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| 1 | using UnityEngine; | |
| 2 | using System.Collections; | |
| 3 | using System.Collections.Generic; | |
| 4 | using System.Threading; | |
| 5 | using Pathfinding; | |
| 6 | using Pathfinding.RVO.Sampled; | |
| 7 | ||
| 8 | #if NETFX_CORE | |
| 9 | using Thread = Pathfinding.WindowsStore.Thread; | |
| 10 | using ParameterizedThreadStart = Pathfinding.WindowsStore.ParameterizedThreadStart; | |
| 11 | using ThreadStart = Pathfinding.WindowsStore.ThreadStart; | |
| 12 | #else | |
| 13 | using Thread = System.Threading.Thread; | |
| 14 | using ParameterizedThreadStart = System.Threading.ParameterizedThreadStart; | |
| 15 | using ThreadStart = System.Threading.ThreadStart; | |
| 16 | #endif | |
| 17 | ||
| 18 | /** Local avoidance related classes */ | |
| 19 | namespace Pathfinding.RVO {
| |
| 20 | ||
| 21 | /** Exposes properties of an Agent class. | |
| 22 | * \astarpro */ | |
| 23 | public interface IAgent {
| |
| 24 | /** Interpolated position of agent. | |
| 25 | * Will be interpolated if the interpolation setting is enabled on the simulator. | |
| 26 | */ | |
| 27 | Vector3 InterpolatedPosition {get;}
| |
| 28 | ||
| 29 | /** Position of the agent. | |
| 30 | * This can be changed manually if you need to reposition the agent, but if you are reading from InterpolatedPosition, it will not update interpolated position | |
| 31 | * until the next simulation step. | |
| 32 | * \see Position | |
| 33 | */ | |
| 34 | Vector3 Position {get; set;}
| |
| 35 | ||
| 36 | /** Desired velocity of the agent. | |
| 37 | * Usually you set this once per frame. The agent will try move as close to the desired velocity as possible. | |
| 38 | * Will take effect at the next simulation step. | |
| 39 | */ | |
| 40 | Vector3 DesiredVelocity {get; set;}
| |
| 41 | /** Velocity of the agent. | |
| 42 | * Can be used to set the rotation of the rendered agent. | |
| 43 | * But smoothing is recommended if you do so since it might be a bit unstable when the velocity is very low. | |
| 44 | * | |
| 45 | * You can set this variable manually,but it is not recommended to do so unless | |
| 46 | * you have good reasons since it might degrade the quality of the simulation. | |
| 47 | */ | |
| 48 | Vector3 Velocity {get; set;}
| |
| 49 | ||
| 50 | /** Locked agents will not move */ | |
| 51 | bool Locked {get; set;}
| |
| 52 | ||
| 53 | /** Radius of the agent. | |
| 54 | * Agents are modelled as circles/cylinders */ | |
| 55 | float Radius {get; set;}
| |
| 56 | ||
| 57 | /** Height of the agent */ | |
| 58 | float Height {get; set;}
| |
| 59 | ||
| 60 | /** Max speed of the agent. In units per second */ | |
| 61 | float MaxSpeed {get; set;}
| |
| 62 | ||
| 63 | /** Max distance to other agents to take them into account. | |
| 64 | * Decreasing this value can lead to better performance, increasing it can lead to better quality of the simulation. | |
| 65 | */ | |
| 66 | float NeighbourDist {get; set;}
| |
| 67 | ||
| 68 | /** Max number of estimated seconds to look into the future for collisions with agents. | |
| 69 | * As it turns out, this variable is also very good for controling agent avoidance priorities. | |
| 70 | * Agents with lower values will avoid other agents less and thus you can make 'high priority agents' by | |
| 71 | * giving them a lower value. | |
| 72 | */ | |
| 73 | float AgentTimeHorizon {get; set;}
| |
| 74 | /** Max number of estimated seconds to look into the future for collisions with obstacles */ | |
| 75 | float ObstacleTimeHorizon {get; set;}
| |
| 76 | ||
| 77 | /** Specifies the avoidance layer for this agent. | |
| 78 | * The #CollidesWith mask on other agents will determine if they will avoid this agent. | |
| 79 | */ | |
| 80 | RVOLayer Layer {get; set;}
| |
| 81 | ||
| 82 | /** Layer mask specifying which layers this agent will avoid. | |
| 83 | * You can set it as CollidesWith = RVOLayer.DefaultAgent | RVOLayer.Layer3 | RVOLayer.Layer6 ... | |
| 84 | * | |
| 85 | * \see http://en.wikipedia.org/wiki/Mask_(computing) | |
| 86 | */ | |
| 87 | RVOLayer CollidesWith {get; set;}
| |
| 88 | ||
| 89 | /** Debug drawing */ | |
| 90 | bool DebugDraw {get; set;}
| |
| 91 | ||
| 92 | /** Max number of agents to take into account. | |
| 93 | * Decreasing this value can lead to better performance, increasing it can lead to better quality of the simulation. | |
| 94 | */ | |
| 95 | int MaxNeighbours {get; set;}
| |
| 96 | ||
| 97 | /** List of obstacle segments which were close to the agent during the last simulation step. | |
