示例#1
0
        // XXX 4-23-03: Temporary work around (see comment above)
        //
        // Checks for intersection of the given spherical obstacle with a
        // volume of "likely future vehicle positions": a cylinder along the
        // current path, extending minTimeToCollision seconds along the
        // forward axis from current position.
        //
        // If they intersect, a collision is imminent and this function returns
        // a steering force pointing laterally away from the obstacle's center.
        //
        // Returns a zero vector if the obstacle is outside the cylinder
        //
        // xxx couldn't this be made more compact using localizePosition?

        Vector3 steerToAvoid(AbstractVehicle v, float minTimeToCollision)
        {
            // minimum distance to obstacle before avoidance is required
            float minDistanceToCollision = minTimeToCollision * v.speed();
            float minDistanceToCenter    = minDistanceToCollision + radius;

            // contact distance: sum of radii of obstacle and vehicle
            float totalRadius = radius + v.radius();

            // obstacle center relative to vehicle position
            Vector3 localOffset = center - v.Position;

            // distance along vehicle's forward axis to obstacle's center
            float   forwardComponent = localOffset.DotProduct(v.forward());
            Vector3 forwardOffset    = forwardComponent * v.forward();

            // offset from forward axis to obstacle's center
            Vector3 offForwardOffset = localOffset - forwardOffset;

            // test to see if sphere overlaps with obstacle-free corridor
            bool inCylinder = offForwardOffset.Length < totalRadius;
            bool nearby     = forwardComponent < minDistanceToCenter;
            bool inFront    = forwardComponent > 0;

            // if all three conditions are met, steer away from sphere center
            if (inCylinder && nearby && inFront)
            {
                return(offForwardOffset * -1);
            }
            else
            {
                return(Vector3.ZERO);
            }
        }
示例#2
0
        // ----------------------------------------------------------------------------
        // Alignment behavior: steer to head in same direction as neighbors



        public Vector3 steerForAlignment(float maxDistance, float cosMaxAngle, ArrayList flock)
        {
            // steering accumulator and count of neighbors, both initially zero
            Vector3 steering  = Vector3.Zero;
            int     neighbors = 0;

            // for each of the other vehicles...
            //for (AVIterator other = flock.begin(); other != flock.end(); other++)
            for (int i = 0; i < flock.Count; i++)
            {
                AbstractVehicle other = (AbstractVehicle)flock[i];

                if (inBoidNeighborhood(other, radius() * 3, maxDistance, cosMaxAngle))
                {
                    // accumulate sum of neighbor's heading
                    steering += other.forward();

                    // count neighbors
                    neighbors++;
                }
            }

            // divide by neighbors, subtract off current heading to get error-
            // correcting direction, then normalize to pure direction
            if (neighbors > 0)
            {
                steering = ((steering / (float)neighbors) - forward());
                steering.Normalize();
            }

            return(steering);
        }
示例#3
0
        // Given the time until nearest approach (predictNearestApproachTime)
        // determine position of each vehicle at that time, and the distance
        // between them



        float computeNearestApproachPositions(AbstractVehicle other, float time)
        {
            Vector3 myTravel    = forward() * speed() * time;
            Vector3 otherTravel = other.forward() * other.speed() * time;

            Vector3 myFinal    = Position + myTravel;
            Vector3 otherFinal = other.Position + otherTravel;

            // xxx for annotation
            ourPositionAtNearestApproach = myFinal;
            hisPositionAtNearestApproach = otherFinal;

            return((myFinal - otherFinal).Length);//Vector3::distance (myFinal, otherFinal);
        }
示例#4
0
        // XXX 4-23-03: Temporary work around (see comment above)
        //
        // Checks for intersection of the given spherical obstacle with a
        // volume of "likely future vehicle positions": a cylinder along the
        // current path, extending minTimeToCollision seconds along the
        // forward axis from current position.
        //
        // If they intersect, a collision is imminent and this function returns
        // a steering force pointing laterally away from the obstacle's center.
        //
        // Returns a zero vector if the obstacle is outside the cylinder
        //
        // xxx couldn't this be made more compact using localizePosition?
        Vector3 steerToAvoid(AbstractVehicle v, float minTimeToCollision)
        {
            // minimum distance to obstacle before avoidance is required
            float minDistanceToCollision = minTimeToCollision * v.speed();
            float minDistanceToCenter = minDistanceToCollision + radius;

