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- using UnityEngine;
- using System.Collections.Generic;
- using UnityEngine.Serialization;
- namespace Pathfinding.RVO {
- using Pathfinding.Util;
- /// <summary>
- /// RVO Character Controller.
- /// Similar to Unity's CharacterController. It handles movement calculations and takes other agents into account.
- /// It does not handle movement itself, but allows the calling script to get the calculated velocity and
- /// use that to move the object using a method it sees fit (for example using a CharacterController, using
- /// transform.Translate or using a rigidbody).
- ///
- /// <code>
- /// public void Update () {
- /// // Just some point far away
- /// var targetPoint = transform.position + transform.forward * 100;
- ///
- /// // Set the desired point to move towards using a desired speed of 10 and a max speed of 12
- /// controller.SetTarget(targetPoint, 10, 12);
- ///
- /// // Calculate how much to move during this frame
- /// // This information is based on movement commands from earlier frames
- /// // as local avoidance is calculated globally at regular intervals by the RVOSimulator component
- /// var delta = controller.CalculateMovementDelta(transform.position, Time.deltaTime);
- /// transform.position = transform.position + delta;
- /// }
- /// </code>
- ///
- /// For documentation of many of the variables of this class: refer to the Pathfinding.RVO.IAgent interface.
- ///
- /// Note: Requires a single RVOSimulator component in the scene
- ///
- /// See: Pathfinding.RVO.IAgent
- /// See: RVOSimulator
- /// See: local-avoidance (view in online documentation for working links)
- /// </summary>
- [AddComponentMenu("Pathfinding/Local Avoidance/RVO Controller")]
- [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_r_v_o_1_1_r_v_o_controller.php")]
- public class RVOController : VersionedMonoBehaviour {
- [SerializeField][FormerlySerializedAs("radius")]
- internal float radiusBackingField = 0.5f;
- [SerializeField][FormerlySerializedAs("height")]
- float heightBackingField = 2;
- [SerializeField][FormerlySerializedAs("center")]
- float centerBackingField = 1;
- /// <summary>
- /// Radius of the agent in world units.
- /// Note: If a movement script (AIPath/RichAI/AILerp, anything implementing the IAstarAI interface) is attached to the same GameObject, this value will be driven by that script.
- /// </summary>
- public float radius {
- get {
- if (ai != null) return ai.radius;
- return radiusBackingField;
- }
- set {
- if (ai != null) ai.radius = value;
- radiusBackingField = value;
- }
- }
- /// <summary>
- /// Height of the agent in world units.
- /// Note: If a movement script (AIPath/RichAI/AILerp, anything implementing the IAstarAI interface) is attached to the same GameObject, this value will be driven by that script.
- /// </summary>
- public float height {
- get {
- if (ai != null) return ai.height;
- return heightBackingField;
- }
- set {
- if (ai != null) ai.height = value;
- heightBackingField = value;
- }
- }
- /// <summary>A locked unit cannot move. Other units will still avoid it but avoidance quality is not the best.</summary>
- [Tooltip("A locked unit cannot move. Other units will still avoid it. But avoidance quality is not the best")]
- public bool locked;
- /// <summary>
- /// Automatically set <see cref="locked"/> to true when desired velocity is approximately zero.
- /// This prevents other units from pushing them away when they are supposed to e.g block a choke point.
- ///
- /// When this is true every call to <see cref="SetTarget"/> or <see cref="Move"/> will set the <see cref="locked"/> field to true if the desired velocity
- /// was non-zero or false if it was zero.
- /// </summary>
- [Tooltip("Automatically set #locked to true when desired velocity is approximately zero")]
- public bool lockWhenNotMoving = false;
- /// <summary>How far into the future to look for collisions with other agents (in seconds)</summary>
- [Tooltip("How far into the future to look for collisions with other agents (in seconds)")]
- public float agentTimeHorizon = 2;
- /// <summary>How far into the future to look for collisions with obstacles (in seconds)</summary>
- [Tooltip("How far into the future to look for collisions with obstacles (in seconds)")]
- public float obstacleTimeHorizon = 2;
- /// <summary>
- /// Max number of other agents to take into account.
- /// A smaller value can reduce CPU load, a higher value can lead to better local avoidance quality.
