public static Vector2 GetDirection(RVOAgent agent) { Vector2 nowVelocity = Simulator.Instance.getAgentVelocity(agent.GetIndex()); if (RVOMath.abs(nowVelocity) < eps) { nowVelocity = agent.GetDirection(); } return(RVOMath.normalize(nowVelocity)); }
public static Vector2 CalcPrefVelocity(Vector2 agentPosition, Vector2 goalPosisiton, RVOAgent agent) { Vector2 prefDistance = goalPosisiton - agentPosition; if (agent.GetIsStop() == true) { return(new Vector2(0f, 0f)); } if (agent.isPlayer == true) { /* Is inertial model used */ Vector2 nowVelocity = Simulator.Instance.getAgentVelocity(agent.GetIndex()); float nowSpeed = RVOMath.abs(nowVelocity); Vector2 prefVelocity = RVOMath.normalize(prefDistance) * agent.prefSpeed;//nowSpeed -> prefSpeed Vector2 finalVelocity = new Vector2(0, 0); if (nowSpeed < agent.minSpeedToTurn) { /* Not fast enough to turn */ Vector2 advanceDirection = GetDirection(agent); if (agent.prefSpeed > nowSpeed) //Speed up fitting { finalVelocity = nowVelocity + advanceDirection * agent.acceleration; } else //Speed down fitting { if (nowSpeed - agent.prefSpeed < agent.acceleration) { finalVelocity = prefVelocity; } else { finalVelocity = nowVelocity - advanceDirection * agent.acceleration; } } } else { /* turn */ float direction = RVOMath.det(nowVelocity, prefVelocity); if (direction > eps) //left { Vector2 rightVerticalVelocity = new Vector2(-nowVelocity.y_, nowVelocity.x_); rightVerticalVelocity = RVOMath.normalize(rightVerticalVelocity) * agent.speed * agent.angularSpeed; if (RVOMath.det(nowVelocity + rightVerticalVelocity, prefVelocity) < eps) //success { finalVelocity = RVOMath.normalize(prefVelocity) * nowSpeed; } else { finalVelocity = RVOMath.normalize(nowVelocity + rightVerticalVelocity) * nowSpeed; } } if (direction >= -eps && direction <= eps) //same direction { finalVelocity = RVOMath.normalize(prefVelocity) * nowSpeed; } if (direction < -eps) //right { Vector2 leftVerticalVelocity = new Vector2(nowVelocity.y_, -nowVelocity.x_); leftVerticalVelocity = RVOMath.normalize(leftVerticalVelocity) * agent.speed * agent.angularSpeed; if (RVOMath.det(nowVelocity + leftVerticalVelocity, prefVelocity) > -eps) //success { finalVelocity = RVOMath.normalize(prefVelocity) * nowSpeed; } else { finalVelocity = RVOMath.normalize(nowVelocity + leftVerticalVelocity) * nowSpeed; } } //Debug.Log("!!!" + RVOMath.abs(finalVelocity).ToString()); /* acc and slow */ if (agent.prefSpeed - nowSpeed > eps) //acc { if (IsVectorNear(nowVelocity, prefVelocity, 0.05f)) { finalVelocity = finalVelocity + RVOMath.normalize(finalVelocity) * Mathf.Min(agent.acceleration, agent.prefSpeed - nowSpeed); } } else //slow { finalVelocity = finalVelocity - RVOMath.normalize(finalVelocity) * Mathf.Min(agent.acceleration, nowSpeed - agent.prefSpeed); } // Debug.Log("!!!" + RVOMath.abs(finalVelocity).ToString()); } Vector2 ditherVelocity = GetDitherVelocity(ditherSize); if (RVOMath.abs(finalVelocity) < eps) { return(finalVelocity); } else { return(finalVelocity + ditherVelocity); } } else { Vector2 ditherVelocity = GetDitherVelocity(ditherSize); Vector2 prefVelocity = RVOMath.normalize(prefDistance); return(prefVelocity * agent.prefSpeed + ditherVelocity); } }