580 lines
24 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Serialization;
namespace Pathfinding.RVO {
using Pathfinding.Util;
using Pathfinding.Drawing;
/// <summary>
/// RVO Character Controller.
/// Similar to Unity's CharacterController. It handles movement calculations and takes other agents into account.
/// It does not handle movement itself, but allows the calling script to get the calculated velocity and
/// use that to move the object using a method it sees fit (for example using a CharacterController, using
/// transform.Translate or using a rigidbody).
///
/// <code>
/// public void Update () {
/// // Just some point far away
/// var targetPoint = transform.position + transform.forward * 100;
///
/// // Set the desired point to move towards using a desired speed of 10 and a max speed of 12
/// controller.SetTarget(targetPoint, 10, 12, targetPoint);
///
/// // Calculate how much to move during this frame
/// // This information is based on movement commands from earlier frames
/// // as local avoidance is calculated globally at regular intervals by the RVOSimulator component
/// var delta = controller.CalculateMovementDelta(transform.position, Time.deltaTime);
/// transform.position = transform.position + delta;
/// }
/// </code>
///
/// For documentation of many of the variables of this class: refer to the Pathfinding.RVO.IAgent interface.
///
/// Note: Requires a single RVOSimulator component in the scene
///
/// See: Pathfinding.RVO.IAgent
/// See: RVOSimulator
/// See: local-avoidance (view in online documentation for working links)
/// </summary>
[AddComponentMenu("Pathfinding/Local Avoidance/RVO Controller")]
[UniqueComponent(tag = "rvo")]
[HelpURL("https://arongranberg.com/astar/documentation/stable/rvocontroller.html")]
public class RVOController : VersionedMonoBehaviour {
[SerializeField][FormerlySerializedAs("radius")]
internal float radiusBackingField = 0.5f;
[SerializeField][FormerlySerializedAs("height")]
float heightBackingField = 2;
[SerializeField][FormerlySerializedAs("center")]
float centerBackingField = 1;
/// <summary>
/// Radius of the agent in world units.
/// Note: If a movement script (AIPath/RichAI/AILerp, anything implementing the IAstarAI interface) is attached to the same GameObject, this value will be driven by that script.
/// </summary>
public float radius {
get {
if (ai != null) return ai.radius;
return radiusBackingField;
}
set {
if (ai != null) ai.radius = value;
radiusBackingField = value;
}
}
/// <summary>
/// Height of the agent in world units.
/// Note: If a movement script (AIPath/RichAI/AILerp, anything implementing the IAstarAI interface) is attached to the same GameObject, this value will be driven by that script.
/// </summary>
public float height {
get {
if (ai != null) return ai.height;
return heightBackingField;
}
set {
if (ai != null) ai.height = value;
heightBackingField = value;
}
}
/// <summary>A locked unit cannot move. Other units will still avoid it but avoidance quality is not the best.</summary>
[Tooltip("A locked unit cannot move. Other units will still avoid it. But avoidance quality is not the best")]
public bool locked;
/// <summary>
/// Automatically set <see cref="locked"/> to true when desired velocity is approximately zero.
/// This prevents other units from pushing them away when they are supposed to e.g block a choke point.
///
/// When this is true every call to <see cref="SetTarget"/> or <see cref="Move"/> will set the <see cref="locked"/> field to true if the desired velocity
/// was non-zero or false if it was zero.
/// </summary>
[Tooltip("Automatically set #locked to true when desired velocity is approximately zero")]
public bool lockWhenNotMoving = false;
/// <summary>How far into the future to look for collisions with other agents (in seconds)</summary>
[Tooltip("How far into the future to look for collisions with other agents (in seconds)")]
public float agentTimeHorizon = 2;
/// <summary>How far into the future to look for collisions with obstacles (in seconds)</summary>
[Tooltip("How far into the future to look for collisions with obstacles (in seconds)")]
public float obstacleTimeHorizon = 0.5f;
/// <summary>
/// Max number of other agents to take into account.
