getTimeStep() public method

Returns the time step of the simulation.
public getTimeStep ( ) : float
return float
示例#1
0
        /**
         * <summary>Computes the new velocity of this agent.</summary>
         */
        internal void computeNewVelocity()
        {
            orcaLines_.Clear();

            double invTimeHorizonObst = 1.0 / timeHorizonObst_;

            /* Create obstacle ORCA lines. */
            for (int i = 0; i < obstacleNeighbors_.Count; ++i)
            {
                Obstacle obstacle1 = obstacleNeighbors_[i].Value;
                Obstacle obstacle2 = obstacle1.next_;

                Vector2 relativePosition1 = obstacle1.point_ - position_;
                Vector2 relativePosition2 = obstacle2.point_ - position_;

                /*
                 * Check if velocity obstacle of obstacle is already taken care
                 * of by previously constructed obstacle ORCA lines.
                 */
                bool alreadyCovered = false;

                for (int j = 0; j < orcaLines_.Count; ++j)
                {
                    if (RVOMath.det(invTimeHorizonObst * relativePosition1 - orcaLines_[j].point, orcaLines_[j].direction) - invTimeHorizonObst * radius_ >= -RVOMath.RVO_EPSILON && RVOMath.det(invTimeHorizonObst * relativePosition2 - orcaLines_[j].point, orcaLines_[j].direction) - invTimeHorizonObst * radius_ >= -RVOMath.RVO_EPSILON)
                    {
                        alreadyCovered = true;

                        break;
                    }
                }

                if (alreadyCovered)
                {
                    continue;
                }

                /* Not yet covered. Check for collisions. */
                double distSq1 = RVOMath.absSq(relativePosition1);
                double distSq2 = RVOMath.absSq(relativePosition2);

                double radiusSq = RVOMath.sqr(radius_);

                Vector2 obstacleVector = obstacle2.point_ - obstacle1.point_;

                double s          = Vector2.Dot(-relativePosition1, obstacleVector) / RVOMath.absSq(obstacleVector);
                double distSqLine = RVOMath.absSq(-relativePosition1 - s * obstacleVector);

                Line line;

                if (s < 0.0 && distSq1 <= radiusSq)
                {
                    /* Collision with left vertex. Ignore if non-convex. */
                    if (obstacle1.convex_)
                    {
                        line.point     = new Vector2(0.0, 0.0);
                        line.direction = RVOMath.normalize(new Vector2(-relativePosition1.y, relativePosition1.x));
                        orcaLines_.Add(line);
                    }

                    continue;
                }
                else if (s > 1.0 && distSq2 <= radiusSq)
                {
                    /*
                     * Collision with right vertex. Ignore if non-convex or if
                     * it will be taken care of by neighboring obstacle.
                     */
                    if (obstacle2.convex_ && RVOMath.det(relativePosition2, obstacle2.direction_) >= 0.0)
                    {
                        line.point     = new Vector2(0.0, 0.0);
                        line.direction = RVOMath.normalize(new Vector2(-relativePosition2.y, relativePosition2.x));
                        orcaLines_.Add(line);
                    }

                    continue;
                }
                else if (s >= 0.0 && s < 1.0 && distSqLine <= radiusSq)
                {
                    /* Collision with obstacle segment. */
                    line.point     = new Vector2(0.0, 0.0);
                    line.direction = -obstacle1.direction_;
                    orcaLines_.Add(line);

                    continue;
                }

                /*
                 * No collision. Compute legs. When obliquely viewed, both legs
                 * can come from a single vertex. Legs extend cut-off line when
                 * non-convex vertex.
                 */

                Vector2 leftLegDirection, rightLegDirection;

                if (s < 0.0 && distSqLine <= radiusSq)
                {
                    /*
                     * Obstacle viewed obliquely so that left vertex
                     * defines velocity obstacle.
                     */
                    if (!obstacle1.convex_)
                    {
                        /* Ignore obstacle. */
                        continue;
                    }

                    obstacle2 = obstacle1;

                    double leg1 = Math.Sqrt(distSq1 - radiusSq);
                    leftLegDirection  = new Vector2(relativePosition1.x * leg1 - relativePosition1.y * radius_, relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1;
                    rightLegDirection = new Vector2(relativePosition1.x * leg1 + relativePosition1.y * radius_, -relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1;
                }
                else if (s > 1.0 && distSqLine <= radiusSq)
                {
                    /*
                     * Obstacle viewed obliquely so that
                     * right vertex defines velocity obstacle.
                     */
                    if (!obstacle2.convex_)
                    {
                        /* Ignore obstacle. */
                        continue;
                    }

