예제 #1
0
        // YD: manage collisions like on sidewalk
        private void manageCollisions(clsGroundAtom refGroundAtom, TerrainService.Vector newPosition, out clsGroundAtom collidingAtom)
        {
            collidingAtom = null;
            List <CollisionTime> CollisionsToDelete = new List <CollisionTime>();

            foreach (var v in refGroundAtom.Collisions)
            {
                if ((refGroundAtom.m_GameObject.Ex_clockDate - v.time).TotalSeconds > 2)
                {
                    CollisionsToDelete.Add(v);
                }
            }
            foreach (var v in CollisionsToDelete)
            {
                refGroundAtom.Collisions.Remove(v);
            }

            refGroundAtom.isCollision = false;

            List <clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.getQuadTreeByStructure(Structure).SearchEntities(newPosition.x, newPosition.y, refGroundAtom.collisionRadius, isPrecise: true);

            foreach (clsGroundAtom atom in colAtoms)
            {
                if (atom != refGroundAtom)
                {
                    TerrainService.Vector vDest = new TerrainService.Vector(newPosition.x, newPosition.y, 0);
                    TerrainService.Vector vMe   = new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0);

                    TerrainService.Vector vCollision = new TerrainService.Vector(atom.curr_X, atom.curr_Y, 0);

                    TerrainService.Vector MyDirection = vDest - vMe;
                    MyDirection.normalize();
                    TerrainService.Vector CollisionDirection = vCollision - vMe;
                    CollisionDirection.normalize();
                    double dot = MyDirection * CollisionDirection;
                    if (dot >= 0.8)// 0.6)                                                  //Against  Main Direction
                    {
                        // if (atom.Collisions.Contains(refGroundAtom.MyName)) continue;

                        // Fix 03              if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
                        if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName))
                        {
                            continue;
                        }
                        //Fix 04 - New If
                        double d = TerrainService.MathEngine.CalcDistance(newPosition.x, newPosition.y, atom.curr_X, atom.curr_Y);
                        refGroundAtom.isCollision = true;
                        CollisionTime cTime = new CollisionTime();
                        cTime.name = atom.MyName;
                        cTime.time = refGroundAtom.m_GameObject.Ex_clockDate;
                        refGroundAtom.Collisions.Add(cTime);
                        collidingAtom = atom;
                        break;
                    }
                }
            }
        }
예제 #2
0
        public override void Execute(clsGroundAtom refGroundAtom)
        {
            List <CollisionTime> CollisionsToDelete = new List <CollisionTime>();

            foreach (var v in refGroundAtom.Collisions)
            {
                if ((refGroundAtom.m_GameObject.Ex_clockDate - v.time).TotalSeconds > 2)
                {
                    CollisionsToDelete.Add(v);
                }
            }
            foreach (var v in CollisionsToDelete)
            {
                refGroundAtom.Collisions.Remove(v);
            }

            //   refGroundAtom.Collisions.ForEach(t=>(refGroundAtom.m_GameObject.Ex_clockDate-t.time).TotalSeconds>2)

            if (refActivityMovement.TimeTo < refGroundAtom.m_GameObject.Ex_clockDate)
            {
                refActivityMovement.isEnded  = true;
                refActivityMovement.isActive = false;
                refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());
                return;
            }


            if (refGroundAtom.currentRoute == null)
            {
                return;
            }


            if (refGroundAtom.currentLeg > refGroundAtom.currentRoute.arr_legs.Count)   //-1)  // refActivityMovement.RouteActivity.Points.Count()-1)
            {
                // Fix 01 Start
                int    nl   = refGroundAtom.currentRoute.arr_legs.Count;
                double xEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLongn;
                double yEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLatn;
                refGroundAtom.curr_X = xEnd;
                refGroundAtom.curr_Y = yEnd;
                // Fix 01 End

                refActivityMovement.isEnded  = true;
                refActivityMovement.isActive = false;
                refGroundAtom.currentRoute   = null;
                refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());



                return;
            }

            double nextRoute_X = 0;
            double nextRoute_Y = 0;
            int    nextLeg     = 0;

            double X_Distination = 0;
            double Y_Distination = 0;
            double AzimDepl;

            refGroundAtom.VirtualMoveOnRoute(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution, refGroundAtom.X_Route, refGroundAtom.Y_Route, out nextRoute_X, out nextRoute_Y, out nextLeg);