| 98 | * Can be used to apply additional wall avoidance forces for example. | |
| 99 | * Segments are formed by the obstacle vertex and its .next property. | |
| 100 | */ | |
| 101 | List<ObstacleVertex> NeighbourObstacles {get; }
| |
| 102 | ||
| 103 | /** Teleports the agent to a new position. | |
| 104 | * Just setting the position can cause strange effects when using interpolation. | |
| 105 | */ | |
| 106 | void Teleport (Vector3 pos); | |
| 107 | ||
| 108 | ||
| 109 | } | |
| 110 | ||
| 111 | [System.Flags] | |
| 112 | public enum RVOLayer {
| |
| 113 | DefaultAgent = 1 << 0, | |
| 114 | DefaultObstacle = 1 << 1, | |
| 115 | Layer2 = 1 << 2, | |
| 116 | Layer3 = 1 << 3, | |
| 117 | Layer4 = 1 << 4, | |
| 118 | Layer5 = 1 << 5, | |
| 119 | Layer6 = 1 << 6, | |
| 120 | Layer7 = 1 << 7, | |
| 121 | Layer8 = 1 << 8, | |
| 122 | Layer9 = 1 << 9, | |
| 123 | Layer10 = 1 << 10, | |
| 124 | Layer11 = 1 << 11, | |
| 125 | Layer12 = 1 << 12, | |
| 126 | Layer13 = 1 << 13, | |
| 127 | Layer14 = 1 << 14, | |
| 128 | Layer15 = 1 << 15, | |
| 129 | Layer16 = 1 << 16, | |
| 130 | Layer17 = 1 << 17, | |
| 131 | Layer18 = 1 << 18, | |
| 132 | Layer19 = 1 << 19, | |
| 133 | Layer20 = 1 << 20, | |
| 134 | Layer21 = 1 << 21, | |
| 135 | Layer22 = 1 << 22, | |
| 136 | Layer23 = 1 << 23, | |
| 137 | Layer24 = 1 << 24, | |
| 138 | Layer25 = 1 << 25, | |
| 139 | Layer26 = 1 << 26, | |
| 140 | Layer27 = 1 << 27, | |
| 141 | Layer28 = 1 << 28, | |
| 142 | Layer29 = 1 << 29, | |
| 143 | Layer30 = 1 << 30 | |
| 144 | } | |
| 145 | ||
| 146 | /** Local Avoidance %Simulator. | |
| 147 | * This class handles local avoidance simulation for a number of agents using | |
| 148 | * Reciprocal Velocity Obstacles (RVO) and Optimal Reciprocal Collision Avoidance (ORCA). | |
| 149 | * | |
| 150 | * This class will handle calculation of velocities from desired velocities supplied by a script. | |
| 151 | * It is, however, not responsible for moving any objects in a Unity Scene. For that there are other scripts (see below). | |
| 152 | * | |
| 153 | * Obstacles can be added and removed from the simulation, agents can also be added and removed at any time. | |
| 154 | * \see | |
| 155 | * RVOSimulator | |
| 156 | * RVOAgent | |
| 157 | * Pathfinding.RVO.IAgent | |
| 158 | * | |
| 159 | * The implementation is based on the RVO2 Library (http://gamma.cs.unc.edu/RVO2/) extended with many new features. | |
| 160 | * | |
| 161 | * You will most likely mostly use the wrapper class RVOSimulator. | |
| 162 | * | |
| 163 | * \astarpro | |
| 164 | */ | |
| 165 | public class Simulator {
| |
| 166 | ||
| 167 | /** Use Double Buffering. | |
| 168 | * \see DoubleBuffering */ | |
| 169 | private bool doubleBuffering = true; | |
| 170 | ||
| 171 | /** Inverse desired simulation fps. | |
| 172 | * \see DesiredDeltaTime | |
| 173 | */ | |
| 174 | private float desiredDeltaTime = 0.05f; | |
| 175 | ||
| 176 | /** Use Interpolation. | |
| 177 | * \see Interpolation */ | |
| 178 | private bool interpolation = true; | |
| 179 | ||
| 180 | /** Worker threads */ | |
| 181 | Worker[] workers; | |
| 182 | ||
| 183 | /** Agents in this simulation */ | |
| 184 | List<Agent> agents; | |
| 185 | ||
| 186 | /** Obstacles in this simulation */ | |
| 187 | List<ObstacleVertex> obstacles; | |
| 188 | ||
| 189 | public enum SamplingAlgorithm {
| |
| 190 | AdaptiveSampling, | |
| 191 | GradientDecent | |
| 192 | } | |
| 193 | ||
| 194 | /** What sampling algorithm to use. | |
| 195 | * \see "Reciprocal Velocity Obstacles for Real-Time Multi-Agent Navigation" | |
| 196 | * \see https://en.wikipedia.org/wiki/Gradient_descent | |
| 197 | * \see http://digestingduck.blogspot.se/2010/04/adaptive-rvo-sampling.html | |
| 198 | * \see http://digestingduck.blogspot.se/2010/10/rvo-sample-pattern.html | |
| 199 | */ | |
| 200 | public SamplingAlgorithm algorithm = SamplingAlgorithm.AdaptiveSampling; | |
| 201 | ||
| 202 | #if !AstarRelease | |
| 203 | /** KDTree for this simulation */ | |
| 204 | KDTree kdTree; | |
| 205 | #endif | |
| 206 | ||
| 207 | RVOQuadtree quadtree = new RVOQuadtree(); | |
| 208 | ||
| 209 | public float qualityCutoff = 0.05f; | |
| 210 | public float stepScale = 1.5f; | |
| 211 | ||
| 212 | #if !AstarRelease | |
| 213 | /** KDTree for this simulation. | |
| 214 | * Used internally by the simulation. | |
| 215 | * Please only read from this tree, do not rebuild it since that can interfere with the simulation. | |
| 216 | * It is rebuilt when needed. | |
| 217 | * | |
| 218 | */ | |
| 219 | public KDTree KDTree { get { return kdTree; } }
| |
| 220 | #endif | |
| 221 | ||
| 222 | /** Quadtree for this simulation. | |
