using UnityEngine;
using System.Collections.Generic;
namespace Pathfinding.RVO.Sampled {
using Pathfinding;
using Pathfinding.RVO;
using Pathfinding.Util;
///
/// Internal agent for the RVO system.
/// Usually you will interface with the IAgent interface instead.
///
/// See: IAgent
///
public class Agent : IAgent {
//Current values for double buffer calculation
internal float radius, height, desiredSpeed, maxSpeed, agentTimeHorizon, obstacleTimeHorizon;
internal bool locked = false;
RVOLayer layer, collidesWith;
int maxNeighbours;
internal Vector2 position;
float elevationCoordinate;
Vector2 currentVelocity;
/// Desired target point - position
Vector2 desiredTargetPointInVelocitySpace;
Vector2 desiredVelocity;
Vector2 nextTargetPoint;
float nextDesiredSpeed;
float nextMaxSpeed;
Vector2 collisionNormal;
bool manuallyControlled;
bool debugDraw;
#region IAgent Properties
/// \copydoc Pathfinding::RVO::IAgent::Position
public Vector2 Position { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::ElevationCoordinate
public float ElevationCoordinate { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::CalculatedTargetPoint
public Vector2 CalculatedTargetPoint { get; private set; }
/// \copydoc Pathfinding::RVO::IAgent::CalculatedSpeed
public float CalculatedSpeed { get; private set; }
/// \copydoc Pathfinding::RVO::IAgent::Locked
public bool Locked { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::Radius
public float Radius { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::Height
public float Height { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::AgentTimeHorizon
public float AgentTimeHorizon { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::ObstacleTimeHorizon
public float ObstacleTimeHorizon { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::MaxNeighbours
public int MaxNeighbours { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::NeighbourCount
public int NeighbourCount { get; private set; }
/// \copydoc Pathfinding::RVO::IAgent::Layer
public RVOLayer Layer { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::CollidesWith
public RVOLayer CollidesWith { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::DebugDraw
public bool DebugDraw {
get {
return debugDraw;
}
set {
debugDraw = value && simulator != null && !simulator.Multithreading;
}
}
/// \copydoc Pathfinding::RVO::IAgent::Priority
public float Priority { get; set; }
/// \copydoc Pathfinding::RVO::IAgent::PreCalculationCallback
public System.Action PreCalculationCallback { private get; set; }
#endregion
#region IAgent Methods
/// \copydoc Pathfinding::RVO::IAgent::SetTarget
public void SetTarget (Vector2 targetPoint, float desiredSpeed, float maxSpeed) {
maxSpeed = System.Math.Max(maxSpeed, 0);
desiredSpeed = System.Math.Min(System.Math.Max(desiredSpeed, 0), maxSpeed);
nextTargetPoint = targetPoint;
nextDesiredSpeed = desiredSpeed;
nextMaxSpeed = maxSpeed;
}
/// \copydoc Pathfinding::RVO::IAgent::SetCollisionNormal
public void SetCollisionNormal (Vector2 normal) {
collisionNormal = normal;
}
/// \copydoc Pathfinding::RVO::IAgent::ForceSetVelocity
public void ForceSetVelocity (Vector2 velocity) {
// A bit hacky, but it is approximately correct
// assuming the agent does not move significantly
nextTargetPoint = CalculatedTargetPoint = position + velocity * 1000;
nextDesiredSpeed = CalculatedSpeed = velocity.magnitude;
manuallyControlled = true;
}
#endregion
/// Used internally for a linked list
internal Agent next;
float calculatedSpeed;
Vector2 calculatedTargetPoint;
///
/// Simulator which handles this agent.
/// Used by this script as a reference and to prevent
/// adding this agent to multiple simulations.