/// A smaller value can reduce CPU load, a higher value can lead to better local avoidance quality.
/// </summary>
[Tooltip("Max number of other agents to take into account.\n" +
"A smaller value can reduce CPU load, a higher value can lead to better local avoidance quality.")]
public int maxNeighbours = 10;
/// <summary>
/// Specifies the avoidance layer for this agent.
/// The <see cref="collidesWith"/> mask on other agents will determine if they will avoid this agent.
/// </summary>
public RVOLayer layer = RVOLayer.DefaultAgent;
/// <summary>
/// Layer mask specifying which layers this agent will avoid.
/// You can set it as CollidesWith = RVOLayer.DefaultAgent | RVOLayer.Layer3 | RVOLayer.Layer6 ...
///
/// This can be very useful in games which have multiple teams of some sort. For example you usually
/// want the agents in one team to avoid each other, but you do not want them to avoid the enemies.
///
/// This field only affects which other agents that this agent will avoid, it does not affect how other agents
/// react to this agent.
///
/// See: bitmasks (view in online documentation for working links)
/// See: http://en.wikipedia.org/wiki/Mask_(computing)
/// </summary>
[Pathfinding.EnumFlag]
public RVOLayer collidesWith = (RVOLayer)(-1);
/// <summary>
/// An extra force to avoid walls.
/// This can be good way to reduce "wall hugging" behaviour.
///
/// Deprecated: This feature is currently disabled as it didn't work that well and was tricky to support after some changes to the RVO system. It may be enabled again in a future version.
/// </summary>
[HideInInspector]
[System.Obsolete]
public float wallAvoidForce = 1;
/// <summary>
/// How much the wallAvoidForce decreases with distance.
/// The strenght of avoidance is:
/// <code> str = 1/dist*wallAvoidFalloff </code>
///
/// See: wallAvoidForce
///
/// Deprecated: This feature is currently disabled as it didn't work that well and was tricky to support after some changes to the RVO system. It may be enabled again in a future version.
/// </summary>
[HideInInspector]
[System.Obsolete]
public float wallAvoidFalloff = 1;
/// <summary>\copydocref{Pathfinding.RVO.IAgent.Priority}</summary>
[Tooltip("How strongly other agents will avoid this agent")]
[UnityEngine.Range(0, 1)]
public float priority = 0.5f;
/// <summary>
/// Priority multiplier.
/// This functions identically to the <see cref="priority"/>, however it is not exposed in the Unity inspector.
/// It is primarily used by the <see cref="Pathfinding.RVO.RVODestinationCrowdedBehavior"/>.
/// </summary>
[System.NonSerialized]
public float priorityMultiplier = 1.0f;
/// <summary>\copydocref{Pathfinding.RVO.IAgent.FlowFollowingStrength}</summary>
[System.NonSerialized]
public float flowFollowingStrength = 0.0f;
GraphNode obstacleQuery;
/// <summary>
/// Center of the agent relative to the pivot point of this game object.
/// Note: If a movement script (AIPath/RichAI/AILerp, anything implementing the IAstarAI interface) is attached to the same GameObject, this value will be driven by that script.