| 223 | * Used internally by the simulation to perform fast neighbour lookups for each agent. | |
| 224 | * Please only read from this tree, do not rebuild it since that can interfere with the simulation. | |
| 225 | * It is rebuilt when needed. | |
| 226 | */ | |
| 227 | public RVOQuadtree Quadtree { get { return quadtree; } }
| |
| 228 | ||
| 229 | private float deltaTime; | |
| 230 | private float prevDeltaTime = 0; | |
| 231 | ||
| 232 | private float lastStep = -99999; | |
| 233 | private float lastStepInterpolationReference = -9999; | |
| 234 | - | private float lastFrame = 0; |
| 234 | + | |
| 235 | private bool doUpdateObstacles = false; | |
| 236 | private bool doCleanObstacles = false; | |
| 237 | ||
| 238 | private bool oversampling = false; | |
| 239 | ||
| 240 | private int frameTimeBufferIndex = 0; | |
| 241 | private float[] frameTimeBuffer = new float[1]; | |
| 242 | ||
| 243 | public float DeltaTime { get { return deltaTime; } }
| |
| 244 | public float PrevDeltaTime { get { return prevDeltaTime; } }
| |
| 245 | ||
| 246 | /** Is using multithreading */ | |
| 247 | public bool Multithreading { get { return workers != null && workers.Length > 0; }}
| |
| 248 | ||
| 249 | /** Time in seconds between each simulation step. | |
| 250 | * This is the desired delta time, the simulation will never run at a higher fps than | |
| 251 | * the rate at which the Update function is called. | |
| 252 | */ | |
| 253 | public float DesiredDeltaTime { get { return desiredDeltaTime; } set { desiredDeltaTime = System.Math.Max (value,0.0f); }}
| |
| 254 | ||
| 255 | /** Use Interpolation. | |
| 256 | * If interpolation is enabled, agent positions will be interpolated on frames when no rvo calculation is done. | |
| 257 | * This has a very small overhead, but usually yields much smoother looking movement. | |
| 258 | */ | |
| 259 | public bool Interpolation { get { return interpolation; } set { interpolation = value; }}
| |
| 260 | ||
| 261 | public bool Oversampling { get { return oversampling; } set { oversampling = value; }}
| |
| 262 | ||
| 263 | //internal int textureWidth; | |
| 264 | //internal Texture2D tex; | |
| 265 | //internal float textureSize; | |
| 266 | //internal float colorScale = 0.05f; | |
| 267 | //Color[] colors; | |
| 268 | ||
| 269 | //bool dirtyColors = false; | |
| 270 | ||
| 271 | /** Get a list of all agents. | |
| 272 | * | |
| 273 | * This is an internal list. | |
| 274 | * I'm not going to be restrictive so you may access it since it is better for performance | |
| 275 | * but please do not modify it since that can cause errors in the simulation. | |
| 276 | * | |
| 277 | * \warning Do not modify this list! */ | |
| 278 | public List<Agent> GetAgents () {
| |
| 279 | return agents; | |
| 280 | } | |
| 281 | ||
| 282 | /** Get a list of all obstacles. | |
| 283 | * This is a list of obstacle vertices. | |
| 284 | * Each vertex is part of a doubly linked list loop | |
| 285 | * forming an obstacle polygon. | |
| 286 | * | |
| 287 | * \warning Do not modify this list! | |
| 288 | * | |
| 289 | * \see AddObstacle | |
| 290 | * \see RemoveObstacle | |
| 291 | */ | |
| 292 | public List<ObstacleVertex> GetObstacles () {
| |
| 293 | return obstacles; | |
| 294 | } | |
| 295 | ||
| 296 | /** Create a new simulator. | |
| 297 | * | |
| 298 | * \param workers Use the specified number of worker threads.\n | |
| 299 | * When the number zero is specified, no multithreading will be used. | |
| 300 | * A good number is the number of cores on the machine. | |
| 301 | * | |
| 302 | * \param doubleBuffering Use Double Buffering for calculations. | |
| 303 | * Testing done with 5000 agents and 0.1 desired delta time showed that with double buffering enabled | |
| 304 | * the game ran at 50 fps for most frames, dropping to 10 fps during calculation frames. But without double buffering | |
| 305 | * it ran at around 10 fps all the time.\n | |
| 306 | * This will let threads calculate while the game progresses instead of waiting for the calculations | |
| 307 | * to finish. | |
| 308 | * \note Will only have effect if using multithreading | |
| 309 | * | |
| 310 | * \see #Multithreading | |
| 311 | */ | |
| 312 | public Simulator (int workers, bool doubleBuffering) {
| |
| 313 | this.workers = new Simulator.Worker[workers]; | |
| 314 | this.doubleBuffering = doubleBuffering; | |
| 315 | ||
| 316 | for (int i=0;i<workers;i++) this.workers[i] = new Simulator.Worker(this); | |
| 317 | ||
| 318 | //kdTree = new KDTree(this); | |
| 319 | agents = new List<Agent>(); | |