///
internal Simulator simulator;
List neighbours = new List();
List neighbourDists = new List();
List obstaclesBuffered = new List();
List obstacles = new List();
const float DesiredVelocityWeight = 0.1f;
/// Extra weight that walls will have
const float WallWeight = 5;
public List NeighbourObstacles {
get {
return null;
}
}
public Agent (Vector2 pos, float elevationCoordinate) {
AgentTimeHorizon = 2;
ObstacleTimeHorizon = 2;
Height = 5;
Radius = 5;
MaxNeighbours = 10;
Locked = false;
Position = pos;
ElevationCoordinate = elevationCoordinate;
Layer = RVOLayer.DefaultAgent;
CollidesWith = (RVOLayer)(-1);
Priority = 0.5f;
CalculatedTargetPoint = pos;
CalculatedSpeed = 0;
SetTarget(pos, 0, 0);
}
///
/// Reads public properties and stores them in internal fields.
/// This is required because multithreading is used and if another script
/// updated the fields at the same time as this class used them in another thread
/// weird things could happen.
///
/// Will also set CalculatedTargetPoint and CalculatedSpeed to the result
/// which was last calculated.
///
public void BufferSwitch () {
// <== Read public properties
radius = Radius;
height = Height;
maxSpeed = nextMaxSpeed;
desiredSpeed = nextDesiredSpeed;
agentTimeHorizon = AgentTimeHorizon;
obstacleTimeHorizon = ObstacleTimeHorizon;
maxNeighbours = MaxNeighbours;
// Manually controlled overrides the agent being locked
// (if one for some reason uses them at the same time)
locked = Locked && !manuallyControlled;
position = Position;
elevationCoordinate = ElevationCoordinate;
collidesWith = CollidesWith;
layer = Layer;
if (locked) {
// Locked agents do not move at all
desiredTargetPointInVelocitySpace = position;
desiredVelocity = currentVelocity = Vector2.zero;
} else {
desiredTargetPointInVelocitySpace = nextTargetPoint - position;
// Estimate our current velocity
// This is necessary because other agents need to know
// how this agent is moving to be able to avoid it
currentVelocity = (CalculatedTargetPoint - position).normalized * CalculatedSpeed;
// Calculate the desired velocity from the point we want to reach
desiredVelocity = desiredTargetPointInVelocitySpace.normalized*desiredSpeed;
if (collisionNormal != Vector2.zero) {
collisionNormal.Normalize();
var dot = Vector2.Dot(currentVelocity, collisionNormal);
// Check if the velocity is going into the wall
if (dot < 0) {
// If so: remove that component from the velocity
currentVelocity -= collisionNormal * dot;
}
// Clear the normal
collisionNormal = Vector2.zero;
}
}
}
public void PreCalculation () {
if (PreCalculationCallback != null) {
PreCalculationCallback();
}
}
public void PostCalculation () {
// ==> Set public properties
if (!manuallyControlled) {
CalculatedTargetPoint = calculatedTargetPoint;
CalculatedSpeed = calculatedSpeed;
}
List tmp = obstaclesBuffered;
obstaclesBuffered = obstacles;
obstacles = tmp;
manuallyControlled = false;
}
/// Populate the neighbours and neighbourDists lists with the closest agents to this agent
public void CalculateNeighbours () {
neighbours.Clear();
neighbourDists.Clear();
if (MaxNeighbours > 0 && !locked) simulator.Quadtree.Query(position, maxSpeed, agentTimeHorizon, radius, this);
NeighbourCount = neighbours.Count;
}
/// Square a number
static float Sqr (float x) {
return x*x;
}
///
/// Used by the Quadtree.
/// See: CalculateNeighbours
///
internal float InsertAgentNeighbour (Agent agent, float rangeSq) {
// Check if this agent collides with the other agent
if (this == agent || (agent.layer & collidesWith) == 0) return rangeSq;
// 2D distance
float dist = (agent.position - position).sqrMagnitude;
if (dist < rangeSq) {
if (neighbours.Count < maxNeighbours) {
neighbours.Add(null);
neighbourDists.Add(float.PositiveInfinity);
}
// Insert the agent into the ordered list of neighbours
int i = neighbours.Count-1;
if (dist < neighbourDists[i]) {
while (i != 0 && dist < neighbourDists[i-1]) {
neighbours[i] = neighbours[i-1];
neighbourDists[i] = neighbourDists[i-1];
i--;
}
neighbours[i] = agent;
neighbourDists[i] = dist;
}
if (neighbours.Count == maxNeighbours) {
rangeSq = neighbourDists[neighbourDists.Count-1];
}
}
return rangeSq;
}
/// (x, 0, y)
static Vector3 FromXZ (Vector2 p) {
return new Vector3(p.x, 0, p.y);
}
/// (x, z)
static Vector2 ToXZ (Vector3 p) {
return new Vector2(p.x, p.z);
}
///
/// 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.