- /// </summary>
- [Tooltip("Max number of other agents to take into account.\n" +
- "A smaller value can reduce CPU load, a higher value can lead to better local avoidance quality.")]
- public int maxNeighbours = 10;
- /// <summary>
- /// Specifies the avoidance layer for this agent.
- /// The <see cref="collidesWith"/> mask on other agents will determine if they will avoid this agent.
- /// </summary>
- public RVOLayer layer = RVOLayer.DefaultAgent;
- /// <summary>
- /// Layer mask specifying which layers this agent will avoid.
- /// You can set it as CollidesWith = RVOLayer.DefaultAgent | RVOLayer.Layer3 | RVOLayer.Layer6 ...
- ///
- /// This can be very useful in games which have multiple teams of some sort. For example you usually
- /// want the agents in one team to avoid each other, but you do not want them to avoid the enemies.
- ///
- /// This field only affects which other agents that this agent will avoid, it does not affect how other agents
- /// react to this agent.
- ///
- /// See: bitmasks (view in online documentation for working links)
- /// See: http://en.wikipedia.org/wiki/Mask_(computing)
- /// </summary>
- [Pathfinding.EnumFlag]
- public RVOLayer collidesWith = (RVOLayer)(-1);
- /// <summary>
- /// An extra force to avoid walls.
- /// This can be good way to reduce "wall hugging" behaviour.
- ///
- /// Deprecated: This feature is currently disabled as it didn't work that well and was tricky to support after some changes to the RVO system. It may be enabled again in a future version.
- /// </summary>
- [HideInInspector]
- [System.Obsolete]
- public float wallAvoidForce = 1;
- /// <summary>
- /// How much the wallAvoidForce decreases with distance.
- /// The strenght of avoidance is:
- /// <code> str = 1/dist*wallAvoidFalloff </code>
- ///
- /// See: wallAvoidForce
- ///
- /// Deprecated: This feature is currently disabled as it didn't work that well and was tricky to support after some changes to the RVO system. It may be enabled again in a future version.
- /// </summary>
- [HideInInspector]
- [System.Obsolete]
- public float wallAvoidFalloff = 1;
- /// <summary>\copydoc Pathfinding::RVO::IAgent::Priority</summary>
- [Tooltip("How strongly other agents will avoid this agent")]
- [UnityEngine.Range(0, 1)]
- public float priority = 0.5f;
- /// <summary>
- /// Center of the agent relative to the pivot point of this game object.
- /// Note: If a movement script (AIPath/RichAI/AILerp, anything implementing the IAstarAI interface) is attached to the same GameObject, this value will be driven by that script.
- /// </summary>
- public float center {
- get {
- // With an AI attached, this will always be driven to height/2 because the movement script expects the object position to be at its feet
- if (ai != null) return ai.height/2;
- return centerBackingField;
- }
- set {
- centerBackingField = value;
- }
- }
- /// <summary>\details Deprecated:</summary>
- [System.Obsolete("This field is obsolete in version 4.0 and will not affect anything. Use the LegacyRVOController if you need the old behaviour")]
- public LayerMask mask { get { return 0; } set {} }
- /// <summary>\details Deprecated:</summary>
- [System.Obsolete("This field is obsolete in version 4.0 and will not affect anything. Use the LegacyRVOController if you need the old behaviour")]
- public bool enableRotation { get { return false; } set {} }
- /// <summary>\details Deprecated:</summary>
- [System.Obsolete("This field is obsolete in version 4.0 and will not affect anything. Use the LegacyRVOController if you need the old behaviour")]
- public float rotationSpeed { get { return 0; } set {} }
- /// <summary>\details Deprecated:</summary>
- [System.Obsolete("This field is obsolete in version 4.0 and will not affect anything. Use the LegacyRVOController if you need the old behaviour")]
- public float maxSpeed { get { return 0; } set {} }
- /// <summary>Determines if the XY (2D) or XZ (3D) plane is used for movement</summary>
- public MovementPlane movementPlane {
- get {
- if (simulator != null) return simulator.movementPlane;
- else if (RVOSimulator.active) return RVOSimulator.active.movementPlane;
- else return MovementPlane.XZ;
- }
- }
- /// <summary>Reference to the internal agent</summary>
- public IAgent rvoAgent { get; private set; }
- /// <summary>Reference to the rvo simulator</summary>
- public Simulator simulator { get; private set; }
- /// <summary>Cached tranform component</summary>
- protected Transform tr;
- [SerializeField]
- [FormerlySerializedAs("ai")]
- IAstarAI aiBackingField;
- /// <summary>Cached reference to a movement script (if one is used)</summary>
- protected IAstarAI ai {
- get {
- #if UNITY_EDITOR
- if (aiBackingField == null && !Application.isPlaying) aiBackingField = GetComponent<IAstarAI>();
- #endif
- // Note: have to cast to MonoBehaviour to get Unity's special overloaded == operator.
