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