///
Vector2 To2D (Vector3 p, out float elevation) {
if (simulator.movementPlane == MovementPlane.XY) {
elevation = -p.z;
return new Vector2(p.x, p.y);
} else {
elevation = p.y;
return new Vector2(p.x, p.z);
}
}
static void DrawVO (Vector2 circleCenter, float radius, Vector2 origin) {
float alpha = Mathf.Atan2((origin - circleCenter).y, (origin - circleCenter).x);
float gamma = radius/(origin-circleCenter).magnitude;
float delta = gamma <= 1.0f ? Mathf.Abs(Mathf.Acos(gamma)) : 0;
Draw.Debug.CircleXZ(FromXZ(circleCenter), radius, Color.black, alpha-delta, alpha+delta);
Vector2 p1 = new Vector2(Mathf.Cos(alpha-delta), Mathf.Sin(alpha-delta)) * radius;
Vector2 p2 = new Vector2(Mathf.Cos(alpha+delta), Mathf.Sin(alpha+delta)) * radius;
Vector2 p1t = -new Vector2(-p1.y, p1.x);
Vector2 p2t = new Vector2(-p2.y, p2.x);
p1 += circleCenter;
p2 += circleCenter;
Debug.DrawRay(FromXZ(p1), FromXZ(p1t).normalized*100, Color.black);
Debug.DrawRay(FromXZ(p2), FromXZ(p2t).normalized*100, Color.black);
}
///
/// Velocity Obstacle.
/// This is a struct to avoid too many allocations.
///
/// See: https://en.wikipedia.org/wiki/Velocity_obstacle
///
internal struct VO {
Vector2 line1, line2, dir1, dir2;
Vector2 cutoffLine, cutoffDir;
Vector2 circleCenter;
bool colliding;
float radius;
float weightFactor;
float weightBonus;
Vector2 segmentStart, segmentEnd;
bool segment;
/// Creates a VO for avoiding another agent.
/// The position of the other agent relative to this agent.
/// Offset of the velocity obstacle. For example to account for the agents' relative velocities.
/// Combined radius of the two agents (radius1 + radius2).
/// 1 divided by the local avoidance time horizon (e.g avoid agents that we will hit within the next 2 seconds).
/// 1 divided by the time step length.
public VO (Vector2 center, Vector2 offset, float radius, float inverseDt, float inverseDeltaTime) {
// Adjusted so that a parameter weightFactor of 1 will be the default ("natural") weight factor
this.weightFactor = 1;
weightBonus = 0;
//this.radius = radius;
Vector2 globalCenter;
circleCenter = center*inverseDt + offset;
this.weightFactor = 4*Mathf.Exp(-Sqr(center.sqrMagnitude/(radius*radius))) + 1;
// Collision?
if (center.magnitude < radius) {
colliding = true;
// 0.001 is there to make sure lin1.magnitude is not so small that the normalization
// below will return Vector2.zero as that will make the VO invalid and it will be ignored.
line1 = center.normalized * (center.magnitude - radius - 0.001f) * 0.3f * inverseDeltaTime;
dir1 = new Vector2(line1.y, -line1.x).normalized;
line1 += offset;
cutoffDir = Vector2.zero;
cutoffLine = Vector2.zero;
dir2 = Vector2.zero;
line2 = Vector2.zero;
this.radius = 0;
} else {
colliding = false;
center *= inverseDt;
radius *= inverseDt;
globalCenter = center+offset;
// 0.001 is there to make sure cutoffDistance is not so small that the normalization
// below will return Vector2.zero as that will make the VO invalid and it will be ignored.
