed_);
            float   minSpeed   = RVOMath.Max(speed - accelerated_, 0.0f);
            Vector2 tempResult = result;

            //Debug.Log(speed);
            if (speed >= minSpeedToTurn_)
            {
                Vector2 leftVerticalVelocity  = new Vector2(-velocity.y_, velocity.x_);
                Vector2 rightVerticalVelocity = new Vector2(velocity.y_, -velocity.x_);
                leftVerticalVelocity  = RVOMath.normalize(leftVerticalVelocity) * speed * angularSpeed_;
                rightVerticalVelocity = RVOMath.normalize(rightVerticalVelocity) * speed * angularSpeed_;
                Vector2 leftMin      = RVOMath.normalize(velocity + leftVerticalVelocity) * minSpeed;
                Vector2 leftMax      = RVOMath.normalize(velocity + leftVerticalVelocity) * maxSpeed;
                Vector2 rightMin     = RVOMath.normalize(velocity + rightVerticalVelocity) * minSpeed;
                Vector2 rightMax     = RVOMath.normalize(velocity + rightVerticalVelocity) * maxSpeed;
                Vector2 leftVector2  = leftMax - leftMin;
                Vector2 rightVector2 = rightMax - rightMin;
                if (RVOMath.det(leftVector2, result) < 0.0f && RVOMath.det(rightVector2, result) > 0.0f) //middle
                {
                    float resultSpeed = RVOMath.abs(result);
                    if (resultSpeed > maxSpeed)
                    {
                        tempResult = RVOMath.normalize(result) * maxSpeed;
                    }
                    if (resultSpeed < minSpeed)
                    {
                        tempResult = RVOMath.normalize(result) * minSpeed;
                    }
                }
                else
                {
                    if (RVOMath.det(leftVector2, result) > 0.0f) //left
                    {
                        float r = ((result - leftMin) * (leftMax - leftMin)) / RVOMath.absSq(leftMax - leftMin);
                        if (id_ == 2)
                        {
                            Debug.Log(r);
                        }
                        if (r < 0.0f)
                        {
                            tempResult = RVOMath.normalize(leftVector2) * minSpeed;
                        }
                        if (r > 1.0f)
                        {
                            tempResult = RVOMath.normalize(leftVector2) * maxSpeed;
                        }
                        if (r >= 0.0f && r <= 1.0f)
                        {
                            float resultSpeed = RVOMath.absSq(result) - RVOMath.distSqPointLineSegment(leftMin, leftMax, result);
                            resultSpeed = RVOMath.sqrt(resultSpeed);
                            if (resultSpeed > maxSpeed)
                            {
                                tempResult = RVOMath.normalize(leftVector2) * maxSpeed;
                            }
                            if (resultSpeed < minSpeed)
                            {
                                tempResult = RVOMath.normalize(leftVector2) * minSpeed;
                            }
                            if (resultSpeed >= minSpeed && resultSpeed <= maxSpeed)
                            {
                                tempResult = RVOMath.normalize(leftVector2) * resultSpeed;
                            }
                        }
                    }
                    if (RVOMath.det(rightVector2, result) < 0.0f) //right
                    {
                        float r = ((result - rightMin) * (rightMax - rightMin)) / RVOMath.absSq(rightMax - rightMin);
                        if (r < 0.0f)
                        {
                            tempResult = RVOMath.normalize(rightVector2) * minSpeed;
                        }
                        if (r > 1.0f)
                        {
                            tempResult = RVOMath.normalize(rightVector2) * maxSpeed;
                        }
                        if (r >= 0.0f && r <= 1.0f)
                        {
                            float resultSpeed = RVOMath.absSq(result) - RVOMath.distSqPointLineSegment(rightMin, rightMax, result);
                            resultSpeed = RVOMath.sqrt(resultSpeed);
                            if (resultSpeed > maxSpeed)
                            {
                                tempResult = RVOMath.normalize(rightVector2) * maxSpeed;
                            }
                            if (resultSpeed < minSpeed)
                            {
                                tempResult = RVOMath.normalize(rightVector2) * minSpeed;
                            }
                            if (resultSpeed >= minSpeed && resultSpeed <= maxSpeed)
                            {
                                tempResult = RVOMath.normalize(rightVector2) * resultSpeed;
                            }
                        }
                    }
                }
            }
            else
            {
                float resultSpeed = RVOMath.abs(result);
                if (resultSpeed > maxSpeed)
                {
                    if (RVOMath.abs(velocity) < 1e-6f)
                    {
                        tempResult = RVOMath.normalize(prefVelocity_) * maxSpeed;
                    }
                    else
                    {
                        tempResult = RVOMath.normalize(velocity) * maxSpeed;
                    }
                }
                if (resultSpeed < minSpeed)
                {
                    tempResult = RVOMath.normalize(velocity) * minSpeed;
                }
            }
            result = tempResult;
        }
Esempio n. 17
0
        /**
         * <summary>Solves a two-dimensional linear program subject to linear
         * constraints defined by lines and a circular constraint.</summary>
         *
         * <param name="lines">Lines defining the linear constraints.</param>
         * <param name="numObstLines">Count of obstacle lines.</param>
         * <param name="beginLine">The line on which the 2-d linear program
         * failed.</param>
         * <param name="radius">The radius of the circular constraint.</param>
         * <param name="result">A reference to the result of the linear program.
         * </param>
         */
        private void linearProgram3(IList <Line> lines, int numObstLines, int beginLine, float radius, ref Vector2 result)
        {
            if (mass_ != 1)
            {
                Debug.Log("linearProgram3 beginLine:" + beginLine);
            }