| 320 | obstacles = new List<ObstacleVertex>(); | |
| 321 | ||
| 322 | } | |
| 323 | ||
| 324 | /*internal void DebugPlot ( Vector2 p, Color col ) {
| |
| 325 | if ( colors == null ) {
| |
| 326 | tex = new Texture2D(textureWidth,textureWidth); | |
| 327 | //mat.mainTexture = tex; | |
| 328 | colors = new Color[tex.width*tex.height]; | |
| 329 | } | |
| 330 | ||
| 331 | int x = Mathf.RoundToInt (p.x*tex.width/textureSize); | |
| 332 | int y = Mathf.RoundToInt (p.y*tex.height/textureSize); | |
| 333 | ||
| 334 | if ( x >= 0 && y >= 0 && x < tex.width && y < tex.height ) {
| |
| 335 | dirtyColors = true; | |
| 336 | colors[x+y*tex.width] = col; | |
| 337 | } | |
| 338 | }*/ | |
| 339 | ||
| 340 | /** Removes all agents from the simulation */ | |
| 341 | public void ClearAgents () {
| |
| 342 | ||
| 343 | //Bad to update agents while processing of current agents might be done | |
| 344 | //Don't interfere with ongoing calculations | |
| 345 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 346 | ||
| 347 | for (int i=0;i<agents.Count;i++) {
| |
| 348 | agents[i].simulator = null; | |
| 349 | } | |
| 350 | agents.Clear (); | |
| 351 | ||
| 352 | #if !AstarRelease | |
| 353 | if (kdTree != null ) kdTree.RebuildAgents (); | |
| 354 | #endif | |
| 355 | } | |
| 356 | ||
| 357 | public void OnDestroy () {
| |
| 358 | if (workers != null) {
| |
| 359 | for (int i=0;i<workers.Length;i++) workers[i].Terminate (); | |
| 360 | } | |
| 361 | } | |
| 362 | ||
| 363 | /** Terminates any worker threads */ | |
| 364 | ~Simulator () {
| |
| 365 | OnDestroy (); | |
| 366 | } | |
| 367 | ||
| 368 | /** Add a previously removed agent to the simulation. | |
| 369 | * An agent can only be in one simulation at a time, any attempt to add an agent to two simulations | |
| 370 | * or multiple times to the same simulation will result in an exception being thrown. | |
| 371 | * | |
| 372 | * \see RemoveAgent | |
| 373 | */ | |
| 374 | public IAgent AddAgent (IAgent agent) {
| |
| 375 | if (agent == null) throw new System.ArgumentNullException ("Agent must not be null");
| |
| 376 | ||
| 377 | Agent agentReal = agent as Agent; | |
| 378 | if (agentReal == null) throw new System.ArgumentException ("The agent must be of type Agent. Agent was of type "+agent.GetType ());
| |
| 379 | ||
| 380 | ||
| 381 | if (agentReal.simulator != null && agentReal.simulator == this) throw new System.ArgumentException ("The agent is already in the simulation");
| |
| 382 | else if (agentReal.simulator != null) throw new System.ArgumentException ("The agent is already added to another simulation");
| |
| 383 | agentReal.simulator = this; | |
| 384 | ||
| 385 | //Don't interfere with ongoing calculations | |
| 386 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 387 | ||
| 388 | agents.Add (agentReal); | |
| 389 | ||
| 390 | #if !AstarRelease | |
| 391 | if ( kdTree != null ) kdTree.RebuildAgents (); | |
| 392 | #endif | |
| 393 | ||
| 394 | return agent; | |
| 395 | } | |
| 396 | ||
| 397 | /** Add an agent at the specified position. | |
| 398 | * You can use the returned interface to read several parameters such as position and velocity | |
| 399 | * and set for example radius and desired velocity. | |
| 400 | * | |
| 401 | * \see RemoveAgent | |
| 402 | */ | |
| 403 | public IAgent AddAgent (Vector3 position) {
| |
| 404 | ||
| 405 | Agent agent = new Agent (position); | |
| 406 | ||
| 407 | //Don't interfere with ongoing calculations | |
| 408 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 409 | ||
| 410 | agents.Add (agent); | |
| 411 | #if !AstarRelease | |
| 412 | if ( kdTree != null ) kdTree.RebuildAgents (); | |
| 413 | #endif | |
| 414 | agent.simulator = this; | |
| 415 | ||
| 416 | return agent; | |
| 417 | } | |
| 418 | ||
| 419 | /** Removes a specified agent from this simulation. | |
| 420 | * The agent can be added again later by using AddAgent. | |
| 421 | * | |
| 422 | * \see AddAgent(IAgent) | |
| 423 | * \see ClearAgents | |
| 424 | */ | |
| 425 | public void RemoveAgent (IAgent agent) {
| |
| 426 | if (agent == null) throw new System.ArgumentNullException ("Agent must not be null");
| |
| 427 | ||
| 428 | Agent agentReal = agent as Agent; | |
| 429 | if (agentReal == null) throw new System.ArgumentException ("The agent must be of type Agent. Agent was of type "+agent.GetType ());
| |
| 430 | ||
| 431 | if (agentReal.simulator != this) throw new System.ArgumentException ("The agent is not added to this simulation");
| |
| 432 | ||
| 433 | //Don't interfere with ongoing calculations | |
| 434 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 435 | ||