- // If we didn't do this then this property could return a non-null value that pointed to a destroyed component.
- if ((aiBackingField as MonoBehaviour) == null) aiBackingField = null;
- return aiBackingField;
- }
- set {
- aiBackingField = value;
- }
- }
- /// <summary>Enables drawing debug information in the scene view</summary>
- public bool debug;
- /// <summary>
- /// Current position of the agent.
- /// Note that this is only updated every local avoidance simulation step, not every frame.
- /// </summary>
- public Vector3 position {
- get {
- return To3D(rvoAgent.Position, rvoAgent.ElevationCoordinate);
- }
- }
- /// <summary>
- /// Current calculated velocity of the agent.
- /// This is not necessarily the velocity the agent is actually moving with
- /// (that is up to the movement script to decide) but it is the velocity
- /// that the RVO system has calculated is best for avoiding obstacles and
- /// reaching the target.
- ///
- /// See: CalculateMovementDelta
- ///
- /// You can also set the velocity of the agent. This will override the local avoidance input completely.
- /// It is useful if you have a player controlled character and want other agents to avoid it.
- ///
- /// Setting the velocity using this property will mark the agent as being externally controlled for 1 simulation step.
- /// Local avoidance calculations will be skipped for the next simulation step but will be resumed
- /// after that unless this property is set again.
- ///
- /// Note that if you set the velocity the value that can be read from this property will not change until
- /// the next simulation step.
- ///
- /// See: <see cref="Pathfinding::RVO::IAgent::ForceSetVelocity"/>
- /// See: ManualRVOAgent.cs (view in online documentation for working links)
- /// </summary>
- public Vector3 velocity {
- get {
- // For best accuracy and to allow other code to do things like Move(agent.velocity * Time.deltaTime)
- // the code bases the velocity on how far the agent should move during this frame.
- // Unless the game is paused (timescale is zero) then just use a very small dt.
- var dt = Time.deltaTime > 0.0001f ? Time.deltaTime : 0.02f;
- return CalculateMovementDelta(dt) / dt;
- }
- set {
- rvoAgent.ForceSetVelocity(To2D(value));
- }
- }
- /// <summary>
- /// Direction and distance to move in a single frame to avoid obstacles.
- ///
- /// The position of the agent is taken from the attached movement script's position (see <see cref="Pathfinding.IAstarAI.position)"/> or if none is attached then transform.position.
- /// </summary>
- /// <param name="deltaTime">How far to move [seconds].
- /// Usually set to Time.deltaTime.</param>
- public Vector3 CalculateMovementDelta (float deltaTime) {
- if (rvoAgent == null) return Vector3.zero;
- return To3D(Vector2.ClampMagnitude(rvoAgent.CalculatedTargetPoint - To2D(ai != null ? ai.position : tr.position), rvoAgent.CalculatedSpeed * deltaTime), 0);
- }
- /// <summary>
- /// Direction and distance to move in a single frame to avoid obstacles.
- ///
- /// <code>
- /// public void Update () {
- /// // Just some point far away
- /// var targetPoint = transform.position + transform.forward * 100;
- ///
- /// // Set the desired point to move towards using a desired speed of 10 and a max speed of 12
- /// controller.SetTarget(targetPoint, 10, 12);
- ///
- /// // Calculate how much to move during this frame
- /// // This information is based on movement commands from earlier frames
- /// // as local avoidance is calculated globally at regular intervals by the RVOSimulator component
- /// var delta = controller.CalculateMovementDelta(transform.position, Time.deltaTime);
- /// transform.position = transform.position + delta;
- /// }
- /// </code>
- /// </summary>
- /// <param name="position">Position of the agent.</param>
- /// <param name="deltaTime">How far to move [seconds].