/// </summary>
public float center {
get {
// With an AI attached, this will always be driven to height/2 because the movement script expects the object position to be at its feet
if (ai != null) return ai.height/2;
return centerBackingField;
}
set {
centerBackingField = value;
}
}
public MovementPlane movementPlaneMode => simulator?.MovementPlane ?? RVOSimulator.active?.movementPlane ?? MovementPlane.XZ;
/// <summary>Determines if the XY (2D) or XZ (3D) plane is used for movement</summary>
public SimpleMovementPlane movementPlane {
get {
var mode = simulator?.MovementPlane ?? RVOSimulator.active?.movementPlane;
if (mode != null) {
if (mode.Value == MovementPlane.Arbitrary) return movementPlaneBackingField;
if (mode.Value == MovementPlane.XY) return SimpleMovementPlane.XYPlane;
}
return SimpleMovementPlane.XZPlane;
}
set {
var mode = simulator?.MovementPlane ?? RVOSimulator.active?.movementPlane;
if (mode != null && mode.Value != MovementPlane.Arbitrary) throw new System.InvalidOperationException("Cannot set the movement plane unless the RVOSimulator's movement plane setting is set to Arbitrary.");
movementPlaneBackingField = value;
}
}
/// <summary>Reference to the internal agent</summary>
public IAgent rvoAgent { get; private set; }
/// <summary>Reference to the rvo simulator</summary>
SimulatorBurst simulator { get; set; }
/// <summary>Cached tranform component</summary>
protected Transform tr;
[SerializeField]
[FormerlySerializedAs("ai")]
IAstarAI aiBackingField;
internal SimpleMovementPlane movementPlaneBackingField = GraphTransform.xzPlane.ToSimpleMovementPlane();
/// <summary>Cached reference to a movement script (if one is used)</summary>
protected IAstarAI ai {
get {
#if UNITY_EDITOR
if (aiBackingField == null && !Application.isPlaying) aiBackingField = GetComponent<IAstarAI>();
#endif
// Note: have to cast to MonoBehaviour to get Unity's special overloaded == operator.
// If we didn't do this then this property could return a non-null value that pointed to a destroyed component.
if ((aiBackingField as MonoBehaviour) == null) aiBackingField = null;
return aiBackingField;
}
set {
aiBackingField = value;
}
}
/// <summary>Enables drawing debug information in the scene view</summary>
public AgentDebugFlags debug;
/// <summary>
/// Current position of the agent.
/// Note that this is only updated every local avoidance simulation step, not every frame.
/// </summary>
public Vector3 position {
get {
simulator.BlockUntilSimulationStepDone();
return rvoAgent.Position;
}
}
/// <summary>
/// Current calculated velocity of the agent.
/// This is not necessarily the velocity the agent is actually moving with
/// (that is up to the movement script to decide) but it is the velocity
/// that the RVO system has calculated is best for avoiding obstacles and
/// reaching the target.
///
/// See: CalculateMovementDelta
///
/// You can also set the velocity of the agent. This will override the local avoidance input completely.
/// It is useful if you have a player controlled character and want other agents to avoid it.
///
/// Setting the velocity using this property will mark the agent as being externally controlled for 1 simulation step.
/// Local avoidance calculations will be skipped for the next simulation step but will be resumed
/// after that unless this property is set again.
///
/// Note that if you set the velocity the value that can be read from this property will not change until
/// the next simulation step.
///
/// <code>
/// void Update () {
/// var x = Input.GetAxis("Horizontal");
/// var y = Input.GetAxis("Vertical");
///
/// var v = new Vector3(x, 0, y) * speed;
///
/// // Override the RVOController's velocity. This will disable local avoidance calculations for one simulation step.
/// rvo.velocity = v;
/// transform.position += v * Time.deltaTime;
/// }
/// </code>
///
/// See: <see cref="Pathfinding::RVO::IAgent::ForceSetVelocity"/>
/// </summary>
public Vector3 velocity {
get {
// For best accuracy and to allow other code to do things like Move(agent.velocity * Time.deltaTime)
// the code bases the velocity on how far the agent should move during this frame.
// Unless the game is paused (timescale is zero) then just use a very small dt.
var dt = Time.deltaTime > 0.0001f ? Time.deltaTime : 0.02f;
return CalculateMovementDelta(dt) / dt;
}
set {
simulator.BlockUntilSimulationStepDone();
rvoAgent.ForceSetVelocity(value);
}
}
/// <summary>
/// Direction and distance to move in a single frame to avoid obstacles.
///
/// The position of the agent is taken from the attached movement script's position (see <see cref="Pathfinding.IAstarAI.position)"/> or if none is attached then transform.position.
/// </summary>
/// <param name="deltaTime">How far to move [seconds].
/// Usually set to Time.deltaTime.</param>
public Vector3 CalculateMovementDelta(float deltaTime) => CalculateMovementDelta(ai != null ? ai.position : tr.position, deltaTime);
/// <summary>
/// Direction and distance to move in a single frame to avoid obstacles.