| 436 | agentReal.simulator = null; | |
| 437 | ||
| 438 | if (!agents.Remove (agentReal)) {
| |
| 439 | throw new System.ArgumentException ("Critical Bug! This should not happen. Please report this.");
| |
| 440 | } | |
| 441 | } | |
| 442 | ||
| 443 | /** Adds a previously removed obstacle. | |
| 444 | * This does not check if the obstacle is already added to the simulation, so please do not add an obstacle multiple times. | |
| 445 | * | |
| 446 | * It is assumed that this is a valid obstacle. | |
| 447 | */ | |
| 448 | public ObstacleVertex AddObstacle (ObstacleVertex v) {
| |
| 449 | if (v == null) throw new System.ArgumentNullException ("Obstacle must not be null");
| |
| 450 | ||
| 451 | //Don't interfere with ongoing calculations | |
| 452 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 453 | ||
| 454 | obstacles.Add (v); | |
| 455 | UpdateObstacles (); | |
| 456 | return v; | |
| 457 | } | |
| 458 | ||
| 459 | /** Adds an obstacle described by the vertices. | |
| 460 | * | |
| 461 | * \see RemoveObstacle | |
| 462 | */ | |
| 463 | public ObstacleVertex AddObstacle (Vector3[] vertices, float height) {
| |
| 464 | ||
| 465 | return AddObstacle (vertices, height, Matrix4x4.identity); | |
| 466 | ||
| 467 | /*if (vertices == null) throw new System.ArgumentNullException ("Vertices must not be null");
| |
| 468 | ||
| 469 | if (vertices.Length < 2) throw new System.ArgumentException ("Less than 2 vertices in an obstacle");
| |
| 470 | ||
| 471 | ObstacleVertex first = null; | |
| 472 | ObstacleVertex prev = null; | |
| 473 | ||
| 474 | for (int i=0;i<vertices.Length;i++) {
| |
| 475 | ObstacleVertex v = new ObstacleVertex(); | |
| 476 | if (first == null) first = v; | |
| 477 | else prev.next = v; | |
| 478 | ||
| 479 | v.prev = prev; | |
| 480 | v.position = vertices[i]; | |
| 481 | //v.thin = thin; | |
| 482 | v.height = height; | |
| 483 | prev = v; | |
| 484 | } | |
| 485 | ||
| 486 | prev.next = first; | |
| 487 | first.prev = prev; | |
| 488 | ||
| 489 | ObstacleVertex c = first; | |
| 490 | do {
| |
| 491 | Vector3 dir = c.next.position - c.position; | |
| 492 | v.dir = new Vector2 (dir.x,dir.z).normalized; | |
| 493 | ||
| 494 | if (vertices.Length == 2) {
| |
| 495 | v.convex = true; | |
| 496 | } else {
| |
| 497 | v.convex = Polygon.IsClockwiseMargin (c.prev.position,c.position, c.next.position); | |
| 498 | } | |
| 499 | ||
| 500 | c = c.next; | |
| 501 | } while (c != first); | |
| 502 | ||
| 503 | obstacles.Add (first); | |
| 504 | ||
| 505 | UpdateObstacles (); | |
| 506 | return first;*/ | |
| 507 | } | |
| 508 | ||
| 509 | /** Adds an obstacle described by the vertices. | |
| 510 | * | |
| 511 | * \see RemoveObstacle | |
| 512 | */ | |
| 513 | public ObstacleVertex AddObstacle (Vector3[] vertices, float height, Matrix4x4 matrix) {
| |
| 514 | ||
| 515 | if (vertices == null) throw new System.ArgumentNullException ("Vertices must not be null");
| |
| 516 | ||
| 517 | if (vertices.Length < 2) throw new System.ArgumentException ("Less than 2 vertices in an obstacle");
| |
| 518 | ||
| 519 | ObstacleVertex first = null; | |
| 520 | ObstacleVertex prev = null; | |
| 521 | ||
| 522 | bool identity = matrix == Matrix4x4.identity; | |
| 523 | ||
| 524 | //Don't interfere with ongoing calculations | |
| 525 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 526 | ||
| 527 | for (int i=0;i<vertices.Length;i++) {
| |
| 528 | ObstacleVertex v = new ObstacleVertex(); | |
| 529 | if (first == null) first = v; | |
| 530 | else prev.next = v; | |
| 531 | ||
| 532 | v.prev = prev; | |
| 533 | ||
| 534 | //Premature optimization ftw! | |
| 535 | v.position = identity ? vertices[i] : matrix.MultiplyPoint3x4(vertices[i]); | |
| 536 | ||
| 537 | //v.thin = thin; | |
| 538 | v.height = height; | |
| 539 | ||
| 540 | prev = v; | |
| 541 | } | |
| 542 | ||
| 543 | prev.next = first; | |
| 544 | first.prev = prev; | |
| 545 | ||
| 546 | ObstacleVertex c = first; | |
| 547 | do {
| |
| 548 | Vector3 dir = c.next.position - c.position; | |
| 549 | c.dir = new Vector2 (dir.x,dir.z).normalized; | |
| 550 | ||
| 551 | if (vertices.Length == 2) {
| |
| 552 | c.convex = true; | |
| 553 | } else {
| |
| 554 | c.convex = Polygon.IsClockwiseMargin (c.next.position,c.position, c.prev.position); | |
| 555 | } | |
| 556 | ||
| 557 | c = c.next; | |
| 558 | } while (c != first); | |
| 559 | ||
| 560 | obstacles.Add (first); | |
| 561 | ||
| 562 | UpdateObstacles (); | |
| 563 | return first; | |
| 564 | } | |
| 565 | ||
| 566 | /** | |
| 567 | * Adds a line obstacle with a specified height. | |
| 568 | * | |