            double currentAzimuth = Util.Azimuth2Points(refGroundAtom.X_Route, refGroundAtom.Y_Route, nextRoute_X, nextRoute_Y);
            bool   isRight        = true;
            // Yinon Douchan: Collision management
            bool isLeft = true;

            refGroundAtom.currentAzimuth = currentAzimuth;
            // -----------------------------------
            // refGroundAtom.Collisions.Clear();
            Lab1 :;
            refGroundAtom.isCollision = false;
// Fix 02  if (refGroundAtom.Offset_Azimuth != 0.0 || refGroundAtom.Offset_Distance!=0.0)
            if (refGroundAtom.Offset_Distance != 0.0)
            {
                AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
                if (AzimDepl >= 360)
                {
                    AzimDepl = AzimDepl - 360;
                }

                TerrainService.MathEngine.CalcProjectedLocationNew(nextRoute_X, nextRoute_Y, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true);
            }
            else
            {
                X_Distination = nextRoute_X;
                Y_Distination = nextRoute_Y;
            }

            List <clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, Y_Distination, refGroundAtom.collisionRadius, isPrecise: true);

            //   List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, refGroundAtom.curr_Y, clsGroundAtom.OFFSET_IN_COLLISION, isPrecise: true);
            foreach (clsGroundAtom atom in colAtoms)
            {
                if (atom != refGroundAtom)
                {
                    TerrainService.Vector vDest = new TerrainService.Vector(X_Distination, Y_Distination, 0);
                    TerrainService.Vector vMe   = new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0);

                    TerrainService.Vector vCollision = new TerrainService.Vector(atom.curr_X, atom.curr_Y, 0);

                    TerrainService.Vector MyDirection = vDest - vMe;
                    MyDirection.normalize();
                    TerrainService.Vector CollisionDirection = vCollision - vMe;
                    CollisionDirection.normalize();
                    double dot = MyDirection * CollisionDirection;
                    if (dot >= 0.8)// 0.6)                                                  //Against  Main Direction
                    {
                        // if (atom.Collisions.Contains(refGroundAtom.MyName)) continue;

// Fix 03              if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
                        if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName))
                        {
                            continue;
                        }
//Fix 04 - New If
                        double d = TerrainService.MathEngine.CalcDistance(X_Distination, Y_Distination, atom.curr_X, atom.curr_Y);
                        refGroundAtom.isCollision = true;
                        CollisionTime cTime = new CollisionTime();
                        cTime.name = atom.MyName;
                        cTime.time = refGroundAtom.m_GameObject.Ex_clockDate;
                        refGroundAtom.Collisions.Add(cTime);

                        break;
                    }
                }
            }

            if (refGroundAtom.isCollision)
            {
                refGroundAtom.Offset_Azimuth = 90;
                // Yinon Douchan: Modified collision handling
                // check if I cannot go right or cannot go left
                if ((refGroundAtom.Offset_Distance + clsGroundAtom.OFFSET_IN_COLLISION) > clsGroundAtom.MAX_OFFSET)
                {
                    isRight = false;
                }
                if ((refGroundAtom.Offset_Distance - clsGroundAtom.OFFSET_IN_COLLISION) < -clsGroundAtom.MAX_OFFSET)
                {
                    isLeft = false;
                }

                if (isRight && !isLeft)
                {
                    // can only evade right
                    refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;
                }
                else if (isLeft && !isRight)
                {
                    // can only evade left
                    refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION;
                }
                else if (isLeft && isRight)
                {
                    // decide whether to turn right or left based on social comparison to most similar
                    clsGroundAtom mostSimilar = SocialComparison.findMostSimilarByDistanceAndAzimuth(refGroundAtom);
                    if (mostSimilar != null)
                    {
                        SocialComparison.setOffsetTowardsMostSimilar(refGroundAtom, mostSimilar);
                    }
                    else
                    {
                        // no similar agent - pick a side randomly
                        if (Util.random.NextDouble() > 0.5)
                        {
                            refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;
                        }
                        else
                        {
                            refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION;
                        }
                    }
                }

                if (refGroundAtom.Offset_Distance < -clsGroundAtom.MAX_OFFSET)
                {
                    refGroundAtom.Offset_Distance = -clsGroundAtom.MAX_OFFSET;
                    refGroundAtom.Offset_Azimuth  = 0;
                    return;
                }
                else if (refGroundAtom.Offset_Distance > clsGroundAtom.MAX_OFFSET)
                {
                    refGroundAtom.Offset_Distance = clsGroundAtom.MAX_OFFSET;
                    refGroundAtom.Offset_Azimuth  = 0;
                    return;
                }
                //  refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;// 2*clsGroundAtom.RADIUS;
                if (refGroundAtom.Offset_Distance < 0)
                {
                    refGroundAtom.Offset_Azimuth = 180 - refGroundAtom.Offset_Azimuth;
                }
                // --------------------------------------------------------------------------

