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- using UnityEngine;
- using System.Collections;
- namespace Pathfinding.Util {
- public static class MovementUtilities {
- /// <summary>
- /// Clamps the velocity to the max speed and optionally the forwards direction.
- ///
- /// Note that all vectors are 2D vectors, not 3D vectors.
- ///
- /// Returns: The clamped velocity in world units per second.
- /// </summary>
- /// <param name="velocity">Desired velocity of the character. In world units per second.</param>
- /// <param name="maxSpeed">Max speed of the character. In world units per second.</param>
- /// <param name="slowdownFactor">Value between 0 and 1 which determines how much slower the character should move than normal.
- /// Normally 1 but should go to 0 when the character approaches the end of the path.</param>
- /// <param name="slowWhenNotFacingTarget">Prevent the velocity from being too far away from the forward direction of the character
- /// and slow the character down if the desired velocity is not in the same direction as the forward vector.</param>
- /// <param name="forward">Forward direction of the character. Used together with the slowWhenNotFacingTarget parameter.</param>
- public static Vector2 ClampVelocity (Vector2 velocity, float maxSpeed, float slowdownFactor, bool slowWhenNotFacingTarget, Vector2 forward) {
- // Max speed to use for this frame
- var currentMaxSpeed = maxSpeed * slowdownFactor;
- // Check if the agent should slow down in case it is not facing the direction it wants to move in
- if (slowWhenNotFacingTarget && (forward.x != 0 || forward.y != 0)) {
- float currentSpeed;
- var normalizedVelocity = VectorMath.Normalize(velocity, out currentSpeed);
- float dot = Vector2.Dot(normalizedVelocity, forward);
- // Lower the speed when the character's forward direction is not pointing towards the desired velocity
- // 1 when velocity is in the same direction as forward
- // 0.2 when they point in the opposite directions
- float directionSpeedFactor = Mathf.Clamp(dot+0.707f, 0.2f, 1.0f);
- currentMaxSpeed *= directionSpeedFactor;
- currentSpeed = Mathf.Min(currentSpeed, currentMaxSpeed);
- // Angle between the forwards direction of the character and our desired velocity
- float angle = Mathf.Acos(Mathf.Clamp(dot, -1, 1));
- // Clamp the angle to 20 degrees
- // We cannot keep the velocity exactly in the forwards direction of the character
- // because we use the rotation to determine in which direction to rotate and if
- // the velocity would always be in the forwards direction of the character then
- // the character would never rotate.
- // Allow larger angles when near the end of the path to prevent oscillations.
- angle = Mathf.Min(angle, (20f + 180f*(1 - slowdownFactor*slowdownFactor))*Mathf.Deg2Rad);
- float sin = Mathf.Sin(angle);
- float cos = Mathf.Cos(angle);
- // Determine if we should rotate clockwise or counter-clockwise to move towards the current velocity
- sin *= Mathf.Sign(normalizedVelocity.x*forward.y - normalizedVelocity.y*forward.x);
- // Rotate the #forward vector by #angle radians
- // The rotation is done using an inlined rotation matrix.
- // See https://en.wikipedia.org/wiki/Rotation_matrix
- return new Vector2(forward.x*cos + forward.y*sin, forward.y*cos - forward.x*sin) * currentSpeed;
- } else {
- return Vector2.ClampMagnitude(velocity, currentMaxSpeed);
- }
- }
- /// <summary>Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity</summary>
- public static Vector2 CalculateAccelerationToReachPoint (Vector2 deltaPosition, Vector2 targetVelocity, Vector2 currentVelocity, float forwardsAcceleration, float rotationSpeed, float maxSpeed, Vector2 forwardsVector) {
- // Guard against div by zero
- if (forwardsAcceleration <= 0) return Vector2.zero;
- float currentSpeed = currentVelocity.magnitude;
- // Convert rotation speed to an acceleration
- // See https://en.wikipedia.org/wiki/Centripetal_force
- var sidewaysAcceleration = currentSpeed * rotationSpeed * Mathf.Deg2Rad;
- // To avoid weird behaviour when the rotation speed is very low we allow the agent to accelerate sideways without rotating much
- // if the rotation speed is very small. Also guards against division by zero.
- sidewaysAcceleration = Mathf.Max(sidewaysAcceleration, forwardsAcceleration);
- // Transform coordinates to local space where +X is the forwards direction
- // This is essentially equivalent to Transform.InverseTransformDirection.
- deltaPosition = VectorMath.ComplexMultiplyConjugate(deltaPosition, forwardsVector);
- targetVelocity = VectorMath.ComplexMultiplyConjugate(targetVelocity, forwardsVector);
- currentVelocity = VectorMath.ComplexMultiplyConjugate(currentVelocity, forwardsVector);
- float ellipseSqrFactorX = 1 / (forwardsAcceleration*forwardsAcceleration);
- float ellipseSqrFactorY = 1 / (sidewaysAcceleration*sidewaysAcceleration);
- // If the target velocity is zero we can use a more fancy approach
- // and calculate a nicer path.