            float distance = 0.0f;

            // 遍历所有剩余ORCA线
            for (int i = beginLine; i < lines.Count; ++i)
            {
                // 每一条 ORCA 线都需要精确的做出处理,distance 为 最大违规的速度
                if (RVOMath.det(lines[i].direction, lines[i].point - result) > distance)
                {
                    /* Result does not satisfy constraint of line i. */
                    IList <Line> projLines = new List <Line>();
                    // 1.静态阻挡的orca线直接加到projLines中
                    for (int ii = 0; ii < numObstLines; ++ii)
                    {
                        projLines.Add(lines[ii]);
                    }
                    // 2.动态阻挡的orca线需要重新计算line,从第一个非静态阻挡到当前的orca线
                    for (int j = numObstLines; j < i; ++j)
                    {
                        Line line;

                        float determinant = RVOMath.det(lines[i].direction, lines[j].direction);

                        if (RVOMath.fabs(determinant) <= RVOMath.RVO_EPSILON)
                        {
                            /* Line i and line j are parallel. */
                            if (lines[i].direction * lines[j].direction > 0.0f)
                            {
                                /* Line i and line j point in the same direction. */
                                // 2-1 两条线平行且同向
                                continue;
                            }
                            else
                            {
                                /* Line i and line j point in opposite direction. */
                                // 2-2 两条线平行且反向
                                line.point = 0.5f * (lines[i].point + lines[j].point);
                            }
                        }
                        else
                        {
                            // 2-3 两条线不平行
                            line.point = lines[i].point + (RVOMath.det(lines[j].direction, lines[i].point - lines[j].point) / determinant) * lines[i].direction;
                        }
                        // 计算ORCA线的方向
                        line.direction = RVOMath.normalize(lines[j].direction - lines[i].direction);
                        projLines.Add(line);
                    }
                    // 3.再次计算最优速度
                    Vector2 tempResult = result;
                    // 注意这里的 new Vector2(-lines[i].direction.y(), lines[i].direction.x()) 是方向向量
                    if (linearProgram2(projLines, radius, new Vector2(-lines[i].direction.y(), lines[i].direction.x()), true, ref result) < projLines.Count)
                    {
                        /*
                         * This should in principle not happen. The result is by
                         * definition already in the feasible region of this
                         * linear program. If it fails, it is due to small
                         * floating point error, and the current result is kept.
                         */
                        result = tempResult;
                    }

                    distance = RVOMath.det(lines[i].direction, lines[i].point - result);
                }
            }
        }