- /// Usually set to Time.deltaTime.</param>
- public Vector3 CalculateMovementDelta (Vector3 position, float deltaTime) {
- return To3D(Vector2.ClampMagnitude(rvoAgent.CalculatedTargetPoint - To2D(position), rvoAgent.CalculatedSpeed * deltaTime), 0);
- }
- /// <summary>\copydoc Pathfinding::RVO::IAgent::SetCollisionNormal</summary>
- public void SetCollisionNormal (Vector3 normal) {
- rvoAgent.SetCollisionNormal(To2D(normal));
- }
- /// <summary>
- /// \copydoc Pathfinding::RVO::IAgent::ForceSetVelocity.
- /// Deprecated: Set the <see cref="velocity"/> property instead
- /// </summary>
- [System.Obsolete("Set the 'velocity' property instead")]
- public void ForceSetVelocity (Vector3 velocity) {
- this.velocity = velocity;
- }
- /// <summary>
- /// Converts a 3D vector to a 2D vector in the movement plane.
- /// If movementPlane is XZ it will be projected onto the XZ plane
- /// otherwise it will be projected onto the XY plane.
- /// </summary>
- public Vector2 To2D (Vector3 p) {
- float dummy;
- return To2D(p, out dummy);
- }
- /// <summary>
- /// Converts a 3D vector to a 2D vector in the movement plane.
- /// If movementPlane is XZ it will be projected onto the XZ plane
- /// and the elevation coordinate will be the Y coordinate
- /// otherwise it will be projected onto the XY plane and elevation
- /// will be the Z coordinate.
- /// </summary>
- public Vector2 To2D (Vector3 p, out float elevation) {
- if (movementPlane == MovementPlane.XY) {
- elevation = -p.z;
- return new Vector2(p.x, p.y);
- } else {
- elevation = p.y;
- return new Vector2(p.x, p.z);
- }
- }
- /// <summary>
- /// Converts a 2D vector in the movement plane as well as an elevation to a 3D coordinate.
- /// See: To2D
- /// See: movementPlane
- /// </summary>
- public Vector3 To3D (Vector2 p, float elevationCoordinate) {
- if (movementPlane == MovementPlane.XY) {
- return new Vector3(p.x, p.y, -elevationCoordinate);
- } else {
- return new Vector3(p.x, elevationCoordinate, p.y);
- }
- }
- void OnDisable () {
- if (simulator == null) return;
- // Remove the agent from the simulation but keep the reference
- // this component might get enabled and then we can simply
- // add it to the simulation again
- simulator.RemoveAgent(rvoAgent);
- }
- void OnEnable () {
- tr = transform;
- ai = GetComponent<IAstarAI>();
- var aiBase = ai as AIBase;
- // Make sure the AI finds this component
- // This is useful if the RVOController was added during runtime.
- if (aiBase != null) aiBase.FindComponents();
- if (RVOSimulator.active == null) {
- Debug.LogError("No RVOSimulator component found in the scene. Please add one.");
- enabled = false;
- } else {
- simulator = RVOSimulator.active.GetSimulator();
- // We might already have an rvoAgent instance which was disabled previously
- // if so, we can simply add it to the simulation again
- if (rvoAgent != null) {
- simulator.AddAgent(rvoAgent);
- } else {
- rvoAgent = simulator.AddAgent(Vector2.zero, 0);
- rvoAgent.PreCalculationCallback = UpdateAgentProperties;
- }
- }
- }
- protected void UpdateAgentProperties () {
- var scale = tr.localScale;
- rvoAgent.Radius = Mathf.Max(0.001f, radius * scale.x);
- rvoAgent.AgentTimeHorizon = agentTimeHorizon;
- rvoAgent.ObstacleTimeHorizon = obstacleTimeHorizon;
- rvoAgent.Locked = locked;
- rvoAgent.MaxNeighbours = maxNeighbours;
- rvoAgent.DebugDraw = debug;
- rvoAgent.Layer = layer;
- rvoAgent.CollidesWith = collidesWith;
- rvoAgent.Priority = priority;
- float elevation;
- // Use the position from the movement script if one is attached
- // as the movement script's position may not be the same as the transform's position
- // (in particular if IAstarAI.updatePosition is false).