| 569 | * \see RemoveObstacle | |
| 570 | */ | |
| 571 | public ObstacleVertex AddObstacle (Vector3 a, Vector3 b, float height) {
| |
| 572 | ObstacleVertex first = new ObstacleVertex (); | |
| 573 | ObstacleVertex second = new ObstacleVertex (); | |
| 574 | ||
| 575 | first.prev = second; | |
| 576 | second.prev = first; | |
| 577 | first.next = second; | |
| 578 | second.next = first; | |
| 579 | ||
| 580 | first.position = a; | |
| 581 | second.position = b; | |
| 582 | first.height = height; | |
| 583 | second.height = height; | |
| 584 | ||
| 585 | first.convex = true; | |
| 586 | second.convex = true; | |
| 587 | ||
| 588 | first.dir = new Vector2 (b.x-a.x,b.z-a.z).normalized; | |
| 589 | second.dir = -first.dir; | |
| 590 | ||
| 591 | //Don't interfere with ongoing calculations | |
| 592 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 593 | ||
| 594 | obstacles.Add (first); | |
| 595 | ||
| 596 | UpdateObstacles (); | |
| 597 | return first; | |
| 598 | } | |
| 599 | ||
| 600 | /** Updates the vertices of an obstacle. | |
| 601 | * \param obstacle %Obstacle to update | |
| 602 | * \param vertices New vertices for the obstacle, must have at least the number of vertices in the original obstacle | |
| 603 | * \param matrix %Matrix to multiply vertices with before updating obstacle | |
| 604 | * | |
| 605 | * The number of vertices in an obstacle cannot be changed, existing vertices can only be moved. | |
| 606 | */ | |
| 607 | public void UpdateObstacle (ObstacleVertex obstacle, Vector3[] vertices, Matrix4x4 matrix) {
| |
| 608 | ||
| 609 | if (vertices == null) throw new System.ArgumentNullException ("Vertices must not be null");
| |
| 610 | if (obstacle == null) throw new System.ArgumentNullException ("Obstacle must not be null");
| |
| 611 | ||
| 612 | if (vertices.Length < 2) throw new System.ArgumentException ("Less than 2 vertices in an obstacle");
| |
| 613 | ||
| 614 | if (obstacle.split) throw new System.ArgumentException ("Obstacle is not a start vertex. You should only pass those ObstacleVertices got from AddObstacle method calls");
| |
| 615 | ||
| 616 | //Don't interfere with ongoing calculations | |
| 617 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 618 | ||
| 619 | //Compact obstacle and count | |
| 620 | int count = 0; | |
| 621 | ||
| 622 | ObstacleVertex c = obstacle; | |
| 623 | do {
| |
| 624 | while (c.next.split) {
| |
| 625 | c.next = c.next.next; | |
| 626 | c.next.prev = c; | |
| 627 | } | |
| 628 | ||
| 629 | if (count >= vertices.Length) {
| |
| 630 | Debug.DrawLine (c.prev.position, c.position,Color.red); | |
| 631 | throw new System.ArgumentException ("Obstacle has more vertices than supplied for updating (" + vertices.Length+ " supplied)");
| |
| 632 | } | |
| 633 | c.position = matrix.MultiplyPoint3x4 (vertices[count]); | |
| 634 | count++; | |
| 635 | c = c.next; | |
| 636 | } while (c != obstacle); | |
| 637 | ||
| 638 | c = obstacle; | |
| 639 | do {
| |
| 640 | Vector3 dir = c.next.position - c.position; | |
| 641 | c.dir = new Vector2 (dir.x,dir.z).normalized; | |
| 642 | ||
| 643 | if (vertices.Length == 2) {
| |
| 644 | c.convex = true; | |
| 645 | } else {
| |
| 646 | c.convex = Polygon.IsClockwiseMargin (c.next.position,c.position, c.prev.position); | |
| 647 | } | |
| 648 | ||
| 649 | c = c.next; | |
| 650 | } while (c != obstacle); | |
| 651 | ||
| 652 | ScheduleCleanObstacles (); | |
| 653 | UpdateObstacles(); | |
| 654 | } | |
| 655 | ||
| 656 | private void ScheduleCleanObstacles () {
| |
| 657 | doCleanObstacles = true; | |
| 658 | } | |
| 659 | ||
| 660 | private void CleanObstacles () {
| |
| 661 | ||
| 662 | for (int i=0;i<obstacles.Count;i++) {
| |
| 663 | ObstacleVertex first = obstacles[i]; | |
| 664 | ObstacleVertex c = first; | |
| 665 | do {
| |
| 666 | while (c.next.split) {
| |
| 667 | c.next = c.next.next; | |
| 668 | c.next.prev = c; | |
| 669 | } | |
| 670 | c = c.next; | |
| 671 | } while (c != first); | |
| 672 | } | |
| 673 | } | |
| 674 | ||
| 675 | /** Removes the obstacle identified by the vertex. | |
| 676 | * This must be the same vertex as the one returned by the AddObstacle call. | |
| 677 | * | |
| 678 | * \see AddObstacle | |
| 679 | */ | |
| 680 | public void RemoveObstacle (ObstacleVertex v) {
| |
| 681 | if (v == null) throw new System.ArgumentNullException ("Vertex must not be null");
| |
| 682 | ||
| 683 | //Don't interfere with ongoing calculations | |
| 684 | if (Multithreading && doubleBuffering) for (int j=0;j<workers.Length;j++) workers[j].WaitOne(); | |
| 685 | ||
| 686 | obstacles.Remove (v); | |