            // contact distance: sum of radii of obstacle and vehicle
             float totalRadius = radius + v.radius();

            // obstacle center relative to vehicle position
             Vector3 localOffset = center - v.Position;

            // distance along vehicle's forward axis to obstacle's center
             float forwardComponent = localOffset.DotProduct(v.forward());
             Vector3 forwardOffset = forwardComponent * v.forward();

            // offset from forward axis to obstacle's center
             Vector3 offForwardOffset = localOffset - forwardOffset;

            // test to see if sphere overlaps with obstacle-free corridor
             bool inCylinder = offForwardOffset.Length < totalRadius;
             bool nearby = forwardComponent < minDistanceToCenter;
             bool inFront = forwardComponent > 0;

            // if all three conditions are met, steer away from sphere center
            if (inCylinder && nearby && inFront)
            {
                return offForwardOffset * -1;
            }
            else
            {
                return Vector3.ZERO;
            }
        }
示例#5
0
        public Vector3 steerForPursuit(AbstractVehicle quarry, float maxPredictionTime)
        {
            // offset from this to quarry, that distance, unit vector toward quarry
            Vector3 offset     = quarry.Position - Position;
            float   distance   = offset.Length;
            Vector3 unitOffset = offset / distance;

            // how parallel are the paths of "this" and the quarry
            // (1 means parallel, 0 is pependicular, -1 is anti-parallel)
            float parallelness = forward().Dot(quarry.forward());

            // how "forward" is the direction to the quarry
            // (1 means dead ahead, 0 is directly to the side, -1 is straight back)
            float forwardness = forward().Dot(unitOffset);

            float directTravelTime = distance / speed();
            int   f = intervalComparison(forwardness, -0.707f, 0.707f);
            int   p = intervalComparison(parallelness, -0.707f, 0.707f);

            float   timeFactor = 0;                       // to be filled in below
            Vector3 color      = OpenSteerColours.gBlack; // to be filled in below (xxx just for debugging)

            // Break the pursuit into nine cases, the cross product of the
            // quarry being [ahead, aside, or behind] us and heading
            // [parallel, perpendicular, or anti-parallel] to us.
            switch (f)
            {
            case +1:
                switch (p)
                {
                case +1:          // ahead, parallel
                    timeFactor = 4;
                    color      = OpenSteerColours.gBlack;
                    break;

                case 0:           // ahead, perpendicular
                    timeFactor = 1.8f;
                    color      = OpenSteerColours.gGray50;
                    break;

                case -1:          // ahead, anti-parallel
                    timeFactor = 0.85f;
                    color      = OpenSteerColours.gWhite;
                    break;
                }
                break;

            case 0:
                switch (p)
                {
                case +1:          // aside, parallel
                    timeFactor = 1;
                    color      = OpenSteerColours.gRed;
                    break;

                case 0:           // aside, perpendicular
                    timeFactor = 0.8f;
                    color      = OpenSteerColours.gYellow;
                    break;

                case -1:          // aside, anti-parallel
                    timeFactor = 4;
                    color      = OpenSteerColours.gGreen;
                    break;
                }
                break;

            case -1:
                switch (p)
                {
                case +1:          // behind, parallel
                    timeFactor = 0.5f;
                    color      = OpenSteerColours.gCyan;
                    break;

                case 0:           // behind, perpendicular
                    timeFactor = 2;
                    color      = OpenSteerColours.gBlue;
                    break;

                case -1:          // behind, anti-parallel
                    timeFactor = 2;
                    color      = OpenSteerColours.gMagenta;
                    break;
                }
                break;
            }