                // Yinon Douchan: Commented out - Why are you assigning offsetted position to route position? This caused bugs in movement
                //nextRoute_X = X_Distination;
                //nextRoute_Y = Y_Distination;
                // ------------------------------------------------------------------------------------


                //  AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
                //  if (AzimDepl >= 360) AzimDepl = AzimDepl - 360;
                //  TerrainService.MathEngine.CalcProjectedLocationNew(X_Distination, Y_Distination, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true);

                // Yinon Douchan: Commented out - This caused the simulator to enter an endless loop
                //goto Lab1;
                // ---------------------------------------------------------------------------------
                //AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
                //if (AzimDepl >= 360) AzimDepl = AzimDepl - 360;
            }
            else
            {
                refGroundAtom.X_Route    = nextRoute_X;
                refGroundAtom.Y_Route    = nextRoute_Y;
                refGroundAtom.currentLeg = nextLeg;



                refGroundAtom.X_Distination = X_Distination;
                refGroundAtom.Y_Distination = Y_Distination;

                refGroundAtom.MoveToDestination(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution);
            }



            //List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(refGroundAtom.curr_X, refGroundAtom.curr_Y, 10, isPrecise: true);
            //foreach (clsGroundAtom atom in colAtoms)
            //{
            //    if(atom!=refGroundAtom)
            //    {
            //        refGroundAtom.isCollision = true;
            //        break;
            //    }
            //}


            //if (refGroundAtom.currentLeg >  refGroundAtom.currentRoute.arr_legs.Count)  //-1)  // refActivityMovement.RouteActivity.Points.Count()-1)
            // {
            //     refActivityMovement.isEnded = true;
            //     refActivityMovement.isActive = false;
            //     refGroundAtom.currentRoute = null;
            //     refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());
            //     return;
            // }
            //else
            //{
            //    refGroundAtom.Move(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution);
            //}
        }
예제 #3
0
		// YD: manage collisions like on sidewalk
        private void manageCollisions(clsGroundAtom refGroundAtom, TerrainService.Vector newPosition, out clsGroundAtom collidingAtom)
        {
            collidingAtom = null;
            List<CollisionTime> CollisionsToDelete = new List<CollisionTime>();
            foreach (var v in refGroundAtom.Collisions)
            {
                if ((refGroundAtom.m_GameObject.Ex_clockDate - v.time).TotalSeconds > 2)
                {
                    CollisionsToDelete.Add(v);
                }
            }
            foreach (var v in CollisionsToDelete)
            {
                refGroundAtom.Collisions.Remove(v);
            }

            refGroundAtom.isCollision = false;

            List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.getQuadTreeByStructure(Structure).SearchEntities(newPosition.x, newPosition.y, 2 * clsGroundAtom.RADIUS, isPrecise: true);

            foreach (clsGroundAtom atom in colAtoms)
            {
                if (atom != refGroundAtom)
                {
                    TerrainService.Vector vDest = new TerrainService.Vector(newPosition.x, newPosition.y, 0);
                    TerrainService.Vector vMe = new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0);

                    TerrainService.Vector vCollision = new TerrainService.Vector(atom.curr_X, atom.curr_Y, 0);

                    TerrainService.Vector MyDirection = vDest - vMe;
                    MyDirection.normalize();
                    TerrainService.Vector CollisionDirection = vCollision - vMe;
                    CollisionDirection.normalize();
                    double dot = MyDirection * CollisionDirection;
                    if (dot >= 0.8)// 0.6)                                                  //Against  Main Direction
                    {
                        // if (atom.Collisions.Contains(refGroundAtom.MyName)) continue;

                        // Fix 03              if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
                        if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
                        //Fix 04 - New If
                        double d = TerrainService.MathEngine.CalcDistance(newPosition.x, newPosition.y, atom.curr_X, atom.curr_Y);
                        refGroundAtom.isCollision = true;
                        CollisionTime cTime = new CollisionTime();
                        cTime.name = atom.MyName;
                        cTime.time = refGroundAtom.m_GameObject.Ex_clockDate;
                        refGroundAtom.Collisions.Add(cTime);
                        collidingAtom = atom;
                        break;
                    }

