123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318 |
- using UnityEngine;
- using System.Collections.Generic;
- using Pathfinding.RVO;
- namespace Pathfinding.Examples {
- [RequireComponent(typeof(MeshFilter))]
- /// <summary>
- /// Lightweight RVO Circle Example.
- /// Lightweight script for simulating agents in a circle trying to reach their antipodal positions.
- /// This script, compared to using lots of RVOAgents shows the real power of the RVO simulator when
- /// little other overhead (e.g GameObjects) is present.
- ///
- /// For example with this script, I can simulate 5000 agents at around 50 fps on my laptop (with desired simulation fps = 10 and interpolation, 2 threads)
- /// however when using prefabs, only instantiating the 5000 agents takes 10 seconds and it runs at around 5 fps.
- ///
- /// This script will render the agents by generating a square for each agent combined into a single mesh with appropriate UV.
- ///
- /// A few GUI buttons will be drawn by this script with which the user can change the number of agents.
- /// </summary>
- [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_examples_1_1_lightweight_r_v_o.php")]
- public class LightweightRVO : MonoBehaviour {
- /// <summary>Number of agents created at start</summary>
- public int agentCount = 100;
- /// <summary>
- /// How large is the area where agents are placed.
- /// For e.g the circle example, it corresponds
- /// </summary>
- public float exampleScale = 100;
- public enum RVOExampleType {
- Circle,
- Line,
- Point,
- RandomStreams,
- Crossing
- }
- public RVOExampleType type = RVOExampleType.Circle;
- /// <summary>Agent radius</summary>
- public float radius = 3;
- /// <summary>Max speed for an agent</summary>
- public float maxSpeed = 2;
- /// <summary>How far in the future too look for agents</summary>
- public float agentTimeHorizon = 10;
- [HideInInspector]
- /// <summary>How far in the future too look for obstacles</summary>
- public float obstacleTimeHorizon = 10;
- /// <summary>Max number of neighbour agents to take into account</summary>
- public int maxNeighbours = 10;
- /// <summary>
- /// Offset from the agent position the actual drawn postition.
- /// Used to get rid of z-buffer issues
- /// </summary>
- public Vector3 renderingOffset = Vector3.up*0.1f;
- /// <summary>Enable the debug flag for all agents</summary>
- public bool debug = false;
- /// <summary>Mesh for rendering</summary>
- Mesh mesh;
- /// <summary>Reference to the simulator in the scene</summary>
- Pathfinding.RVO.Simulator sim;
- /// <summary>All agents handled by this script</summary>
- List<IAgent> agents;
- /// <summary>Goals for each agent</summary>
- List<Vector3> goals;
- /// <summary>Color for each agent</summary>
- List<Color> colors;
- Vector3[] verts;
- Vector2[] uv;
- int[] tris;
- Color[] meshColors;
- Vector2[] interpolatedVelocities;
- Vector2[] interpolatedRotations;
- public void Start () {
- mesh = new Mesh();
- RVOSimulator rvoSim = FindObjectOfType(typeof(RVOSimulator)) as RVOSimulator;
- if (rvoSim == null) {
- Debug.LogError("No RVOSimulator could be found in the scene. Please add a RVOSimulator component to any GameObject");
- return;
- }
- sim = rvoSim.GetSimulator();
- GetComponent<MeshFilter>().mesh = mesh;
- CreateAgents(agentCount);
- }
- public void OnGUI () {
- if (GUILayout.Button("2")) CreateAgents(2);
- if (GUILayout.Button("10")) CreateAgents(10);
- if (GUILayout.Button("100")) CreateAgents(100);
- if (GUILayout.Button("500")) CreateAgents(500);
- if (GUILayout.Button("1000")) CreateAgents(1000);
- if (GUILayout.Button("5000")) CreateAgents(5000);
- GUILayout.Space(5);
- if (GUILayout.Button("Random Streams")) {
- type = RVOExampleType.RandomStreams;