            // estimated time until intercept of quarry
            float et = directTravelTime * timeFactor;

            // xxx experiment, if kept, this limit should be an argument
            float etl = (et > maxPredictionTime) ? maxPredictionTime : et;

            // estimated position of quarry at intercept
            Vector3 target = quarry.predictFuturePosition(etl);

            // annotation
            annotationLine(Position,
                           target,
                           gaudyPursuitAnnotation ? color : OpenSteerColours.gGray40);

            return(steerForSeek(target));
        }
示例#6
0
        // ----------------------------------------------------------------------------
        // Unaligned collision avoidance behavior: avoid colliding with other nearby
        // vehicles moving in unconstrained directions.  Determine which (if any)
        // other other vehicle we would collide with first, then steers to avoid the
        // site of that potential collision.  Returns a steering force vector, which
        // is zero length if there is no impending collision.



        public Vector3 steerToAvoidNeighbors(float minTimeToCollision, ArrayList others)
        {
            // first priority is to prevent immediate interpenetration
            Vector3 separation = steerToAvoidCloseNeighbors(0, others);

            if (separation != Vector3.Zero)
            {
                return(separation);
            }

            // otherwise, go on to consider potential future collisions
            float           steer  = 0;
            AbstractVehicle threat = null;

            // Time (in seconds) until the most immediate collision threat found
            // so far.  Initial value is a threshold: don't look more than this
            // many frames into the future.
            float minTime = minTimeToCollision;

            // xxx solely for annotation
            Vector3 xxxThreatPositionAtNearestApproach = new Vector3();
            Vector3 xxxOurPositionAtNearestApproach    = new Vector3();

            // for each of the other vehicles, determine which (if any)
            // pose the most immediate threat of collision.
            //for (AVIterator i = others.begin(); i != others.end(); i++)
            for (int i = 0; i < others.Count; i++)
            {
                AbstractVehicle other = (AbstractVehicle)others[i];
                if (other != this)
                {
                    // avoid when future positions are this close (or less)
                    float collisionDangerThreshold = radius() * 2;

                    // predicted time until nearest approach of "this" and "other"
                    float time = predictNearestApproachTime(other);

                    // If the time is in the future, sooner than any other
                    // threatened collision...
                    if ((time >= 0) && (time < minTime))
                    {
                        // if the two will be close enough to collide,
                        // make a note of it
                        if (computeNearestApproachPositions(other, time)
                            < collisionDangerThreshold)
                        {
                            minTime = time;
                            threat  = other;
                            xxxThreatPositionAtNearestApproach
                                = hisPositionAtNearestApproach;
                            xxxOurPositionAtNearestApproach
                                = ourPositionAtNearestApproach;
                        }
                    }
                }
            }

            // if a potential collision was found, compute steering to avoid
            if (threat != null)
            {
                // parallel: +1, perpendicular: 0, anti-parallel: -1
                float parallelness = forward().Dot(threat.forward());
                float angle        = 0.707f;

                if (parallelness < -angle)
                {
                    // anti-parallel "head on" paths:
                    // steer away from future threat position
                    Vector3 offset  = xxxThreatPositionAtNearestApproach - Position;
                    float   sideDot = offset.Dot(side());
                    steer = (sideDot > 0) ? -1.0f : 1.0f;
                }
                else
                {
                    if (parallelness > angle)
                    {
                        // parallel paths: steer away from threat
                        Vector3 offset  = threat.Position - Position;
                        float   sideDot = offset.Dot(side());
                        steer = (sideDot > 0) ? -1.0f : 1.0f;
                    }
                    else
                    {
                        // perpendicular paths: steer behind threat
                        // (only the slower of the two does this)
                        if (threat.speed() <= speed())
                        {
                            float sideDot = side().Dot(threat.velocity());
                            steer = (sideDot > 0) ? -1.0f : 1.0f;
                        }
                    }
                }

                annotateAvoidNeighbor(threat,
                                      steer,
                                      xxxOurPositionAtNearestApproach,
                                      xxxThreatPositionAtNearestApproach);
            }

            return(side() * steer);
        }
        // Given the time until nearest approach (predictNearestApproachTime)
        // determine position of each vehicle at that time, and the distance
        // between them
        float computeNearestApproachPositions(AbstractVehicle other, float time)
        {
            Vector3    myTravel =       forward () *       speed () * time;
             Vector3 otherTravel = other.forward () * other.speed () * time;

