setTimeStep() public method

Sets the time step of the simulation.
public setTimeStep ( float timeStep ) : void
timeStep float The time step of the simulation. Must be * positive.
return void
Exemplo n.º 1
0
    void LateUpdate()
    {
        sim.setTimeStep(Time.deltaTime);

        //desired vels
        for (int i = 0; i < units.Count; i++)
        {
            Vector3 pos  = units[i].GetFeetPosition();
            var     v    = units[i].GetVelocity();
            var     vdes = units[i].DesiredVelocity;

            var rvoAgent = sim.agents_[i];
            rvoAgent.position_     = new RVO.Vector2(pos.x, pos.z);
            rvoAgent.velocity_     = new RVO.Vector2(v.x, v.z);
            rvoAgent.prefVelocity_ = new RVO.Vector2(vdes.x, vdes.z);
        }

        //simulate
        sim.doStep();
        //set new vels
        for (int i = 0; i < units.Count; i++)
        {
            var vnew = sim.agents_[i].velocity_;
            units[i].Move(new Vector3(vnew.x_, 0, vnew.y_));
        }
    }
Exemplo n.º 2
0
    public void Step()
    {
        m_nextTimeStep = Mathf.Clamp(Time.deltaTime, 1.0f / 100.0f, 1.0f / 15.0f);

        ExecuteRemoves();

        foreach (var i in m_agents)
        {
            i.PreUpdate();
        }

        m_instance.setTimeStep(m_nextTimeStep);
        m_instance.doStepST();

        foreach (var i in m_agents)
        {
            i.Sync();
        }
    }
Exemplo n.º 3
0
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
                BoxObject tmesh = new BoxObject(new Vector3(0), 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }


            Simulator = Simulator.Instance;
            Simulator.setTimeStep(0.25f);
            Simulator.setAgentDefaults(5.0f, 25, 10.0f, 25.0f, 2.0f, 4.0f,new Vector2(0));

            for (int i = 0; i < 20; i++)
            {
                for (int j = 0; j < 20; j++)
                {

                    SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                    BoxObject tmesh = new BoxObject(new Vector3(100 + j*5, 5, i * 5), 1, 1, 1, 10, new Vector3(1, 1, 1), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    int id = Simulator.addAgent(tmesh.Position);
                    RVOObject obj = new RVOObject(id, fmaterial, simpleModel, tmesh);
                    obj.OnUpdate += new OnUpdate(obj_OnUpdate); /// dummy position update way =p
                    this.World.AddObject(obj);
                }
            }

            ///counterclockwise vertices
            Simulator.addObstacle(
            new List<Vector2>()
            {
                new Vector2(20,20),                
                new Vector2(40,20),
                new Vector2(40,40),
                new Vector2(40,40),
                new Vector2(20,40),
                new Vector2(20,20),
                                
            }
            );

            Simulator.processObstacles();

            ///obstacle
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);                
                GhostObject tmesh = new GhostObject(new Vector3(30,0,30),Matrix.Identity,new Vector3(10));                
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            Picking p = new Picking(this, 1000);
            p.OnPickedLeftButton += new OnPicked(p_OnPickedLeftButton);            
        }
Exemplo n.º 4
0
    /// <summary>Create a number of agents in circle and restart simulation</summary>
    public void CreateAgents(int num)
    {
        this.m_agentCount = num;

        goals      = new Dictionary <int, Vector3>();
        colors     = new List <Color>(m_agentCount);
        m_agentIds = new List <int>(num);

        sim.Clear();
        sim.setTimeStep(m_timeStep);
        sim.setAgentDefaults(neighborDist: m_neighbourDist, maxNeighbors: m_maxNeighbours, radius: m_radius, maxSpeed: m_maxSpeed, timeHorizon: 2, timeHorizonObst: 2, velocity: new RVO.Vector2(1, 1));

        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);
                var     id  = sim.addAgent(new RVO.Vector2(pos.x, pos.z));
                m_agentIds.Add(id);
                goals.Add(id, -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);
                var     id  = sim.addAgent(new RVO.Vector2(pos.x, pos.z));
                m_agentIds.Add(id);
                goals.Add(id, 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;
                var     id  = sim.addAgent(new RVO.Vector2(pos.x, pos.z));
                m_agentIds.Add(id);
                //sim.AddAgent(new Vector2(0, 0));
                goals.Add(id, 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);
                var     id          = sim.addAgent(new RVO.Vector2(pos.x, pos.z));
                m_agentIds.Add(id);
                goals.Add(id, 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;
                var     id    = sim.addAgent(new RVO.Vector2(pos.x, pos.z));
                m_agentIds.Add(id);
                goals.Add(id, -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];
    }