コード例 #1
0
        bool BelongToSameGroup(AAgent a, AAgent b)
        {
            bool belong = false;

            // Condition 1: same position
            float dist = Vector2.Distance(a.position, b.position);

            belong = dist < ed;

            //// Condition 2: same velocity magnitude
            belong &= Mathf.Abs(a.velocity.sqrMagnitude - b.velocity.sqrMagnitude) < ev * ev;

            //// Condition 3: same move direction
            Vector2 dirA = (a.goal - a.position).normalized;
            Vector2 dirB = (b.goal - b.position).normalized;

            belong &= Vector2.Angle(dirA, dirB) < eav;

            return(belong);
        }
コード例 #2
0
ファイル: Groups.cs プロジェクト: jotaate/Crowd-Simulation
        // Deteccion de puntos extremos tangentes
        static void GetTangents(List <int> group, Dictionary <int, float> ttc,
                                Vector2 position, Vector2 dir, float radius,
                                out Vector2 closestAgentPosition,
                                out Vector2 closestAgentVelocity,
                                out List <Point> tangentsPoints,
                                out List <Tuple <Point, Point> > points,
                                int povID, out int turnTo, out List <int> members)
        {
            float minimoTTC = Mathf.Infinity, minDst = MAX_DISTANCE;
            Point agentPos = new Point(position);
            Point outer1_p1, outer1_p2, outer2_p1, outer2_p2;

            tangentsPoints = new List <Point>();
            points         = new List <Tuple <Point, Point> >();
            members        = new List <int>();

            closestAgentPosition = Vector2.zero;
            closestAgentVelocity = Vector2.zero;
            turnTo = 0;

            foreach (int id in group)
            {
                if (group.Contains(povID))
                {
                    break;
                }
                if (!ttc.ContainsKey(id))
                {
                    continue;
                }

                // Calculamos el agente mas cercano al observador
                AAgent agent_tmp = Engine.Instance.GetAgent(id);
                float  dst       = Vector2.Distance(position, agent_tmp.position);

                turnTo += agent_tmp.TurnTo;

                // Si este agente esta mas cerca de lo permitido entonces
                // no es tomado en cuenta
                if (dst < MIN_DISTANCE)
                {
                    continue;
                }
                if (!Behaviours.ItsInFront(dir, agent_tmp.position - position))
                {
                    continue;
                }

                if (dst < minDst)
                {
                    closestAgentPosition = agent_tmp.position;
                    minDst = dst;
                }

                if (ttc[id] < minimoTTC)
                {
                    closestAgentVelocity = agent_tmp.velocity;
                    minimoTTC            = ttc[id];
                }

                members.Add(id);

                // Find tangents points from this agent to actual iteration neighbour
                Global.FindCircleCircleTangents(agentPos, radius,
                                                new Point(agent_tmp.position), agent_tmp.radius,
                                                out outer1_p1, out outer1_p2, out outer2_p1, out outer2_p2);

                // agregamos el vector tangente en direccion del agente observador
                dst = Point.Distance(outer1_p1, agentPos);
                float dst_2 = Point.Distance(outer1_p2, agentPos);

                if (dst < dst_2)
                {
                    tangentsPoints.Add(outer1_p2);
                    points.Add(new Tuple <Point, Point>(outer1_p1, outer1_p2));
                }
                else
                {
                    tangentsPoints.Add(outer1_p1);
                    points.Add(new Tuple <Point, Point>(outer1_p2, outer1_p1));
                }

                // agregamos el vector tangente en direccion del agente observador
                dst   = Point.Distance(outer2_p1, agentPos);
                dst_2 = Point.Distance(outer2_p2, agentPos);
                if (dst < dst_2)
                {
                    tangentsPoints.Add(outer2_p2);
                    points.Add(new Tuple <Point, Point>(outer2_p1, outer2_p2));
                }
                else
                {
                    tangentsPoints.Add(outer2_p1);
                    points.Add(new Tuple <Point, Point>(outer2_p2, outer2_p1));
                }
            }
        }