- rvoAgent.Position = To2D(ai != null ? ai.position : tr.position, out elevation);
- if (movementPlane == MovementPlane.XZ) {
- rvoAgent.Height = height * scale.y;
- rvoAgent.ElevationCoordinate = elevation + (center - 0.5f * height) * scale.y;
- } else {
- rvoAgent.Height = 1;
- rvoAgent.ElevationCoordinate = 0;
- }
- }
- /// <summary>
- /// Set the target point for the agent to move towards.
- /// Similar to the <see cref="Move"/> method but this is more flexible.
- /// It is also better to use near the end of the path as when using the Move
- /// method the agent does not know where to stop, so it may overshoot the target.
- /// When using this method the agent will not overshoot the target.
- /// The agent will assume that it will stop when it reaches the target so make sure that
- /// you don't place the point too close to the agent if you actually just want to move in a
- /// particular direction.
- ///
- /// The target point is assumed to stay the same until something else is requested (as opposed to being reset every frame).
- ///
- /// See: Also take a look at the documentation for <see cref="IAgent.SetTarget"/> which has a few more details.
- /// See: <see cref="Move"/>
- /// </summary>
- /// <param name="pos">Point in world space to move towards.</param>
- /// <param name="speed">Desired speed in world units per second.</param>
- /// <param name="maxSpeed">Maximum speed in world units per second.
- /// The agent will use this speed if it is necessary to avoid collisions with other agents.
- /// Should be at least as high as speed, but it is recommended to use a slightly higher value than speed (for example speed*1.2).</param>
- public void SetTarget (Vector3 pos, float speed, float maxSpeed) {
- if (simulator == null) return;
- rvoAgent.SetTarget(To2D(pos), speed, maxSpeed);
- if (lockWhenNotMoving) {
- locked = speed < 0.001f;
- }
- }
- /// <summary>
- /// Set the desired velocity for the agent.
- /// Note that this is a velocity (units/second), not a movement delta (units/frame).
- ///
- /// This is assumed to stay the same until something else is requested (as opposed to being reset every frame).
- ///
- /// Note: In most cases the SetTarget method is better to use.
- /// What this will actually do is call SetTarget with (position + velocity).
- /// See the note in the documentation for IAgent.SetTarget about the potential
- /// issues that this can cause (in particular that it might be hard to get the agent
- /// to stop at a precise point).
- ///
- /// See: <see cref="SetTarget"/>
- /// </summary>
- public void Move (Vector3 vel) {
- if (simulator == null) return;
- var velocity2D = To2D(vel);
- var speed = velocity2D.magnitude;
- rvoAgent.SetTarget(To2D(ai != null ? ai.position : tr.position) + velocity2D, speed, speed);
- if (lockWhenNotMoving) {
- locked = speed < 0.001f;
- }
- }
- /// <summary>
- /// Teleport the agent to a new position.
- /// Deprecated: Use transform.position instead, the RVOController can now handle that without any issues.
- /// </summary>
- [System.Obsolete("Use transform.position instead, the RVOController can now handle that without any issues.")]
- public void Teleport (Vector3 pos) {
- tr.position = pos;
- }
- void OnDrawGizmos () {
- tr = transform;
- // The AI script will draw similar gizmos
- if (ai == null) {
- var color = AIBase.ShapeGizmoColor * (locked ? 0.5f : 1.0f);
- var pos = transform.position;
- var scale = tr.localScale;
- if (movementPlane == MovementPlane.XY) {
- Draw.Gizmos.Cylinder(pos, Vector3.forward, 0, radius * scale.x, color);
- } else {
- Draw.Gizmos.Cylinder(pos + To3D(Vector2.zero, center - height * 0.5f) * scale.y, To3D(Vector2.zero, 1), height * scale.y, radius * scale.x, color);
- }
- }
- }
- protected override int OnUpgradeSerializedData (int version, bool unityThread) {
- if (version <= 1) {
- if (!unityThread) return -1;
- if (transform.localScale.y != 0) centerBackingField /= Mathf.Abs(transform.localScale.y);
- if (transform.localScale.y != 0) heightBackingField /= Mathf.Abs(transform.localScale.y);
- if (transform.localScale.x != 0) radiusBackingField /= Mathf.Abs(transform.localScale.x);
- }
- return 2;
- }
- }
- }
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