var cutoffDistance = center.magnitude - radius + 0.001f;
cutoffLine = center.normalized * cutoffDistance;
cutoffDir = new Vector2(-cutoffLine.y, cutoffLine.x).normalized;
cutoffLine += offset;
float alpha = Mathf.Atan2(-center.y, -center.x);
float delta = Mathf.Abs(Mathf.Acos(radius/center.magnitude));
this.radius = radius;
// Bounding Lines
// Point on circle
line1 = new Vector2(Mathf.Cos(alpha+delta), Mathf.Sin(alpha+delta));
// Vector tangent to circle which is the correct line tangent
// Note that this vector is normalized
dir1 = new Vector2(line1.y, -line1.x);
// Point on circle
line2 = new Vector2(Mathf.Cos(alpha-delta), Mathf.Sin(alpha-delta));
// Vector tangent to circle which is the correct line tangent
// Note that this vector is normalized
dir2 = new Vector2(line2.y, -line2.x);
line1 = line1 * radius + globalCenter;
line2 = line2 * radius + globalCenter;
}
segmentStart = Vector2.zero;
segmentEnd = Vector2.zero;
segment = false;
}
///
/// Creates a VO for avoiding another agent.
/// Note that the segment is directed, the agent will want to be on the left side of the segment.
///
public static VO SegmentObstacle (Vector2 segmentStart, Vector2 segmentEnd, Vector2 offset, float radius, float inverseDt, float inverseDeltaTime) {
var vo = new VO();
// Adjusted so that a parameter weightFactor of 1 will be the default ("natural") weight factor
vo.weightFactor = 1;
// Just higher than anything else
vo.weightBonus = Mathf.Max(radius, 1)*40;
var closestOnSegment = VectorMath.ClosestPointOnSegment(segmentStart, segmentEnd, Vector2.zero);
// Collision?
if (closestOnSegment.magnitude <= radius) {
vo.colliding = true;
vo.line1 = closestOnSegment.normalized * (closestOnSegment.magnitude - radius) * 0.3f * inverseDeltaTime;
vo.dir1 = new Vector2(vo.line1.y, -vo.line1.x).normalized;
vo.line1 += offset;
vo.cutoffDir = Vector2.zero;
vo.cutoffLine = Vector2.zero;
vo.dir2 = Vector2.zero;
vo.line2 = Vector2.zero;
vo.radius = 0;
vo.segmentStart = Vector2.zero;
vo.segmentEnd = Vector2.zero;
vo.segment = false;
} else {
vo.colliding = false;
segmentStart *= inverseDt;
segmentEnd *= inverseDt;
radius *= inverseDt;
var cutoffTangent = (segmentEnd - segmentStart).normalized;
vo.cutoffDir = cutoffTangent;
vo.cutoffLine = segmentStart + new Vector2(-cutoffTangent.y, cutoffTangent.x) * radius;
vo.cutoffLine += offset;
// See documentation for details
// The call to Max is just to prevent floating point errors causing NaNs to appear
var startSqrMagnitude = segmentStart.sqrMagnitude;
var normal1 = -VectorMath.ComplexMultiply(segmentStart, new Vector2(radius, Mathf.Sqrt(Mathf.Max(0, startSqrMagnitude - radius*radius)))) / startSqrMagnitude;
var endSqrMagnitude = segmentEnd.sqrMagnitude;
var normal2 = -VectorMath.ComplexMultiply(segmentEnd, new Vector2(radius, -Mathf.Sqrt(Mathf.Max(0, endSqrMagnitude - radius*radius)))) / endSqrMagnitude;
vo.line1 = segmentStart + normal1 * radius + offset;
vo.line2 = segmentEnd + normal2 * radius + offset;
// Note that the normals are already normalized
vo.dir1 = new Vector2(normal1.y, -normal1.x);
vo.dir2 = new Vector2(normal2.y, -normal2.x);
vo.segmentStart = segmentStart;
vo.segmentEnd = segmentEnd;
vo.radius = radius;
vo.segment = true;
}
return vo;
}
///
/// Returns a negative number of if p lies on the left side of a line which with one point in a and has a tangent in the direction of dir.
/// The number can be seen as the double signed area of the triangle {a, a+dir, p} multiplied by the length of dir.
