/// <summary>Create a number of agents in circle and restart simulation</summary> public void CreateAgents(int num) { this.m_agentCount = num; goals = new List <Vector3>(m_agentCount); colors = new List <Color>(m_agentCount); sim.ClearAgents(); sim.SetTimeStep(m_timeStep); sim.SetAgentDefaults(saftyFactor: m_safetyFactor, angleSampleCount: m_angleSampleCount, velSampleCount: m_velSampleCount, neighborDist: m_neighbourDist, maxNeighbors: 10, radius: m_radius, prefSpeed: m_maxSpeed, maxSpeed: m_maxSpeed, maxAccel: m_maxAccel); if (type == RVOExampleType.Circle) { float circleRad = Mathf.Sqrt(m_agentCount * m_radius * m_radius * 4 / Mathf.PI) * exampleScale * 0.05f; for (int i = 0; i < m_agentCount; i++) { Vector3 pos = new Vector3(Mathf.Cos(i * Mathf.PI * 2.0f / m_agentCount), 0, Mathf.Sin(i * Mathf.PI * 2.0f / m_agentCount)) * circleRad * (1 + Random.value * 0.01f); sim.AddAgent(new Vector2(pos.x, pos.z)); goals.Add(-pos); colors.Add(ColorUtility.HSVToRGB(i * 360.0f / m_agentCount, 0.8f, 0.6f)); } } else if (type == RVOExampleType.Line) { for (int i = 0; i < m_agentCount; i++) { Vector3 pos = new Vector3((i % 2 == 0 ? 1 : -1) * exampleScale, 0, (i / 2) * m_radius * 2.5f); sim.AddAgent(new Vector2(pos.x, pos.z)); goals.Add(new Vector3(-pos.x, pos.y, pos.z)); colors.Add(i % 2 == 0 ? Color.red : Color.blue); } } else if (type == RVOExampleType.Point) { for (int i = 0; i < m_agentCount; i++) { Vector3 pos = new Vector3(Mathf.Cos(i * Mathf.PI * 2.0f / m_agentCount), 0, Mathf.Sin(i * Mathf.PI * 2.0f / m_agentCount)) * m_radius; sim.AddAgent(new Vector2(pos.x, pos.z)); //sim.AddAgent(new Vector2(0, 0)); goals.Add(new Vector3(0, pos.y, 0)); colors.Add(ColorUtility.HSVToRGB(i * 360.0f / m_agentCount, 0.8f, 0.6f)); } } else if (type == RVOExampleType.RandomStreams) { float circleRad = Mathf.Sqrt(m_agentCount * m_radius * m_radius * 4 / Mathf.PI) * exampleScale * 0.05f; for (int i = 0; i < m_agentCount; i++) { float angle = Random.value * Mathf.PI * 2.0f; float targetAngle = Random.value * Mathf.PI * 2.0f; Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * uniformDistance(circleRad); sim.AddAgent(new Vector2(pos.x, pos.z)); goals.Add(new Vector3(Mathf.Cos(targetAngle), 0, Mathf.Sin(targetAngle)) * uniformDistance(circleRad)); colors.Add(ColorUtility.HSVToRGB(targetAngle * Mathf.Rad2Deg, 0.8f, 0.6f)); } } else if (type == RVOExampleType.Crossing) { float distanceBetweenGroups = exampleScale * m_radius * 0.5f; int directions = (int)Mathf.Sqrt(m_agentCount / 25f); directions = Mathf.Max(directions, 2); const int AgentsPerDistance = 10; for (int i = 0; i < m_agentCount; i++) { float angle = ((i % directions) / (float)directions) * Mathf.PI * 2.0f; var dist = distanceBetweenGroups * ((i / (directions * AgentsPerDistance) + 1) + 0.3f * Random.value); Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * dist; sim.AddAgent(new Vector2(pos.x, pos.z)); goals.Add(-pos.normalized * distanceBetweenGroups * 3); colors.Add(ColorUtility.HSVToRGB(angle * Mathf.Rad2Deg, 0.8f, 0.6f)); } } verts = new Vector3[4 * m_agentCount]; uv = new Vector2[verts.Length]; tris = new int[m_agentCount * 2 * 3]; meshColors = new Color[verts.Length]; }