                }
            }
        }
예제 #4
0
        public override void Execute(clsGroundAtom refGroundAtom)
        {
            List<CollisionTime> CollisionsToDelete=new List<CollisionTime>();
            foreach(var v in refGroundAtom.Collisions)
            {
                if((refGroundAtom.m_GameObject.Ex_clockDate-v.time).TotalSeconds>2)
                {
                    CollisionsToDelete.Add(v);
                }
            }
            foreach (var v in CollisionsToDelete)
            {
                refGroundAtom.Collisions.Remove(v);
            }

        //   refGroundAtom.Collisions.ForEach(t=>(refGroundAtom.m_GameObject.Ex_clockDate-t.time).TotalSeconds>2)

             if(refActivityMovement.TimeTo<refGroundAtom.m_GameObject.Ex_clockDate)
             {
                 refActivityMovement.isEnded = true;
                 refActivityMovement.isActive = false;
                 refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());
                 return;
            }


            if (refGroundAtom.currentRoute == null) return;

           
            if ( refGroundAtom.currentLeg > refGroundAtom.currentRoute.arr_legs.Count)  //-1)  // refActivityMovement.RouteActivity.Points.Count()-1)
            {
                // Fix 01 Start
                int nl = refGroundAtom.currentRoute.arr_legs.Count;
                double xEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLongn;
                double yEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLatn;
                refGroundAtom.curr_X = xEnd;
                refGroundAtom.curr_Y = yEnd;
                // Fix 01 End

                refActivityMovement.isEnded = true;
                refActivityMovement.isActive = false;
                refGroundAtom.currentRoute = null;
                refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());
                
                
                
                return;
            }
            
            double nextRoute_X = 0;
            double nextRoute_Y = 0;
            int nextLeg = 0;

            double X_Distination = 0;
            double Y_Distination = 0;
            double AzimDepl;

            refGroundAtom.VirtualMoveOnRoute(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution, refGroundAtom.X_Route, refGroundAtom.Y_Route, out nextRoute_X, out nextRoute_Y,out nextLeg);

            double currentAzimuth = Util.Azimuth2Points(refGroundAtom.X_Route, refGroundAtom.Y_Route, nextRoute_X, nextRoute_Y);
            bool isRight = true;
			// Yinon Douchan: Collision management
            bool isLeft = true;

            refGroundAtom.currentAzimuth = currentAzimuth;
			// -----------------------------------
            // refGroundAtom.Collisions.Clear();
        Lab1: ;
            refGroundAtom.isCollision = false;
// Fix 02  if (refGroundAtom.Offset_Azimuth != 0.0 || refGroundAtom.Offset_Distance!=0.0)
            if (refGroundAtom.Offset_Distance != 0.0)
            {
                AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
                if (AzimDepl >= 360) AzimDepl = AzimDepl - 360;
                
                TerrainService.MathEngine.CalcProjectedLocationNew(nextRoute_X, nextRoute_Y, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true);
            }
            else
            {
                X_Distination = nextRoute_X;
                Y_Distination = nextRoute_Y;
            }

            List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, Y_Distination, 2 * clsGroundAtom.RADIUS, isPrecise: true);

        //   List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, refGroundAtom.curr_Y, clsGroundAtom.OFFSET_IN_COLLISION, isPrecise: true);
            foreach (clsGroundAtom atom in colAtoms)
            {
                if (atom != refGroundAtom)
                {    
                    TerrainService.Vector vDest= new TerrainService.Vector(X_Distination, Y_Distination, 0);
                    TerrainService.Vector vMe = new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0);

                    TerrainService.Vector vCollision = new TerrainService.Vector(atom.curr_X, atom.curr_Y, 0);

                    TerrainService.Vector MyDirection = vDest - vMe;
                    MyDirection.normalize();
                    TerrainService.Vector CollisionDirection = vCollision - vMe;
                    CollisionDirection.normalize();
                    double dot = MyDirection * CollisionDirection;
                    if (dot >=0.8)// 0.6)                                                  //Against  Main Direction
                    {
                       // if (atom.Collisions.Contains(refGroundAtom.MyName)) continue;