/// If dir.magnitude=1 this is also the distance from p to the line {a, a+dir}.
///
public static float SignedDistanceFromLine (Vector2 a, Vector2 dir, Vector2 p) {
return (p.x - a.x) * (dir.y) - (dir.x) * (p.y - a.y);
}
///
/// Gradient and value of the cost function of this VO.
/// Very similar to the method however the gradient
/// and value have been scaled and tweaked slightly.
///
public Vector2 ScaledGradient (Vector2 p, out float weight) {
var grad = Gradient(p, out weight);
if (weight > 0) {
const float Scale = 2;
grad *= Scale * weightFactor;
weight *= Scale * weightFactor;
weight += 1 + weightBonus;
}
return grad;
}
///
/// Gradient and value of the cost function of this VO.
/// The VO has a cost function which is 0 outside the VO
/// and increases inside it as the point moves further into
/// the VO.
///
/// This is the negative gradient of that function as well as its
/// value (the weight). The negative gradient points in the direction
/// where the function decreases the fastest.
///
/// The value of the function is the distance to the closest edge
/// of the VO and the gradient is normalized.
///
public Vector2 Gradient (Vector2 p, out float weight) {
if (colliding) {
// Calculate double signed area of the triangle consisting of the points
// {line1, line1+dir1, p}
float l1 = SignedDistanceFromLine(line1, dir1, p);
// Serves as a check for which side of the line the point p is
if (l1 >= 0) {
weight = l1;
return new Vector2(-dir1.y, dir1.x);
} else {
weight = 0;
return new Vector2(0, 0);
}
}
float det3 = SignedDistanceFromLine(cutoffLine, cutoffDir, p);
if (det3 <= 0) {
weight = 0;
return Vector2.zero;
} else {
// Signed distances to the two edges along the sides of the VO
float det1 = SignedDistanceFromLine(line1, dir1, p);
float det2 = SignedDistanceFromLine(line2, dir2, p);
if (det1 >= 0 && det2 >= 0) {
// We are inside both of the half planes
// (all three if we count the cutoff line)
// and thus inside the forbidden region in velocity space
// Actually the negative gradient because we want the
// direction where it slopes the most downwards, not upwards
Vector2 gradient;
// Check if we are in the semicircle region near the cap of the VO
if (Vector2.Dot(p - line1, dir1) > 0 && Vector2.Dot(p - line2, dir2) < 0) {
if (segment) {
// This part will only be reached for line obstacles (i.e not other agents)
if (det3 < radius) {
var closestPointOnLine = (Vector2)VectorMath.ClosestPointOnSegment(segmentStart, segmentEnd, p);
var dirFromCenter = p - closestPointOnLine;
float distToCenter;
gradient = VectorMath.Normalize(dirFromCenter, out distToCenter);
// The weight is the distance to the edge
weight = radius - distToCenter;
return gradient;
}
} else {
var dirFromCenter = p - circleCenter;
float distToCenter;
gradient = VectorMath.Normalize(dirFromCenter, out distToCenter);
// The weight is the distance to the edge
weight = radius - distToCenter;
return gradient;
}
}
if (segment && det3 < det1 && det3 < det2) {
weight = det3;
gradient = new Vector2(-cutoffDir.y, cutoffDir.x);
return gradient;
}
// Just move towards the closest edge
// The weight is the distance to the edge
if (det1 < det2) {
weight = det1;
gradient = new Vector2(-dir1.y, dir1.x);
} else {
weight = det2;
gradient = new Vector2(-dir2.y, dir2.x);
}
return gradient;
}
weight = 0;
return Vector2.zero;
}
}
}
///
/// Very simple list.
/// Cannot use a List because when indexing into a List and T is
/// a struct (which VO is) then the whole struct will be copied.
/// When indexing into an array, that copy can be skipped.