| 687 | UpdateObstacles (); | |
| 688 | } | |
| 689 | ||
| 690 | /** Rebuilds the obstacle tree at next simulation frame. | |
| 691 | * Add and remove obstacle functions call this automatically. | |
| 692 | */ | |
| 693 | public void UpdateObstacles () {
| |
| 694 | //Update obstacles at next frame | |
| 695 | doUpdateObstacles = true; | |
| 696 | } | |
| 697 | ||
| 698 | void BuildQuadtree () {
| |
| 699 | quadtree.Clear (); | |
| 700 | if ( agents.Count > 0 ) {
| |
| 701 | Rect bounds = Rect.MinMaxRect (agents[0].position.x, agents[0].position.y, agents[0].position.x, agents[0].position.y); | |
| 702 | for ( int i = 1; i < agents.Count; i++ ) {
| |
| 703 | Vector3 p = agents[i].position; | |
| 704 | bounds = Rect.MinMaxRect ( Mathf.Min(bounds.xMin, p.x), Mathf.Min(bounds.yMin, p.z), Mathf.Max(bounds.xMax, p.x), Mathf.Max(bounds.yMax, p.z) ); | |
| 705 | } | |
| 706 | quadtree.SetBounds (bounds); | |
| 707 | ||
| 708 | for (int i=0;i<agents.Count;i++) {
| |
| 709 | quadtree.Insert (agents[i]); | |
| 710 | } | |
| 711 | ||
| 712 | //quadtree.DebugDraw (); | |
| 713 | } | |
| 714 | } | |
| 715 | ||
| 716 | private WorkerContext coroutineWorkerContext = new WorkerContext(); | |
| 717 | ||
| 718 | /** Should be called once per frame */ | |
| 719 | public void Update () {
| |
| 720 | ||
| 721 | //Initialize last step | |
| 722 | if (lastStep < 0) {
| |
| 723 | lastStep = Time.time; | |
| 724 | deltaTime = DesiredDeltaTime; | |
| 725 | prevDeltaTime = deltaTime; | |
| 726 | lastStepInterpolationReference = lastStep; | |
| 727 | } | |
| 728 | ||
| 729 | if (Time.time - lastStep >= DesiredDeltaTime) {
| |
| 730 | ||
| 731 | prevDeltaTime = DeltaTime; | |
| 732 | deltaTime = Time.time - lastStep; | |
| 733 | lastStep = Time.time; | |
| 734 | ||
| 735 | - | frameTimeBufferIndex++; |
| 735 | + | |
| 736 | // Disabled for now because it seems to have caused more issues than it solved | |
| 737 | // Might re-enable later | |
| 738 | /*frameTimeBufferIndex++; | |
| 739 | frameTimeBufferIndex %= frameTimeBuffer.Length; | |
| 740 | frameTimeBuffer[frameTimeBufferIndex] = deltaTime; | |
| 741 | ||
| 742 | - | /*float sum = 0; |
| 742 | + | float sum = 0; |
| 743 | float mn = float.PositiveInfinity; | |
| 744 | float mx = float.NegativeInfinity; | |
| 745 | for (int i=0;i<frameTimeBuffer.Length;i++) {
| |
| 746 | sum += frameTimeBuffer[i]; | |
| 747 | mn = Mathf.Min (mn, frameTimeBuffer[i]); | |
| 748 | mx = Mathf.Max (mx, frameTimeBuffer[i]); | |
| 749 | } | |
| 750 | sum -= mn; | |
| 751 | sum -= mx; | |
| 752 | sum /= (frameTimeBuffer.Length-2); | |
| 753 | sum = frame | |
| 754 | deltaTime = sum;*/ | |
| 755 | ||
| 756 | //Calculate smooth delta time | |
| 757 | //Disabled because it seemed to cause more problems than it solved | |
| 758 | //deltaTime = (Time.time - frameTimeBuffer[(frameTimeBufferIndex-1+frameTimeBuffer.Length)%frameTimeBuffer.Length]) / frameTimeBuffer.Length; | |
| 759 | ||
| 760 | //Prevent a zero delta time | |
| 761 | deltaTime = System.Math.Max (deltaTime, 1.0f/2000f); | |
| 762 | ||
| 763 | // Time reference for the interpolation | |
| 764 | // If delta time would not be subtracted, the character would have a zero velocity | |
| 765 | // during all frames when the velocity was recalculated | |
| 766 | lastStepInterpolationReference = lastStep - Time.deltaTime; | |
| 767 | ||
| 768 | if (Multithreading) {
| |
| 769 | ||
| 770 | if (doubleBuffering) {
| |
| 771 | for (int i=0;i<workers.Length;i++) workers[i].WaitOne(); | |
| 772 | if (!Interpolation) for (int i=0;i<agents.Count;i++) agents[i].Interpolate (1.0f); | |
| 773 | } | |
| 774 | ||
| 775 | ||
| 776 | if (doCleanObstacles) {
| |
| 777 | CleanObstacles(); | |
| 778 | doCleanObstacles = false; | |
| 779 | doUpdateObstacles = true; | |
| 780 | } | |
| 781 | ||
| 782 | if (doUpdateObstacles) {
| |
| 783 | doUpdateObstacles = false; | |
| 784 | #if !AstarRelease | |
| 785 | if ( kdTree != null ) kdTree.BuildObstacleTree (); | |
| 786 | #endif | |
| 787 | } | |
| 788 | ||
| 789 | ||
| 790 | BuildQuadtree (); | |
| 791 | ||
| 792 | for (int i=0;i<workers.Length;i++) {
| |
| 793 | workers[i].start = i*agents.Count / workers.Length; | |
| 794 | workers[i].end = (i+1)*agents.Count / workers.Length; | |
| 795 | } | |
| 796 | ||
| 797 | //Update | |
| 798 | //BufferSwitch | |
| 799 | for (int i=0;i<workers.Length;i++) workers[i].Execute (1); | |
| 800 | for (int i=0;i<workers.Length;i++) workers[i].WaitOne(); | |
| 801 | ||
| 802 | //Calculate New Velocity | |
| 803 | for (int i=0;i<workers.Length;i++) workers[i].Execute (0); | |
| 804 | ||
