using UnityEngine;
using UnityEngine.Profiling;
namespace Pathfinding.RVO {
using Pathfinding.Util;
///
/// Unity front end for an RVO simulator.
/// Attached to any GameObject in a scene, scripts such as the RVOController will use the
/// simulator exposed by this class to handle their movement.
/// In pretty much all cases you should only have a single RVOSimulator in the scene.
///
/// You can have more than one of these, however most scripts which make use of the RVOSimulator
/// will use the property which just returns the first simulator in the scene.
///
/// This is only a wrapper class for a Pathfinding.RVO.Simulator which simplifies exposing it
/// for a unity scene.
///
/// See: Pathfinding.RVO.Simulator
/// See: local-avoidance (view in online documentation for working links)
///
[ExecuteInEditMode]
[AddComponentMenu("Pathfinding/Local Avoidance/RVO Simulator")]
[HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_r_v_o_1_1_r_v_o_simulator.php")]
public class RVOSimulator : VersionedMonoBehaviour {
/// First RVOSimulator in the scene (usually there is only one)
public static RVOSimulator active { get; private set; }
///
/// Desired FPS for rvo simulation.
/// It is usually not necessary to run a crowd simulation at a very high fps.
/// Usually 10-30 fps is enough, but it can be increased for better quality.
/// The rvo simulation will never run at a higher fps than the game
///
[Tooltip("Desired FPS for rvo simulation. It is usually not necessary to run a crowd simulation at a very high fps.\n" +
"Usually 10-30 fps is enough, but can be increased for better quality.\n"+
"The rvo simulation will never run at a higher fps than the game")]
public int desiredSimulationFPS = 20;
///
/// Number of RVO worker threads.
/// If set to None, no multithreading will be used.
/// Using multithreading can significantly improve performance by offloading work to other CPU cores.
///
[Tooltip("Number of RVO worker threads. If set to None, no multithreading will be used.")]
public ThreadCount workerThreads = ThreadCount.Two;
///
/// Calculate local avoidance in between frames.
/// If this is enabled and multithreading is used, the local avoidance calculations will continue to run
/// until the next frame instead of waiting for them to be done the same frame. This can increase the performance
/// but it can make the agents seem a little less responsive.
///
/// This will only be read at Awake.
/// See: Pathfinding.RVO.Simulator.DoubleBuffering
///
[Tooltip("Calculate local avoidance in between frames.\nThis can increase jitter in the agents' movement so use it only if you really need the performance boost. " +
"It will also reduce the responsiveness of the agents to the commands you send to them.")]
public bool doubleBuffering;
/// \copydoc Pathfinding::RVO::Simulator::symmetryBreakingBias
[Tooltip("Bias agents to pass each other on the right side.\n" +
"If the desired velocity of an agent puts it on a collision course with another agent or an obstacle " +
"its desired velocity will be rotated this number of radians (1 radian is approximately 57°) to the right. " +
"This helps to break up symmetries and makes it possible to resolve some situations much faster.\n\n" +
"When many agents have the same goal this can however have the side effect that the group " +
"clustered around the target point may as a whole start to spin around the target point.")]
[Range(0, 0.2f)]
public float symmetryBreakingBias = 0.1f;
///
/// Determines if the XY (2D) or XZ (3D) plane is used for movement.
/// For 2D games you would set this to XY and for 3D games you would usually set it to XZ.
///
[Tooltip("Determines if the XY (2D) or XZ (3D) plane is used for movement")]
public MovementPlane movementPlane = MovementPlane.XZ;
///
/// Draw obstacle gizmos to aid with debugging.
///
/// In the screenshot the obstacles are visible in red.
/// [Open online documentation to see images]
///
public bool drawObstacles;
/// Reference to the internal simulator
Pathfinding.RVO.Simulator simulator;
///
/// Get the internal simulator.
/// Will never be null when the game is running
///
public Simulator GetSimulator () {
if (simulator == null) {
Awake();
}
return simulator;
}
void OnEnable () {
active = this;
}
protected override void Awake () {
base.Awake();
// We need to set active during Awake as well to ensure it is set when graphs are being scanned.
// That is important if the RVONavmesh component is being used.
active = this;
if (simulator == null && Application.isPlaying) {
int threadCount = AstarPath.CalculateThreadCount(workerThreads);
simulator = new Pathfinding.RVO.Simulator(threadCount, doubleBuffering, movementPlane);
}
}
/// Update the simulation
void Update () {
if (!Application.isPlaying) return;
if (desiredSimulationFPS < 1) desiredSimulationFPS = 1;
var sim = GetSimulator();
sim.DesiredDeltaTime = 1.0f / desiredSimulationFPS;
sim.symmetryBreakingBias = symmetryBreakingBias;
sim.Update();
}
void OnDestroy () {
active = null;
if (simulator != null) simulator.OnDestroy();
}
#if UNITY_EDITOR
[System.NonSerialized]
RetainedGizmos gizmos = new RetainedGizmos();
static Color ObstacleColor = new Color(255/255f, 60/255f, 15/255f, 1.0f);
void OnDrawGizmos () {
// Prevent interfering with scene view picking
if (Event.current.type != EventType.Repaint) return;
if (drawObstacles && simulator != null && simulator.obstacles != null) {
var hasher = new RetainedGizmos.Hasher();
var obstacles = simulator.obstacles;
int numEdges = 0;
for (int i = 0; i < obstacles.Count; i++) {
var vertex = obstacles[i];
do {
hasher.AddHash(vertex.position.GetHashCode() ^ vertex.height.GetHashCode());
numEdges++;
vertex = vertex.next;
} while (vertex != obstacles[i] && vertex != null);
}
if (!gizmos.Draw(hasher)) {
Profiler.BeginSample("Rebuild RVO Obstacle Gizmos");
using (var helper = gizmos.GetGizmoHelper(null, hasher)) {
var up = movementPlane == MovementPlane.XY ? Vector3.back : Vector3.up;
var vertices = new Vector3[numEdges*6];
var colors = new Color[numEdges*6];
int edgeIndex = 0;
for (int i = 0; i < obstacles.Count; i++) {
var start = obstacles[i];
var c = start;
do {
vertices[edgeIndex*6 + 0] = c.position;
vertices[edgeIndex*6 + 1] = c.next.position;
vertices[edgeIndex*6 + 2] = c.next.position + up*c.next.height;
vertices[edgeIndex*6 + 3] = c.position;
vertices[edgeIndex*6 + 4] = c.next.position + up*c.next.height;
vertices[edgeIndex*6 + 5] = c.position + up*c.height;
edgeIndex++;
c = c.next;
} while (c != start && c != null && c.next != null);
}
for (int i = 0; i < colors.Length; i++) {
colors[i] = ObstacleColor;
}
helper.DrawTriangles(vertices, colors, numEdges * 2);
}
Profiler.EndSample();
}
gizmos.FinalizeDraw();
}
}
void OnDisable () {
gizmos.ClearCache();
}
#endif
}
}