                    obstacle1 = obstacle2;

                    double leg2 = Math.Sqrt(distSq2 - radiusSq);
                    leftLegDirection  = new Vector2(relativePosition2.x * leg2 - relativePosition2.y * radius_, relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2;
                    rightLegDirection = new Vector2(relativePosition2.x * leg2 + relativePosition2.y * radius_, -relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2;
                }
                else
                {
                    /* Usual situation. */
                    if (obstacle1.convex_)
                    {
                        double leg1 = Math.Sqrt(distSq1 - radiusSq);
                        leftLegDirection = new Vector2(relativePosition1.x * leg1 - relativePosition1.y * radius_, relativePosition1.x * radius_ + relativePosition1.y * leg1) / distSq1;
                    }
                    else
                    {
                        /* Left vertex non-convex; left leg extends cut-off line. */
                        leftLegDirection = -obstacle1.direction_;
                    }

                    if (obstacle2.convex_)
                    {
                        double leg2 = Math.Sqrt(distSq2 - radiusSq);
                        rightLegDirection = new Vector2(relativePosition2.x * leg2 + relativePosition2.y * radius_, -relativePosition2.x * radius_ + relativePosition2.y * leg2) / distSq2;
                    }
                    else
                    {
                        /* Right vertex non-convex; right leg extends cut-off line. */
                        rightLegDirection = obstacle1.direction_;
                    }
                }

                /*
                 * Legs can never point into neighboring edge when convex
                 * vertex, take cutoff-line of neighboring edge instead. If
                 * velocity projected on "foreign" leg, no constraint is added.
                 */

                Obstacle leftNeighbor = obstacle1.previous_;

                bool isLeftLegForeign  = false;
                bool isRightLegForeign = false;

                if (obstacle1.convex_ && RVOMath.det(leftLegDirection, -leftNeighbor.direction_) >= 0.0)
                {
                    /* Left leg points into obstacle. */
                    leftLegDirection = -leftNeighbor.direction_;
                    isLeftLegForeign = true;
                }

                if (obstacle2.convex_ && RVOMath.det(rightLegDirection, obstacle2.direction_) <= 0.0)
                {
                    /* Right leg points into obstacle. */
                    rightLegDirection = obstacle2.direction_;
                    isRightLegForeign = true;
                }

                /* Compute cut-off centers. */
                Vector2 leftCutOff   = invTimeHorizonObst * (obstacle1.point_ - position_);
                Vector2 rightCutOff  = invTimeHorizonObst * (obstacle2.point_ - position_);
                Vector2 cutOffVector = rightCutOff - leftCutOff;

                /* Project current velocity on velocity obstacle. */

                /* Check if current velocity is projected on cutoff circles. */
                double t      = obstacle1 == obstacle2 ? 0.5 : (Vector2.Dot((velocity_ - leftCutOff), cutOffVector)) / RVOMath.absSq(cutOffVector);
                double tLeft  = Vector2.Dot((velocity_ - leftCutOff), leftLegDirection);
                double tRight = Vector2.Dot((velocity_ - rightCutOff), rightLegDirection);

                if ((t < 0.0 && tLeft < 0.0) || (obstacle1 == obstacle2 && tLeft < 0.0 && tRight < 0.0))
                {
                    /* Project on left cut-off circle. */
                    Vector2 unitW = RVOMath.normalize(velocity_ - leftCutOff);

                    line.direction = new Vector2(unitW.y, -unitW.x);
                    line.point     = leftCutOff + radius_ * invTimeHorizonObst * unitW;
                    orcaLines_.Add(line);

                    continue;
                }
                else if (t > 1.0 && tRight < 0.0)
                {
                    /* Project on right cut-off circle. */
                    Vector2 unitW = RVOMath.normalize(velocity_ - rightCutOff);

                    line.direction = new Vector2(unitW.y, -unitW.x);
                    line.point     = rightCutOff + radius_ * invTimeHorizonObst * unitW;
                    orcaLines_.Add(line);

                    continue;
                }

                /*
                 * Project on left leg, right leg, or cut-off line, whichever is
                 * closest to velocity.
                 */
                double distSqCutoff = (t <0.0 || t> 1.0 || obstacle1 == obstacle2) ? double.PositiveInfinity : RVOMath.absSq(velocity_ - (leftCutOff + t * cutOffVector));
                double distSqLeft   = tLeft < 0.0 ? double.PositiveInfinity : RVOMath.absSq(velocity_ - (leftCutOff + tLeft * leftLegDirection));
                double distSqRight  = tRight < 0.0 ? double.PositiveInfinity : RVOMath.absSq(velocity_ - (rightCutOff + tRight * rightLegDirection));

