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); }
// TODO: add functions to get and modify preferredDistance public Vector3 GetForce(Steering steering) { Vector3 steeringVector = new Vector3(0f, 0f, 0f); // steer away from each object that is too close with a weight of up to 0.5 for each foreach (Neighbour <Steering> neighbour in neighbours) { if (neighbour.dd > preferredDistance * preferredDistance) { break; } Steering otherUnit = neighbour.obj; Vector3 offset = otherUnit.GetPosition() - steering.GetPosition(); float currentDistance = Mathf.Sqrt(neighbour.dd); // TODO: consider relative velocity when computing importance float importance = (preferredDistance - currentDistance) / preferredDistance; steeringVector += -importance * offset; } if (steeringVector.sqrMagnitude > 0) { // TODO: do something like arrival to avoid over-separating return(SteeringUtilities.getForceForDirection(steering, steeringVector)); } return(Vector3.zero); }
public Vector3 GetForce(Steering steering) { if (steering.GetVelocity().sqrMagnitude == 0f) { float initialAngle = Random.Range(0f, 2 * Mathf.PI); float sinAngle = Mathf.Sin(initialAngle); wanderPoint = 2.4f * new Vector3(Mathf.Cos(initialAngle), Steering.YMult * sinAngle, Steering.ZMult * sinAngle); } if (steering.GetVelocity().sqrMagnitude > 0f && !hasMoved) { hasMoved = true; wanderPoint = SteeringUtilities.scaledVector(2.4f, steering.GetVelocity()); } float xNoise = Time.fixedDeltaTime * wanderNoise * Random.Range(-1f, 1f); float yzNoise = Time.fixedDeltaTime * wanderNoise * Random.Range(-1f, 1f); wanderPoint += new Vector3(xNoise, Steering.YMult * yzNoise, Steering.ZMult * yzNoise); Vector3 forwardPoint = steering.GetPosition() + SteeringUtilities.scaledVector(1.41f, steering.GetVelocity()); // Constrain the wander point to the unit circle in front of the player. wanderPoint = forwardPoint + (wanderPoint - forwardPoint).normalized; //return SteeringUtilities.getForceForDirection(steering, wanderDirection); //SteeringUtilities.drawDebugCircle(forwardPoint, 1f, Color.black, 32); SteeringUtilities.drawDebugPoint(wanderPoint, Color.red); return(SteeringUtilities.getSeekForce(steering, wanderPoint)); }
private RaycastHit Raycast(Steering steering, Vector3 directionVector, float raycastDistance) { RaycastHit hitInfo; Physics.Raycast(steering.GetPosition(), directionVector, out hitInfo, raycastDistance, layerMask); //SteeringUtilities.drawDebugVector(steering, SteeringUtilities.scaledVector(raycastDistance, directionVector), Color.white); if (hitInfo.collider != null) { SteeringUtilities.drawDebugPoint(hitInfo.point, Color.magenta); SteeringUtilities.drawDebugVector(steering, hitInfo.point - steering.GetPosition(), Color.magenta); SteeringUtilities.drawDebugVector(hitInfo.point, hitInfo.normal, Color.white); } else { SteeringUtilities.drawDebugVector(steering, SteeringUtilities.scaledVector(raycastDistance, directionVector), new Color(Color.magenta.r, Color.magenta.g, Color.magenta.b, 0.25f)); } return(hitInfo); }
public Vector3 GetForce(Steering steering) { if (_target != null) { return(SteeringUtilities.getSeekForce(steering, _target.GetPosition())); } else { return(SteeringUtilities.getSeekForce(steering, _point)); } }
public static void drawDebugVector(Steering steering, Vector3 offsetVector, Color color) { drawDebugVector(steering.GetPosition(), offsetVector, color); }
public static Vector3 getSeekForce(Steering steering, Vector3 targetPosition) { return(getForceForDirection(steering, targetPosition - steering.GetPosition())); }
// Performs a raycast and returns the normal of the collision or the zero vector. private float RaycastDistance(Steering steering, Vector3 directionVector, float raycastDistance) { if (Steering.Using3D) { RaycastHit hitInfo = Raycast(steering, directionVector, raycastDistance); return(hitInfo.collider == null ? raycastDistance : (hitInfo.point - steering.GetPosition()).magnitude); } RaycastHit2D hitInfo2D = Raycast2D(steering, directionVector, raycastDistance); return(hitInfo2D.collider == null ? raycastDistance : ((Vector3)hitInfo2D.point - steering.GetPosition()).magnitude); }
public Vector3 GetForce(Steering steering) { Vector3 currentOffset = target.GetPosition() - steering.GetPosition(); float dist = currentOffset.magnitude; Vector3 unitV = steering.GetVelocity().normalized; float parallelness = Vector3.Dot(unitV, target.GetVelocity().normalized); float forwardness = Vector3.Dot(unitV, currentOffset / dist); float halfsqrt2 = 0.707f; int f = SteeringUtilities.intervalComp(forwardness, -halfsqrt2, halfsqrt2); int p = SteeringUtilities.intervalComp(parallelness, -halfsqrt2, halfsqrt2); // approximate how far to lead the target float timeFactor = 1f; // case logic based on (ahead, aside, behind) X (parallel, perp, anti-parallel) switch (f) { case 1: //target is ahead switch (p) { case 1: timeFactor = 4f; break; case 0: timeFactor = 1.8f; break; case -1: timeFactor = 0.85f; break; } break; case 0: //target is aside switch (p) { case 1: timeFactor = 1f; break; case 0: timeFactor = 0.8f; break; case -1: timeFactor = 4f; break; } break; case -1: //target is behind switch (p) { case 1: timeFactor = 0.5f; break; case 0: timeFactor = 2f; break; case -1: timeFactor = 2f; break; } break; } // Multiply the timeToArrive by some approximate constants based on how similar the two velocities are. float approximateArrivalTime = dist / steering.GetMaxSpeed(); float improvedArrivalTimeEstimate = Mathf.Min(MAX_PREDICTION_TIME, approximateArrivalTime * timeFactor); Vector3 newTargetPosition = (Vector3)target.GetPosition() + improvedArrivalTimeEstimate * target.GetVelocity(); SteeringUtilities.drawDebugVector(target, newTargetPosition - target.GetPosition(), Color.white); SteeringUtilities.drawDebugVector(steering, newTargetPosition - steering.GetPosition(), Color.magenta); return(SteeringUtilities.getForceForDirection(steering, newTargetPosition - steering.GetPosition())); }