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- using UnityEngine;
- using UnityEngine.Profiling;
- namespace Pathfinding.RVO {
- using Pathfinding.Util;
- /// <summary>
- /// 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 <see cref="active"/> 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)
- /// </summary>
- [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 {
- /// <summary>First RVOSimulator in the scene (usually there is only one)</summary>
- public static RVOSimulator active { get; private set; }
- /// <summary>
- /// 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
- /// </summary>
- [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;
- /// <summary>
- /// 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.
- /// </summary>
- [Tooltip("Number of RVO worker threads. If set to None, no multithreading will be used.")]
- public ThreadCount workerThreads = ThreadCount.Two;
- /// <summary>
- /// 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
- /// </summary>
- [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;
- /// <summary>\copydoc Pathfinding::RVO::Simulator::symmetryBreakingBias</summary>
- [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;
- /// <summary>
- /// 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.
- /// </summary>
- [Tooltip("Determines if the XY (2D) or XZ (3D) plane is used for movement")]
- public MovementPlane movementPlane = MovementPlane.XZ;
- /// <summary>
- /// Draw obstacle gizmos to aid with debugging.
- ///
- /// In the screenshot the obstacles are visible in red.
- /// [Open online documentation to see images]
- /// </summary>
- public bool drawObstacles;
- /// <summary>Reference to the internal simulator</summary>
- Pathfinding.RVO.Simulator simulator;
- /// <summary>
- /// Get the internal simulator.
- /// Will never be null when the game is running
- /// </summary>
- 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);
- }
- }
- /// <summary>Update the simulation</summary>
- 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
- }
- }
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