提取RVO 寻路

This commit is contained in:
PC-20230316NUNE\Administrator
2024-02-05 18:56:55 +08:00
parent 04043cc6fc
commit 16d943ab6b
208 changed files with 42246 additions and 37182 deletions

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using System.Collections.Generic;
using Game.Plugins.App.Game.RVO;
using Game.Plugins.App.Util;
using Game.Plugins.JNGame.Sync.Frame.AStar.Util;
using Game.Plugins.JNGame.Sync.Frame.AstarPath.RVO;
using Pathfinding.Examples;
using Pathfinding.RVO;
using Script.battle;
using UnityEngine;
namespace Game.Script.battle.mode.Example11_RVO
{
public enum GRVO01WorldModeType {
Circle,
Line,
Point,
RandomStreams,
Crossing
}
public class GRVO01WorldMode : GBaseMode<Object>
{
/// <summary>Number of agents created at start</summary>
public int agentCount = 100;
/// <summary>All agents handled by this script</summary>
List<JNIAgent> agents;
/// <summary>Goals for each agent</summary>
List<Vector3> goals;
/// <summary>Color for each agent</summary>
List<Color> colors;
/// <summary>
/// How large is the area where agents are placed.
/// For e.g the circle example, it corresponds
/// </summary>
public float exampleScale = 100;
/// <summary>Agent radius</summary>
private float radius = 3;
/// <summary>Max speed for an agent</summary>
private float maxSpeed = 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;
private GRVO01WorldModeType _type = GRVO01WorldModeType.Circle;
Vector3[] verts;
Vector2[] uv;
int[] tris;
Color[] meshColors;
Vector2[] interpolatedVelocities;
Vector2[] interpolatedRotations;
/// <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;
public JNRVOSimulator Simulator => GetComponent<JNGRVOManager>().Simulator;
/// <summary>Mesh for rendering</summary>
Mesh mesh;
public override void OnSyncLoad()
{
base.OnSyncLoad();
mesh = new Mesh();
GetComponentInChildren<MeshFilter>().mesh = mesh;
CreateAgents(agentCount);
}
/// <summary>Create a number of agents in circle and restart simulation</summary>
public void CreateAgents (int num) {
this.agentCount = num;
agents = new List<JNIAgent>(agentCount);
goals = new List<Vector3>(agentCount);
colors = new List<Color>(agentCount);
Simulator.ClearAgents();
if (_type == GRVO01WorldModeType.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 + JNRandom.value * 0.01f);
JNIAgent agent = Simulator.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 == GRVO01WorldModeType.Line) {
for (int i = 0; i < agentCount; i++) {
Vector3 pos = new Vector3((i % 2 == 0 ? 1 : -1) * exampleScale, 0, (i / 2) * radius * 2.5f);
JNIAgent agent = Simulator.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 == GRVO01WorldModeType.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;
JNIAgent agent = Simulator.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 == GRVO01WorldModeType.RandomStreams) {
float circleRad = Mathf.Sqrt(agentCount * radius * radius * 4 / Mathf.PI) * exampleScale * 0.05f;
for (int i = 0; i < agentCount; i++) {
float angle = JNRandom.value * Mathf.PI * 2.0f;
float targetAngle = JNRandom.value * Mathf.PI * 2.0f;
Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * uniformDistance(circleRad);
JNIAgent agent = Simulator.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 == GRVO01WorldModeType.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*JNRandom.value);
Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * dist;
JNIAgent agent = Simulator.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++) {
JNIAgent agent = agents[i];
agent.Radius = radius;
agent.AgentTimeHorizon = agentTimeHorizon;
agent.ObstacleTimeHorizon = obstacleTimeHorizon;
agent.MaxNeighbours = maxNeighbours;
// agent.DebugDraw = i == 0 && debug;
}
}
private float uniformDistance (float radius) {
float v = JNRandom.value + JNRandom.value;
if (v > 1) return radius * (2-v);
else return radius * v;
}
public override void OnSyncUpdate(int dt, JNFrameInfo frame, Object input)
{
base.OnSyncUpdate(dt, frame, input);
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++) {
JNIAgent 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 * GetSync().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 * GetSync().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();
}
}
}

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@@ -83,7 +83,7 @@ public class GWorldSync01UI : MonoBehaviour
private void Update()
{
if(this.Cam != null)
this.Cam.enabled = !App.Sync.IsLoop;
// if(this.Cam != null)
// this.Cam.enabled = !App.Sync.IsLoop;
}
}

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@@ -56,16 +56,5 @@ namespace Game.Script.battle.mode.GWorldSync01ModeScript
}
//这里直接每帧调用更新位置 理论上 下面这些代码是写在UI上的 现在为了方便直接调了
private void Update()
{
UpdateTargetPosition();
}
public void UpdateTargetPosition () {
}
}
}