| 805 | if (!doubleBuffering) {
| |
| 806 | for (int i=0;i<workers.Length;i++) workers[i].WaitOne(); | |
| 807 | if (!Interpolation) for (int i=0;i<agents.Count;i++) agents[i].Interpolate (1.0f); | |
| 808 | } | |
| 809 | } else {
| |
| 810 | ||
| 811 | if (doCleanObstacles) {
| |
| 812 | CleanObstacles(); | |
| 813 | doCleanObstacles = false; | |
| 814 | doUpdateObstacles = true; | |
| 815 | } | |
| 816 | ||
| 817 | if (doUpdateObstacles) {
| |
| 818 | doUpdateObstacles = false; | |
| 819 | #if !AstarRelease | |
| 820 | if ( kdTree != null ) kdTree.BuildObstacleTree (); | |
| 821 | #endif | |
| 822 | } | |
| 823 | ||
| 824 | BuildQuadtree (); | |
| 825 | ||
| 826 | for (int i=0;i<agents.Count;i++) {
| |
| 827 | agents[i].Update (); | |
| 828 | agents[i].BufferSwitch (); | |
| 829 | } | |
| 830 | ||
| 831 | ||
| 832 | for (int i=0;i<agents.Count;i++) {
| |
| 833 | agents[i].CalculateNeighbours (); | |
| 834 | agents[i].CalculateVelocity ( coroutineWorkerContext ); | |
| 835 | } | |
| 836 | ||
| 837 | if ( oversampling ) {
| |
| 838 | for (int i=0;i<agents.Count;i++) {
| |
| 839 | agents[i].Velocity = agents[i].newVelocity; | |
| 840 | } | |
| 841 | ||
| 842 | for (int i=0;i<agents.Count;i++) {
| |
| 843 | Vector3 vel = agents[i].newVelocity; | |
| 844 | agents[i].CalculateVelocity ( coroutineWorkerContext ); | |
| 845 | agents[i].newVelocity = (vel + agents[i].newVelocity)*0.5f; | |
| 846 | } | |
| 847 | } | |
| 848 | ||
| 849 | if (!Interpolation) for (int i=0;i<agents.Count;i++) agents[i].Interpolate (1.0f); | |
| 850 | } | |
| 851 | } | |
| 852 | ||
| 853 | - | lastFrame = Time.time; |
| 853 | + | |
| 854 | for (int i=0;i<agents.Count;i++) {
| |
| 855 | agents[i].Interpolate ((Time.time - lastStepInterpolationReference)/DeltaTime); | |
| 856 | } | |
| 857 | } | |
| 858 | } | |
| 859 | ||
| 860 | internal class WorkerContext {
| |
| 861 | public Agent.VO[] vos = new Agent.VO[20]; | |
| 862 | ||
| 863 | public const int KeepCount = 3; | |
| 864 | public Vector2[] bestPos = new Vector2[KeepCount]; | |
| 865 | public float[] bestSizes = new float[KeepCount]; | |
| 866 | public float[] bestScores = new float[KeepCount+1]; | |
| 867 | ||
| 868 | public Vector2[] samplePos = new Vector2[50]; | |
| 869 | public float[] sampleSize = new float[50]; | |
| 870 | ||
| 871 | } | |
| 872 | ||
| 873 | private class Worker {
| |
| 874 | public Thread thread; | |
| 875 | public int start, end; | |
| 876 | public int task = 0; | |
| 877 | ||
| 878 | public AutoResetEvent runFlag = new AutoResetEvent(false); | |
| 879 | ||
| 880 | public ManualResetEvent waitFlag = new ManualResetEvent(true); | |
| 881 | ||
| 882 | public Simulator simulator; | |
| 883 | ||
| 884 | private bool terminate = false; | |
| 885 | ||
| 886 | private WorkerContext context = new WorkerContext(); | |
| 887 | ||
| 888 | public Worker (Simulator sim) {
| |
| 889 | this.simulator = sim; | |
| 890 | thread = new Thread (new ThreadStart (Run)); | |
| 891 | thread.IsBackground = true; | |
| 892 | thread.Name = "RVO Simulator Thread"; | |
| 893 | thread.Start (); | |
| 894 | } | |
| 895 | ||
| 896 | public void Execute (int task) {
| |
| 897 | this.task = task; | |
| 898 | waitFlag.Reset (); | |
| 899 | runFlag.Set (); | |
| 900 | } | |
| 901 | ||
| 902 | public void WaitOne () {
| |
| 903 | waitFlag.WaitOne (); | |
| 904 | } | |
| 905 | ||
| 906 | public void Terminate () {
| |
| 907 | terminate = true; | |
| 908 | } | |
| 909 | ||
| 910 | public void Run () {
| |
| 911 | ||
| 912 | runFlag.WaitOne (); | |
| 913 | ||
| 914 | while (!terminate) {
| |
| 915 | try {
| |
| 916 | List<Agent> agents = simulator.GetAgents (); | |
| 917 | if (task == 0) {
| |
| 918 | for (int i=start;i<end;i++) {
| |
| 919 | agents[i].CalculateNeighbours (); | |
| 920 | agents[i].CalculateVelocity ( context ); | |
| 921 | } | |
| 922 | ||
| 923 | } else if (task == 1) {
| |
| 924 | for (int i=start;i<end;i++) {
| |
| 925 | agents[i].Update (); | |
| 926 | agents[i].BufferSwitch (); | |
| 927 | } | |
| 928 | } else if ( task == 2 ) {
| |
| 929 | simulator.BuildQuadtree (); | |
| 930 | /*} else if (task == 2) {
| |
| 931 | for (int i=start;i<end;i++) {
| |
| 932 | agents[i].BufferSwitch (); | |
| 933 | }*/ | |
| 934 | } else {
| |
| 935 | Debug.LogError ("Invalid Task Number: " + task);
| |
| 936 | throw new System.Exception ("Invalid Task Number: " + task);
| |
| 937 | } | |
| 938 | } catch (System.Exception e) {
| |
| 939 | Debug.LogError (e); | |
| 940 | } | |
| 941 | waitFlag.Set (); | |
| 942 | runFlag.WaitOne (); | |
| 943 | } | |
| 944 | } | |
| 945 | } | |
| 946 | } | |
| 947 | } |