- CreateAgents(agents != null ? agents.Count : 100);
- }
- if (GUILayout.Button("Line")) {
- type = RVOExampleType.Line;
- CreateAgents(agents != null ? Mathf.Min(agents.Count, 100) : 10);
- }
- if (GUILayout.Button("Circle")) {
- type = RVOExampleType.Circle;
- CreateAgents(agents != null ? agents.Count : 100);
- }
- if (GUILayout.Button("Point")) {
- type = RVOExampleType.Point;
- CreateAgents(agents != null ? agents.Count : 100);
- }
- if (GUILayout.Button("Crossing")) {
- type = RVOExampleType.Crossing;
- CreateAgents(agents != null ? agents.Count : 100);
- }
- }
- private float uniformDistance (float radius) {
- float v = Random.value + Random.value;
- if (v > 1) return radius * (2-v);
- else return radius * v;
- }
- /// <summary>Create a number of agents in circle and restart simulation</summary>
- public void CreateAgents (int num) {
- this.agentCount = num;
- agents = new List<IAgent>(agentCount);
- goals = new List<Vector3>(agentCount);
- colors = new List<Color>(agentCount);
- sim.ClearAgents();
- if (type == RVOExampleType.Circle) {
- float circleRad = Mathf.Sqrt(agentCount * radius * radius * 4 / Mathf.PI) * exampleScale * 0.05f;
- for (int i = 0; i < agentCount; i++) {
- Vector3 pos = new Vector3(Mathf.Cos(i * Mathf.PI * 2.0f / agentCount), 0, Mathf.Sin(i * Mathf.PI * 2.0f / agentCount)) * circleRad * (1 + Random.value * 0.01f);
- IAgent agent = sim.AddAgent(new Vector2(pos.x, pos.z), pos.y);
- agents.Add(agent);
- goals.Add(-pos);
- colors.Add(AstarMath.HSVToRGB(i * 360.0f / agentCount, 0.8f, 0.6f));
- }
- } else if (type == RVOExampleType.Line) {
- for (int i = 0; i < agentCount; i++) {
- Vector3 pos = new Vector3((i % 2 == 0 ? 1 : -1) * exampleScale, 0, (i / 2) * radius * 2.5f);
- IAgent agent = sim.AddAgent(new Vector2(pos.x, pos.z), pos.y);
- agents.Add(agent);
- goals.Add(new Vector3(-pos.x, pos.y, pos.z));
- colors.Add(i % 2 == 0 ? Color.red : Color.blue);
- }
- } else if (type == RVOExampleType.Point) {
- for (int i = 0; i < agentCount; i++) {
- Vector3 pos = new Vector3(Mathf.Cos(i * Mathf.PI * 2.0f / agentCount), 0, Mathf.Sin(i * Mathf.PI * 2.0f / agentCount)) * exampleScale;
- IAgent agent = sim.AddAgent(new Vector2(pos.x, pos.z), pos.y);
- agents.Add(agent);
- goals.Add(new Vector3(0, pos.y, 0));
- colors.Add(AstarMath.HSVToRGB(i * 360.0f / agentCount, 0.8f, 0.6f));
- }
- } else if (type == RVOExampleType.RandomStreams) {
- float circleRad = Mathf.Sqrt(agentCount * radius * radius * 4 / Mathf.PI) * exampleScale * 0.05f;
- for (int i = 0; i < agentCount; i++) {
- float angle = Random.value * Mathf.PI * 2.0f;
- float targetAngle = Random.value * Mathf.PI * 2.0f;
- Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * uniformDistance(circleRad);
- IAgent agent = sim.AddAgent(new Vector2(pos.x, pos.z), pos.y);
- agents.Add(agent);
- goals.Add(new Vector3(Mathf.Cos(targetAngle), 0, Mathf.Sin(targetAngle)) * uniformDistance(circleRad));
- colors.Add(AstarMath.HSVToRGB(targetAngle * Mathf.Rad2Deg, 0.8f, 0.6f));
- }
- } else if (type == RVOExampleType.Crossing) {
- float distanceBetweenGroups = exampleScale * radius * 0.5f;
- int directions = (int)Mathf.Sqrt(agentCount / 25f);
- directions = Mathf.Max(directions, 2);
- const int AgentsPerDistance = 10;
- for (int i = 0; i < agentCount; i++) {
- float angle = ((i % directions)/(float)directions) * Mathf.PI * 2.0f;
- var dist = distanceBetweenGroups * ((i/(directions*AgentsPerDistance) + 1) + 0.3f*Random.value);
- Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * dist;
- IAgent agent = sim.AddAgent(new Vector2(pos.x, pos.z), pos.y);
- agent.Priority = (i % directions) == 0 ? 1 : 0.01f;
- agents.Add(agent);
- goals.Add(-pos.normalized * distanceBetweenGroups * 3);