                if (distSqCutoff <= distSqLeft && distSqCutoff <= distSqRight)
                {
                    /* Project on cut-off line. */
                    line.direction = -obstacle1.direction_;
                    line.point     = leftCutOff + radius_ * invTimeHorizonObst * new Vector2(-line.direction.y, line.direction.x);
                    orcaLines_.Add(line);

                    continue;
                }

                if (distSqLeft <= distSqRight)
                {
                    /* Project on left leg. */
                    if (isLeftLegForeign)
                    {
                        continue;
                    }

                    line.direction = leftLegDirection;
                    line.point     = leftCutOff + radius_ * invTimeHorizonObst * new Vector2(-line.direction.y, line.direction.x);
                    orcaLines_.Add(line);

                    continue;
                }

                /* Project on right leg. */
                if (isRightLegForeign)
                {
                    continue;
                }

                line.direction = -rightLegDirection;
                line.point     = rightCutOff + radius_ * invTimeHorizonObst * new Vector2(-line.direction.y, line.direction.x);
                orcaLines_.Add(line);
            }

            int numObstLines = orcaLines_.Count;

            double invTimeHorizon = 1.0 / timeHorizon_;

            /* Create agent ORCA lines. */
            for (int i = 0; i < agentNeighbors_.Count; ++i)
            {
                Agent other = agentNeighbors_[i].Value;

                Vector2 relativePosition = other.position_ - position_;
                Vector2 relativeVelocity = velocity_ - other.velocity_;
                double  distSq           = RVOMath.absSq(relativePosition);
                double  combinedRadius   = radius_ + other.radius_;
                double  combinedRadiusSq = RVOMath.sqr(combinedRadius);

                Line    line;
                Vector2 u;

                if (distSq > combinedRadiusSq)
                {
                    /* No collision. */
                    Vector2 w = relativeVelocity - invTimeHorizon * relativePosition;

                    /* Vector from cutoff center to relative velocity. */
                    double wLengthSq   = RVOMath.absSq(w);
                    double dotProduct1 = Vector2.Dot(w, relativePosition);

                    if (dotProduct1 < 0.0 && RVOMath.sqr(dotProduct1) > combinedRadiusSq * wLengthSq)
                    {
                        /* Project on cut-off circle. */
                        double  wLength = Math.Sqrt(wLengthSq);
                        Vector2 unitW   = w / wLength;

                        line.direction = new Vector2(unitW.y, -unitW.x);
                        u = (combinedRadius * invTimeHorizon - wLength) * unitW;
                    }
                    else
                    {
                        /* Project on legs. */
                        double leg = Math.Sqrt(distSq - combinedRadiusSq);

                        if (RVOMath.det(relativePosition, w) > 0.0)
                        {
                            /* Project on left leg. */
                            line.direction = new Vector2(relativePosition.x * leg - relativePosition.y * combinedRadius, relativePosition.x * combinedRadius + relativePosition.y * leg) / distSq;
                        }
                        else
                        {
                            /* Project on right leg. */
                            line.direction = -new Vector2(relativePosition.x * leg + relativePosition.y * combinedRadius, -relativePosition.x * combinedRadius + relativePosition.y * leg) / distSq;
                        }

                        double dotProduct2 = Vector2.Dot(relativeVelocity, line.direction);
                        u = dotProduct2 * line.direction - relativeVelocity;
                    }
                }
                else
                {
                    /* Collision. Project on cut-off circle of time timeStep. */
                    double invTimeStep = 1.0 / simulator.getTimeStep();

                    /* Vector from cutoff center to relative velocity. */
                    Vector2 w = relativeVelocity - invTimeStep * relativePosition;

                    double  wLength = RVOMath.abs(w);
                    Vector2 unitW   = w / wLength;

                    line.direction = new Vector2(unitW.y, -unitW.x);
                    u = (combinedRadius * invTimeStep - wLength) * unitW;
                }

                line.point = velocity_ + 0.5 * u;
                orcaLines_.Add(line);
            }

            int lineFail = linearProgram2(orcaLines_, maxSpeed_, prefVelocity_, false, ref newVelocity_);

            if (lineFail < orcaLines_.Count)
            {
                linearProgram3(orcaLines_, numObstLines, lineFail, maxSpeed_, ref newVelocity_);
            }
        }