///
internal class VOBuffer {
public VO[] buffer;
public int length;
public void Clear () {
length = 0;
}
public VOBuffer (int n) {
buffer = new VO[n];
length = 0;
}
public void Add (VO vo) {
if (length >= buffer.Length) {
var nbuffer = new VO[buffer.Length * 2];
buffer.CopyTo(nbuffer, 0);
buffer = nbuffer;
}
buffer[length++] = vo;
}
}
internal void CalculateVelocity (Pathfinding.RVO.Simulator.WorkerContext context) {
if (manuallyControlled) {
return;
}
if (locked) {
calculatedSpeed = 0;
calculatedTargetPoint = position;
return;
}
// Buffer which will be filled up with velocity obstacles (VOs)
var vos = context.vos;
vos.Clear();
GenerateObstacleVOs(vos);
GenerateNeighbourAgentVOs(vos);
bool insideAnyVO = BiasDesiredVelocity(vos, ref desiredVelocity, ref desiredTargetPointInVelocitySpace, simulator.symmetryBreakingBias);
if (!insideAnyVO) {
// Desired velocity can be used directly since it was not inside any velocity obstacle.
// No need to run optimizer because this will be the global minima.
// This is also a special case in which we can set the
// calculated target point to the desired target point
// instead of calculating a point based on a calculated velocity
// which is an important difference when the agent is very close
// to the target point
// TODO: Not actually guaranteed to be global minima if desiredTargetPointInVelocitySpace.magnitude < desiredSpeed
// maybe do something different here?
calculatedTargetPoint = desiredTargetPointInVelocitySpace + position;
calculatedSpeed = desiredSpeed;
if (DebugDraw) Draw.Debug.CrossXZ(FromXZ(calculatedTargetPoint), Color.white);
return;
}
Vector2 result = Vector2.zero;
result = GradientDescent(vos, currentVelocity, desiredVelocity);
if (DebugDraw) Draw.Debug.CrossXZ(FromXZ(result+position), Color.white);
//Debug.DrawRay (To3D (position), To3D (result));
calculatedTargetPoint = position + result;
calculatedSpeed = Mathf.Min(result.magnitude, maxSpeed);
}
static Color Rainbow (float v) {
Color c = new Color(v, 0, 0);
if (c.r > 1) { c.g = c.r - 1; c.r = 1; }
if (c.g > 1) { c.b = c.g - 1; c.g = 1; }
return c;
}
void GenerateObstacleVOs (VOBuffer vos) {
var range = maxSpeed * obstacleTimeHorizon;
// Iterate through all obstacles that we might need to avoid
for (int i = 0; i < simulator.obstacles.Count; i++) {
var obstacle = simulator.obstacles[i];
var vertex = obstacle;
// Iterate through all edges (defined by vertex and vertex.dir) in the obstacle
do {
// Ignore the edge if the agent should not collide with it
if (vertex.ignore || (vertex.layer & collidesWith) == 0) {
vertex = vertex.next;
continue;
}
// Start and end points of the current segment
float elevation1, elevation2;
var p1 = To2D(vertex.position, out elevation1);
var p2 = To2D(vertex.next.position, out elevation2);
Vector2 dir = (p2 - p1).normalized;
// Signed distance from the line (not segment, lines are infinite)
// TODO: Can be optimized
float dist = VO.SignedDistanceFromLine(p1, dir, position);
if (dist >= -0.01f && dist < range) {
float factorAlongSegment = Vector2.Dot(position - p1, p2 - p1) / (p2 - p1).sqrMagnitude;
// Calculate the elevation (y) coordinate of the point on the segment closest to the agent
var segmentY = Mathf.Lerp(elevation1, elevation2, factorAlongSegment);
// Calculate distance from the segment (not line)
var sqrDistToSegment = (Vector2.Lerp(p1, p2, factorAlongSegment) - position).sqrMagnitude;
// Ignore the segment if it is too far away
// or the agent is too high up (or too far down) on the elevation axis (usually y axis) to avoid it.