- colors.Add(AstarMath.HSVToRGB(angle * Mathf.Rad2Deg, 0.8f, 0.6f));
- }
- }
- SetAgentSettings();
- verts = new Vector3[4*agents.Count];
- uv = new Vector2[verts.Length];
- tris = new int[agents.Count*2*3];
- meshColors = new Color[verts.Length];
- }
- void SetAgentSettings () {
- for (int i = 0; i < agents.Count; i++) {
- IAgent agent = agents[i];
- agent.Radius = radius;
- agent.AgentTimeHorizon = agentTimeHorizon;
- agent.ObstacleTimeHorizon = obstacleTimeHorizon;
- agent.MaxNeighbours = maxNeighbours;
- agent.DebugDraw = i == 0 && debug;
- }
- }
- public void Update () {
- if (agents == null || mesh == null) return;
- if (agents.Count != goals.Count) {
- Debug.LogError("Agent count does not match goal count");
- return;
- }
- SetAgentSettings();
- // Make sure the array is large enough
- if (interpolatedVelocities == null || interpolatedVelocities.Length < agents.Count) {
- var velocities = new Vector2[agents.Count];
- var directions = new Vector2[agents.Count];
- // Copy over the old velocities
- if (interpolatedVelocities != null) for (int i = 0; i < interpolatedVelocities.Length; i++) velocities[i] = interpolatedVelocities[i];
- if (interpolatedRotations != null) for (int i = 0; i < interpolatedRotations.Length; i++) directions[i] = interpolatedRotations[i];
- interpolatedVelocities = velocities;
- interpolatedRotations = directions;
- }
- for (int i = 0; i < agents.Count; i++) {
- IAgent agent = agents[i];
- // Move agent
- // This is the responsibility of this script, not the RVO system
- Vector2 pos = agent.Position;
- var deltaPosition = Vector2.ClampMagnitude(agent.CalculatedTargetPoint - pos, agent.CalculatedSpeed * Time.deltaTime);
- pos += deltaPosition;
- agent.Position = pos;
- // All agents are on the same plane
- agent.ElevationCoordinate = 0;
- // Set the desired velocity for all agents
- var target = new Vector2(goals[i].x, goals[i].z);
- var dist = (target - pos).magnitude;
- agent.SetTarget(target, Mathf.Min(dist, maxSpeed), maxSpeed*1.1f);
- interpolatedVelocities[i] += deltaPosition;
- if (interpolatedVelocities[i].magnitude > maxSpeed*0.1f) {
- interpolatedVelocities[i] = Vector2.ClampMagnitude(interpolatedVelocities[i], maxSpeed*0.1f);
- interpolatedRotations[i] = Vector2.Lerp(interpolatedRotations[i], interpolatedVelocities[i], agent.CalculatedSpeed * Time.deltaTime*4f);
- }
- //Debug.DrawRay(new Vector3(pos.x, 0, pos.y), new Vector3(interpolatedVelocities[i].x, 0, interpolatedVelocities[i].y) * 10);
- // Create a square with the "forward" direction along the agent's velocity
- Vector3 forward = new Vector3(interpolatedRotations[i].x, 0, interpolatedRotations[i].y).normalized * agent.Radius;
- if (forward == Vector3.zero) forward = new Vector3(0, 0, agent.Radius);
- Vector3 right = Vector3.Cross(Vector3.up, forward);
- Vector3 orig = new Vector3(agent.Position.x, agent.ElevationCoordinate, agent.Position.y) + renderingOffset;
- int vc = 4*i;
- int tc = 2*3*i;
- verts[vc+0] = (orig + forward - right);
- verts[vc+1] = (orig + forward + right);
- verts[vc+2] = (orig - forward + right);
- verts[vc+3] = (orig - forward - right);
- uv[vc+0] = (new Vector2(0, 1));
- uv[vc+1] = (new Vector2(1, 1));
- uv[vc+2] = (new Vector2(1, 0));
- uv[vc+3] = (new Vector2(0, 0));
- meshColors[vc+0] = colors[i];
- meshColors[vc+1] = colors[i];
- meshColors[vc+2] = colors[i];
- meshColors[vc+3] = colors[i];
- tris[tc+0] = (vc + 0);
- tris[tc+1] = (vc + 1);
- tris[tc+2] = (vc + 2);
- tris[tc+3] = (vc + 0);
- tris[tc+4] = (vc + 2);
- tris[tc+5] = (vc + 3);
- }
- //Update the mesh
- mesh.Clear();
- mesh.vertices = verts;
- mesh.uv = uv;
- mesh.colors = meshColors;
- mesh.triangles = tris;
- mesh.RecalculateNormals();
- }
- }
- }
|