             Vector3    myFinal =       Position  +    myTravel;
             Vector3 otherFinal = other.Position  + otherTravel;

            // xxx for annotation
            ourPositionAtNearestApproach = myFinal;
            hisPositionAtNearestApproach = otherFinal;

            return (myFinal - otherFinal).Length;//Vector3::distance (myFinal, otherFinal);
        }
        public Vector3 steerForPursuit( AbstractVehicle quarry, float maxPredictionTime)
        {
            // offset from this to quarry, that distance, unit vector toward quarry
             Vector3 offset = quarry.Position - Position;
             float distance = offset.Length;
             Vector3 unitOffset = offset / distance;

            // how parallel are the paths of "this" and the quarry
            // (1 means parallel, 0 is pependicular, -1 is anti-parallel)
             float parallelness = forward().DotProduct (quarry.forward());

            // how "forward" is the direction to the quarry
            // (1 means dead ahead, 0 is directly to the side, -1 is straight back)
             float forwardness = forward().DotProduct (unitOffset);

             float directTravelTime = distance / speed ();
             int f = intervalComparison (forwardness,  -0.707f, 0.707f);
             int p = intervalComparison (parallelness, -0.707f, 0.707f);

            float timeFactor = 0; // to be filled in below
            Vector3 color=OpenSteerColours.gBlack;           // to be filled in below (xxx just for debugging)

            // Break the pursuit into nine cases, the cross product of the
            // quarry being [ahead, aside, or behind] us and heading
            // [parallel, perpendicular, or anti-parallel] to us.
            switch (f)
            {
            case +1:
                switch (p)
                {
                case +1:          // ahead, parallel
                    timeFactor = 4;
                    color = OpenSteerColours.gBlack;
                    break;
                case 0:           // ahead, perpendicular
                    timeFactor = 1.8f;
                    color = OpenSteerColours.gGray50;
                    break;
                case -1:          // ahead, anti-parallel
                    timeFactor = 0.85f;
                    color = OpenSteerColours.gWhite;
                    break;
                }
                break;
            case 0:
                switch (p)
                {
                case +1:          // aside, parallel
                    timeFactor = 1;
                    color = OpenSteerColours.gRed;
                    break;
                case 0:           // aside, perpendicular
                    timeFactor = 0.8f;
                    color = OpenSteerColours.gYellow;
                    break;
                case -1:          // aside, anti-parallel
                    timeFactor = 4;
                    color = OpenSteerColours.gGreen;
                    break;
                }
                break;
            case -1:
                switch (p)
                {
                case +1:          // behind, parallel
                    timeFactor = 0.5f;
                    color = OpenSteerColours.gCyan;
                    break;
                case 0:           // behind, perpendicular
                    timeFactor = 2;
                    color = OpenSteerColours.gBlue;
                    break;
                case -1:          // behind, anti-parallel
                    timeFactor = 2;
                    color = OpenSteerColours.gMagenta;
                    break;
                }
                break;
            }

            // estimated time until intercept of quarry
             float et = directTravelTime * timeFactor;

            // xxx experiment, if kept, this limit should be an argument
             float etl = (et > maxPredictionTime) ? maxPredictionTime : et;

            // estimated position of quarry at intercept
             Vector3 target = quarry.predictFuturePosition (etl);

            // annotation
            annotationLine (Position,
                            target,
                            gaudyPursuitAnnotation ? color : OpenSteerColours.gGray40);

            return steerForSeek (target);
        }