// If the XY plane is used then all elevation checks are disabled
if (sqrDistToSegment < range*range && (simulator.movementPlane == MovementPlane.XY || (elevationCoordinate <= segmentY + vertex.height && elevationCoordinate+height >= segmentY))) {
vos.Add(VO.SegmentObstacle(p2 - position, p1 - position, Vector2.zero, radius * 0.01f, 1f / ObstacleTimeHorizon, 1f / simulator.DeltaTime));
}
}
vertex = vertex.next;
} while (vertex != obstacle && vertex != null && vertex.next != null);
}
}
void GenerateNeighbourAgentVOs (VOBuffer vos) {
float inverseAgentTimeHorizon = 1.0f/agentTimeHorizon;
// The RVO algorithm assumes we will continue to
// move in roughly the same direction
Vector2 optimalVelocity = currentVelocity;
for (int o = 0; o < neighbours.Count; o++) {
Agent other = neighbours[o];
// Don't avoid ourselves
if (other == this)
continue;
// Interval along the y axis in which the agents overlap
float maxY = System.Math.Min(elevationCoordinate + height, other.elevationCoordinate + other.height);
float minY = System.Math.Max(elevationCoordinate, other.elevationCoordinate);
// The agents cannot collide since they are on different y-levels
if (maxY - minY < 0) {
continue;
}
float totalRadius = radius + other.radius;
// Describes a circle on the border of the VO
Vector2 voBoundingOrigin = other.position - position;
float avoidanceStrength;
if (other.locked || other.manuallyControlled) {
avoidanceStrength = 1;
} else if (other.Priority > 0.00001f || Priority > 0.00001f) {
avoidanceStrength = other.Priority / (Priority + other.Priority);
} else {
// Both this agent's priority and the other agent's priority is zero or negative
// Assume they have the same priority
avoidanceStrength = 0.5f;
}
// We assume that the other agent will continue to move with roughly the same velocity if the priorities for the agents are similar.
// If the other agent has a higher priority than this agent (avoidanceStrength > 0.5) then we will assume it will move more along its
// desired velocity. This will have the effect of other agents trying to clear a path for where a high priority agent wants to go.
// If this is not done then even high priority agents can get stuck when it is really crowded and they have had to slow down.
Vector2 otherOptimalVelocity = Vector2.Lerp(other.currentVelocity, other.desiredVelocity, 2*avoidanceStrength - 1);
var voCenter = Vector2.Lerp(optimalVelocity, otherOptimalVelocity, avoidanceStrength);
vos.Add(new VO(voBoundingOrigin, voCenter, totalRadius, inverseAgentTimeHorizon, 1 / simulator.DeltaTime));
if (DebugDraw)
DrawVO(position + voBoundingOrigin * inverseAgentTimeHorizon + voCenter, totalRadius * inverseAgentTimeHorizon, position + voCenter);
}
}
Vector2 GradientDescent (VOBuffer vos, Vector2 sampleAround1, Vector2 sampleAround2) {
float score1;
var minima1 = Trace(vos, sampleAround1, out score1);
if (DebugDraw) Draw.Debug.CrossXZ(FromXZ(minima1 + position), Color.yellow, 0.5f);
// Can be uncommented for higher quality local avoidance
// for ( int i = 0; i < 3; i++ ) {
// Vector2 p = desiredVelocity + new Vector2(Mathf.Cos(Mathf.PI*2*(i/3.0f)), Mathf.Sin(Mathf.PI*2*(i/3.0f)));
// float score;Vector2 res = Trace ( vos, p, velocity.magnitude*simulator.qualityCutoff, out score );
//
// if ( score < best ) {
// result = res;
// best = score;
// }
// }
float score2;
Vector2 minima2 = Trace(vos, sampleAround2, out score2);
if (DebugDraw) Draw.Debug.CrossXZ(FromXZ(minima2 + position), Color.magenta, 0.5f);
return score1 < score2 ? minima1 : minima2;
}
///
/// Bias towards the right side of agents.
/// Rotate desiredVelocity at most [value] number of radians. 1 radian ≈ 57°
/// This breaks up symmetries.
///
/// The desired velocity will only be rotated if it is inside a velocity obstacle (VO).