- // In particular, this is the case at the end of the path.
- if (targetVelocity == Vector2.zero) {
- // Run a binary search over the time to get to the target point.
- float mn = 0.01f;
- float mx = 10;
- while (mx - mn > 0.01f) {
- var time = (mx + mn) * 0.5f;
- // Given that we want to move deltaPosition units from out current position, that our current velocity is given
- // and that when we reach the target we want our velocity to be zero. Also assume that our acceleration will
- // vary linearly during the slowdown. Then we can calculate what our acceleration should be during this frame.
- //{ t = time
- //{ deltaPosition = vt + at^2/2 + qt^3/6
- //{ 0 = v + at + qt^2/2
- //{ solve for a
- // a = acceleration vector
- // q = derivative of the acceleration vector
- var a = (6*deltaPosition - 4*time*currentVelocity)/(time*time);
- var q = 6*(time*currentVelocity - 2*deltaPosition)/(time*time*time);
- // Make sure the acceleration is not greater than our maximum allowed acceleration.
- // If it is we increase the time we want to use to get to the target
- // and if it is not, we decrease the time to get there faster.
- // Since the acceleration is described by acceleration = a + q*t
- // we only need to check at t=0 and t=time.
- // Note that the acceleration limit is described by an ellipse, not a circle.
- var nextA = a + q*time;
- if (a.x*a.x*ellipseSqrFactorX + a.y*a.y*ellipseSqrFactorY > 1.0f || nextA.x*nextA.x*ellipseSqrFactorX + nextA.y*nextA.y*ellipseSqrFactorY > 1.0f) {
- mn = time;
- } else {
- mx = time;
- }
- }
- var finalAcceleration = (6*deltaPosition - 4*mx*currentVelocity)/(mx*mx);
- // Boosting
- {
- // The trajectory calculated above has a tendency to use very wide arcs
- // and that does unfortunately not look particularly good in some cases.
- // Here we amplify the component of the acceleration that is perpendicular
- // to our current velocity. This will make the agent turn towards the
- // target quicker.
- // How much amplification to use. Value is unitless.
- const float Boost = 1;
- finalAcceleration.y *= 1 + Boost;
- // Clamp the velocity to the maximum acceleration.
- // Note that the maximum acceleration constraint is shaped like an ellipse, not like a circle.
- float ellipseMagnitude = finalAcceleration.x*finalAcceleration.x*ellipseSqrFactorX + finalAcceleration.y*finalAcceleration.y*ellipseSqrFactorY;
- if (ellipseMagnitude > 1.0f) finalAcceleration /= Mathf.Sqrt(ellipseMagnitude);
- }
- return VectorMath.ComplexMultiply(finalAcceleration, forwardsVector);
- } else {
- // Here we try to move towards the next waypoint which has been modified slightly using our
- // desired velocity at that point so that the agent will more smoothly round the corner.
- // How much to strive for making sure we reach the target point with the target velocity. Unitless.
- const float TargetVelocityWeight = 0.5f;
- // Limit to how much to care about the target velocity. Value is in seconds.
- // This prevents the character from moving away from the path too much when the target point is far away
- const float TargetVelocityWeightLimit = 1.5f;
- float targetSpeed;
- var normalizedTargetVelocity = VectorMath.Normalize(targetVelocity, out targetSpeed);
- var distance = deltaPosition.magnitude;
- var targetPoint = deltaPosition - normalizedTargetVelocity * System.Math.Min(TargetVelocityWeight * distance * targetSpeed / (currentSpeed + targetSpeed), maxSpeed*TargetVelocityWeightLimit);
- // How quickly the agent will try to reach the velocity that we want it to have.
- // We need this to prevent oscillations and jitter which is what happens if
- // we let the constant go towards zero. Value is in seconds.
- const float TimeToReachDesiredVelocity = 0.1f;
- // TODO: Clamp to ellipse using more accurate acceleration (use rotation speed as well)
- var finalAcceleration = (targetPoint.normalized*maxSpeed - currentVelocity) * (1f/TimeToReachDesiredVelocity);
- // Clamp the velocity to the maximum acceleration.
- // Note that the maximum acceleration constraint is shaped like an ellipse, not like a circle.
- float ellipseMagnitude = finalAcceleration.x*finalAcceleration.x*ellipseSqrFactorX + finalAcceleration.y*finalAcceleration.y*ellipseSqrFactorY;
- if (ellipseMagnitude > 1.0f) finalAcceleration /= Mathf.Sqrt(ellipseMagnitude);
- return VectorMath.ComplexMultiply(finalAcceleration, forwardsVector);
- }
- }
- }
- }
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