// Fix 03              if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
                        if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
//Fix 04 - New If
                        double d = TerrainService.MathEngine.CalcDistance(X_Distination, Y_Distination, atom.curr_X, atom.curr_Y);
                        refGroundAtom.isCollision = true;
                        CollisionTime cTime = new CollisionTime();
                        cTime.name = atom.MyName;
                        cTime.time = refGroundAtom.m_GameObject.Ex_clockDate;
                        refGroundAtom.Collisions.Add(cTime);

                        break;
                    }
                  
                }
           }

           if(refGroundAtom.isCollision)
           {
               refGroundAtom.Offset_Azimuth = 90;
			   // Yinon Douchan: Modified collision handling
               // check if I cannot go right or cannot go left
               if ((refGroundAtom.Offset_Distance + clsGroundAtom.OFFSET_IN_COLLISION) > clsGroundAtom.MAX_OFFSET) isRight = false;
               if ((refGroundAtom.Offset_Distance - clsGroundAtom.OFFSET_IN_COLLISION) < -clsGroundAtom.MAX_OFFSET) isLeft = false;

               if (isRight && !isLeft)
               {
                   // can only evade right
                   refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;
               }
               else if (isLeft && !isRight)
               {
                   // can only evade left
                   refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION;
               }
               else if (isLeft && isRight)
               {
                   // decide whether to turn right or left based on social comparison to most similar
                   clsGroundAtom mostSimilar = SocialComparison.findMostSimilar(refGroundAtom);
                   if (mostSimilar != null)
                   {
                       SocialComparison.setOffsetTowardsMostSimilar(refGroundAtom, mostSimilar);
                   }
                   else
                   {
                       // no similar agent - pick a side randomly
                       if (Util.random.NextDouble() > 0.5)
                       {
                           refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;
                       }
                       else
                       {
                           refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION;
                       }
                   }

               }

               if (refGroundAtom.Offset_Distance < -clsGroundAtom.MAX_OFFSET)
               {
                   refGroundAtom.Offset_Distance = -clsGroundAtom.MAX_OFFSET;
                   refGroundAtom.Offset_Azimuth = 0;
                   return;
               }
               else if (refGroundAtom.Offset_Distance > clsGroundAtom.MAX_OFFSET)
               {
                   refGroundAtom.Offset_Distance = clsGroundAtom.MAX_OFFSET;
                   refGroundAtom.Offset_Azimuth = 0;
                   return;
               }
             //  refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;// 2*clsGroundAtom.RADIUS;
               if (refGroundAtom.Offset_Distance < 0)
               {
                   refGroundAtom.Offset_Azimuth = 180 - refGroundAtom.Offset_Azimuth;
               }
			   // --------------------------------------------------------------------------

			   // Yinon Douchan: Commented out - Why are you assigning offsetted position to route position? This caused bugs in movement
               //nextRoute_X = X_Distination;
               //nextRoute_Y = Y_Distination;
			   // ------------------------------------------------------------------------------------


             //  AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
             //  if (AzimDepl >= 360) AzimDepl = AzimDepl - 360;
             //  TerrainService.MathEngine.CalcProjectedLocationNew(X_Distination, Y_Distination, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true);

			   // Yinon Douchan: Commented out - This caused the simulator to enter an endless loop
               //goto Lab1;
			   // ---------------------------------------------------------------------------------
               //AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
               //if (AzimDepl >= 360) AzimDepl = AzimDepl - 360;

           }
           else
           {
               refGroundAtom.X_Route = nextRoute_X;
               refGroundAtom.Y_Route = nextRoute_Y;
               refGroundAtom.currentLeg = nextLeg;



               refGroundAtom.X_Distination = X_Distination;
               refGroundAtom.Y_Distination = Y_Distination;

               refGroundAtom.MoveToDestination(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution);
           }



           //List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(refGroundAtom.curr_X, refGroundAtom.curr_Y, 10, isPrecise: true);
           //foreach (clsGroundAtom atom in colAtoms)
           //{
           //    if(atom!=refGroundAtom)
           //    {
           //        refGroundAtom.isCollision = true;
           //        break;
           //    }
           //}


           //if (refGroundAtom.currentLeg >  refGroundAtom.currentRoute.arr_legs.Count)  //-1)  // refActivityMovement.RouteActivity.Points.Count()-1)
           // {
           //     refActivityMovement.isEnded = true;
           //     refActivityMovement.isActive = false;
           //     refGroundAtom.currentRoute = null;
           //     refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());
           //     return;
           // }
           //else
           //{
           //    refGroundAtom.Move(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution);
           //}
        }