/// If it is inside one, it will not be rotated further than to the edge of it
///
/// The targetPointInVelocitySpace will be rotated by the same amount as the desired velocity
///
/// Returns: True if the desired velocity was inside any VO
///
static bool BiasDesiredVelocity (VOBuffer vos, ref Vector2 desiredVelocity, ref Vector2 targetPointInVelocitySpace, float maxBiasRadians) {
var desiredVelocityMagn = desiredVelocity.magnitude;
var maxValue = 0f;
for (int i = 0; i < vos.length; i++) {
float value;
// The value is approximately the distance to the edge of the VO
// so taking the maximum will give us the distance to the edge of the VO
// which the desired velocity is furthest inside
vos.buffer[i].Gradient(desiredVelocity, out value);
maxValue = Mathf.Max(maxValue, value);
}
// Check if the agent was inside any VO
var inside = maxValue > 0;
// Avoid division by zero below
if (desiredVelocityMagn < 0.001f) {
return inside;
}
// Rotate the desired velocity clockwise (to the right) at most maxBiasRadians number of radians
// Assuming maxBiasRadians is small, we can just move it instead and it will give approximately the same effect
// See https://en.wikipedia.org/wiki/Small-angle_approximation
var angle = Mathf.Min(maxBiasRadians, maxValue / desiredVelocityMagn);
desiredVelocity += new Vector2(desiredVelocity.y, -desiredVelocity.x) * angle;
targetPointInVelocitySpace += new Vector2(targetPointInVelocitySpace.y, -targetPointInVelocitySpace.x) * angle;
return inside;
}
/// Evaluate gradient and value of the cost function at velocity p
Vector2 EvaluateGradient (VOBuffer vos, Vector2 p, out float value) {
Vector2 gradient = Vector2.zero;
value = 0;
// Avoid other agents
for (int i = 0; i < vos.length; i++) {
float w;
var grad = vos.buffer[i].ScaledGradient(p, out w);
if (w > value) {
value = w;
gradient = grad;
}
}
// Move closer to the desired velocity
var dirToDesiredVelocity = desiredVelocity - p;
var distToDesiredVelocity = dirToDesiredVelocity.magnitude;
if (distToDesiredVelocity > 0.0001f) {
gradient += dirToDesiredVelocity * (DesiredVelocityWeight/distToDesiredVelocity);
value += distToDesiredVelocity * DesiredVelocityWeight;
}
// Prefer speeds lower or equal to the desired speed
// and avoid speeds greater than the max speed
var sqrSpeed = p.sqrMagnitude;
if (sqrSpeed > desiredSpeed*desiredSpeed) {
var speed = Mathf.Sqrt(sqrSpeed);
if (speed > maxSpeed) {
const float MaxSpeedWeight = 3;
value += MaxSpeedWeight * (speed - maxSpeed);
gradient -= MaxSpeedWeight * (p/speed);
}
// Scale needs to be strictly greater than DesiredVelocityWeight
// otherwise the agent will not prefer the desired speed over
// the maximum speed
float scale = 2*DesiredVelocityWeight;
value += scale * (speed - desiredSpeed);
gradient -= scale * (p/speed);
}
return gradient;
}
///
/// Traces the vector field constructed out of the velocity obstacles.
/// Returns the position which gives the minimum score (approximately).
///
/// See: https://en.wikipedia.org/wiki/Gradient_descent
///
Vector2 Trace (VOBuffer vos, Vector2 p, out float score) {
// Pick a reasonable initial step size
float stepSize = Mathf.Max(radius, 0.2f * desiredSpeed);
float bestScore = float.PositiveInfinity;
Vector2 bestP = p;
// TODO: Add momentum to speed up convergence?
const int MaxIterations = 50;
for (int s = 0; s < MaxIterations; s++) {
float step = 1.0f - (s/(float)MaxIterations);
step = Sqr(step) * stepSize;
float value;
var gradient = EvaluateGradient(vos, p, out value);
if (value < bestScore) {
bestScore = value;
bestP = p;
}
// TODO: Add cutoff for performance
gradient.Normalize();
gradient *= step;
Vector2 prev = p;
p += gradient;
if (DebugDraw) Debug.DrawLine(FromXZ(prev + position), FromXZ(p + position), Rainbow(s*0.1f) * new Color(1, 1, 1, 1f));
}
score = bestScore;
return bestP;
}
}
}