// Start is called before the first frame update
 private void sampleNodes(int start, int end, Vector3 center)
 {
     Utils.Rectangle tmpRec    = new Utils.Rectangle();
     Utils.Circle    tmpCircle = new Utils.Circle();
     tmpCircle.radius = agentRadius;
     for (int i = start; i < end; i++)
     {
         bool collideObstacle = true;
         while (collideObstacle)
         {
             Vector3 tmpPos = new Vector3(Random.Range(-ConstValues.kCrowdRange, ConstValues.kCrowdRange), 0,
                                          Random.Range(-ConstValues.kCrowdRange, ConstValues.kCrowdRange)) - center;
             for (int j = 0; j < i; j++)
             {
                 tmpRec.origin     = crowd[i].position;
                 tmpRec.sideLength = new Vector2(colliderX, colliderZ);
                 tmpCircle.origin  = tmpPos;
                 if (Utils.CollisionCheck.circleAABB2D(tmpRec, tmpCircle))
                 {
                     break;
                 }
                 else if (j == i - 1)
                 {
                     crowd[i].position = tmpPos;
                     crowd[i].center   = center;
                     collideObstacle   = false;
                 }
             }
             if (i == 0)
             {
                 crowd[i].position = tmpPos;
                 crowd[i].center   = center;
                 collideObstacle   = false;
             }
         }
     }
 }
Esempio n. 2
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    private void sampleNodes(int numNodeToUpdate)
    {
        // sample nodes from 0 to numNodeToUpdate
        Utils.Rectangle tmpRec        = new Utils.Rectangle();
        Utils.Circle    tmpCircle     = new Utils.Circle();
        float           colliderHalfX = templateAgent.GetComponent <BoxCollider>().size.x / 2;
        float           colliderHalfZ = templateAgent.GetComponent <BoxCollider>().size.z / 2;
        float           agentRadius   = Mathf.Sqrt(colliderHalfX * colliderHalfX + colliderHalfZ * colliderHalfZ);

        tmpCircle.radius = agentRadius;
        for (int i = 0; i < numNodeToUpdate; i++)
        {
            bool collideObstacle = true;
            while (collideObstacle)
            {
                Vector3 tmpPos = new Vector3(Random.Range(-ConstValues.kPRMSize * 5, ConstValues.kPRMSize * 5), 0,
                                             Random.Range(-ConstValues.kPRMSize * 5, ConstValues.kPRMSize * 5));
                for (int j = 0; j < obstacles.transform.childCount; j++)
                {
                    var curObstacle = obstacles.transform.GetChild(j);
                    tmpRec.origin     = curObstacle.position;
                    tmpRec.sideLength = new Vector2(curObstacle.localScale.x, curObstacle.localScale.z);
                    tmpCircle.origin  = tmpPos;
                    if (Utils.CollisionCheck.circleAABB2D(tmpRec, tmpCircle))
                    {
                        break;
                    }
                    else if (j == obstacles.transform.childCount - 1)
                    {
                        myNodes[i].position = tmpPos;
                        collideObstacle     = false;
                    }
                }
            }
        }
    }