public static Vector3 getForceForDesiredVelocity(Steering steering, Vector3 desiredVelocity) { // The velocity will be changed by force * deltaTime, so the desired force is deltaV/deltaTime. Vector3 desiredForce = (desiredVelocity - steering.GetVelocity()) / Time.fixedDeltaTime; return(scaledDownVector(steering.GetAcceleration(), desiredForce)); }
public Vector3 GetForce(Steering steering) { if (isResponsibleForNeighbourUpdate) { // TODO: figure out how to add or remove neighbours automatically here or in neighbours neighbours.Update(); } /* * Avoid collisions by determining for each neighbor when their paths will be closest to each other * and then steer laterally to avoid collision. * https://www.red3d.com/cwr/steer/Unaligned.html */ float distanceToBeginReacting = 4f * (steering.GetSize() + steering.GetStoppingDistance()); //Debug.Log(doubleStopDistance); foreach (Neighbour <Steering> neighbour in neighbours) { if (neighbour.dd > distanceToBeginReacting * distanceToBeginReacting) { break; } Steering otherUnit = neighbour.obj; Vector3 offset = otherUnit.GetPosition() - steering.GetPosition(); Vector3 relativeVelocity = steering.GetVelocity() - otherUnit.GetVelocity(); // Decrease the timeToCollision so that closestOffset is nonZero. float combinedSize = steering.GetSize() + otherUnit.GetSize(); float timeToCollision = (offset.magnitude - combinedSize) / SteeringUtilities.parallelComponent(relativeVelocity, offset).magnitude; if (timeToCollision > 2 * steering.GetStoppingTime()) { continue; } Vector3 closestOffset = (offset - (timeToCollision * relativeVelocity)); float preferredDistance = 1.5f * combinedSize; if (closestOffset.sqrMagnitude > preferredDistance * preferredDistance) { continue; } SteeringUtilities.drawDebugVector(steering, timeToCollision * steering.GetVelocity(), Color.cyan); SteeringUtilities.drawDebugPoint(steering.GetPosition() + timeToCollision * steering.GetVelocity(), Color.cyan); SteeringUtilities.drawDebugVector(otherUnit, timeToCollision * otherUnit.GetVelocity(), Color.cyan); SteeringUtilities.drawDebugPoint(otherUnit.GetPosition() + timeToCollision * otherUnit.GetVelocity(), Color.cyan); // TODO: for head-on collisions steer to the right // Steer in the direction of the component of the collision normal that is perpindicular to the current velocity. // This way the unit will turn instead of just slowing down. // TODO: use an amount of acceleration proportionate to the time until collision and the severity of the collision return(SteeringUtilities.scaledVector(steering.GetAcceleration(), SteeringUtilities.perpindicularComponent(-closestOffset, steering.GetVelocity()))); //return SteeringUtilities.getForceForDirection(steering, -closestOffset); } return(Vector3.zero); }
public Vector3 GetForce(Steering steering) { float raycastDistance = 2f * (2f * steering.GetSize()) + 2f * (steering.GetMaxSpeed() * steering.GetMaxSpeed() / steering.GetAcceleration()); // TODO: send out 3 rays and define static quaternions to determine the rotated direction vectors. Vector3 directionVector = steering.GetVelocity(); // TODO: update the side raycast lengths based on steering's size, and the center raycast based on speed. // TODO: constrain hit normals to the relevant plane in case the collider has a complicated shape Vector3 hitNormal1 = RaycastNormal(steering, (Steering.UseXZ ? xzRotateLeft : xyRotateLeft) * directionVector, raycastDistance * 0.5f); Vector3 hitNormal2 = RaycastNormal(steering, directionVector, raycastDistance); Vector3 hitNormal3 = RaycastNormal(steering, (Steering.UseXZ ? xzRotateRight : xyRotateRight) * directionVector, raycastDistance * 0.5f); // If multiple raycasts hit, sum the normals. // TODO: weight the normals differently based on which collision point is closest. Vector3 combinedNormal = SteeringUtilities.scaledDownVector(1f, hitNormal1 + hitNormal2 + hitNormal3); if (combinedNormal.sqrMagnitude > 0f) { // For the normal of the wall ahead, steer to have a velocity that is perpindicular to it. Vector3 leftVector = new Vector3(combinedNormal.y + combinedNormal.z, -Steering.YMult * combinedNormal.x, -Steering.ZMult * combinedNormal.x); Vector3 rightVector = new Vector3((-combinedNormal.y) - combinedNormal.z, Steering.YMult * combinedNormal.x, Steering.ZMult * combinedNormal.x); float rayLeftDistance = RaycastDistance(steering, leftVector, raycastDistance); float rayRightDistance = RaycastDistance(steering, rightVector, raycastDistance); // TODO: Consider updating the logic when approaching a corner. // Currently the unit kind of turns toward the side that they are coming from even if the other turn is shorter. // Case 1: Wall in front, wall on left, wall on right. if (rayLeftDistance < raycastDistance && rayRightDistance < raycastDistance) { // Move towards the left/right wall that is closer. That should be moving away from the corner point. if (rayLeftDistance < rayRightDistance) { return(SteeringUtilities.getForceForDirection(steering, leftVector)); } else // rayRightDistance < rayLeftDistance { return(SteeringUtilities.getForceForDirection(steering, rightVector)); } } // Case 2: Wall in front, wall on left else if (rayLeftDistance < raycastDistance) { return(SteeringUtilities.getForceForDirection(steering, rightVector)); } // Case 3: Wall in front, wall on right else if (rayRightDistance < raycastDistance) { return(SteeringUtilities.getForceForDirection(steering, leftVector)); } // Case 4: Wall in front else { // Move towards whichever of left or right is closer to the current velocity Vector3 perpindicularVector = SteeringUtilities.perpindicularComponent(combinedNormal, steering.GetVelocity()); // Edge case: the normal is parallel to velocity. In this case, pick one of the two perpindicular vectors at random. if (perpindicularVector == Vector3.zero) { Debug.Log("Exact perpindicular!"); int randomSign = Random.value < .5 ? 1 : -1; perpindicularVector = new Vector3((-combinedNormal.y) - combinedNormal.z, Steering.YMult * combinedNormal.x * randomSign, Steering.ZMult * combinedNormal.x * randomSign); } return(SteeringUtilities.getForceForDirection(steering, perpindicularVector)); } } return(Vector3.zero); }