///
/// <code>
/// public void Update () {
/// // Just some point far away
/// var targetPoint = transform.position + transform.forward * 100;
///
/// // Set the desired point to move towards using a desired speed of 10 and a max speed of 12
/// controller.SetTarget(targetPoint, 10, 12, targetPoint);
///
/// // Calculate how much to move during this frame
/// // This information is based on movement commands from earlier frames
/// // as local avoidance is calculated globally at regular intervals by the RVOSimulator component
/// var delta = controller.CalculateMovementDelta(transform.position, Time.deltaTime);
/// transform.position = transform.position + delta;
/// }
/// </code>
/// </summary>
/// <param name="position">Position of the agent.</param>
/// <param name="deltaTime">How far to move [seconds].
/// Usually set to Time.deltaTime.</param>
public Vector3 CalculateMovementDelta (Vector3 position, float deltaTime) {
if (rvoAgent == null) return Vector3.zero;
var delta = movementPlane.ToPlane(rvoAgent.CalculatedTargetPoint - position);
return movementPlane.ToWorld(Vector2.ClampMagnitude(delta, rvoAgent.CalculatedSpeed * deltaTime), 0);
}
/// <summary>\copydocref{Pathfinding.RVO.IAgent.AvoidingAnyAgents}</summary>
public bool AvoidingAnyAgents {
get {
if (rvoAgent == null) return false;
return rvoAgent.AvoidingAnyAgents;
}
}
/// <summary>\copydocref{Pathfinding.RVO.IAgent.SetCollisionNormal}</summary>
public void SetCollisionNormal (Vector3 normal) {
simulator.BlockUntilSimulationStepDone();
rvoAgent.SetCollisionNormal(normal);
}
/// <summary>\copydocref{Pathfinding.RVO.IAgent.SetObstacleQuery}</summary>
public void SetObstacleQuery (GraphNode sourceNode) {
obstacleQuery = sourceNode;
}
/// <summary>
/// Converts a 3D vector to a 2D vector in the movement plane.
/// If movementPlane is XZ it will be projected onto the XZ plane
/// otherwise it will be projected onto the XY plane.
/// </summary>
public Vector2 To2D (Vector3 p) {
return movementPlane.ToPlane(p);
}
/// <summary>
/// Converts a 3D vector to a 2D vector in the movement plane.
/// If movementPlane is XZ it will be projected onto the XZ plane
/// and the elevation coordinate will be the Y coordinate
/// otherwise it will be projected onto the XY plane and elevation
/// will be the Z coordinate.
/// </summary>
public Vector2 To2D (Vector3 p, out float elevation) {
return movementPlane.ToPlane(p, out elevation);
}
/// <summary>
/// Converts a 2D vector in the movement plane as well as an elevation to a 3D coordinate.
/// See: To2D
/// See: movementPlane
/// </summary>
public Vector3 To3D (Vector2 p, float elevationCoordinate) {
return movementPlane.ToWorld(p, elevationCoordinate);
}
void OnDisable () {
if (simulator == null) return;
// Remove the agent from the simulation but keep the reference
// this component might get enabled and then we can simply
// add it to the simulation again
simulator.RemoveAgent(rvoAgent);
simulator = null;
rvoAgent = null;
}
void OnEnable () {
tr = transform;
ai = GetComponent<IAstarAI>();
// Make sure the AI finds this component
// This is useful if the RVOController was added during runtime.
if (ai is AIBase aiBase) aiBase.FindComponents();
if (RVOSimulator.active == null) {
Debug.LogError("No RVOSimulator component found in the scene. Please add one.");
enabled = false;
} else {
simulator = RVOSimulator.active.GetSimulator();
rvoAgent = simulator.AddAgent(Vector3.zero);
rvoAgent.PreCalculationCallback = UpdateAgentProperties;
rvoAgent.DestroyedCallback = OnAgentDestroyed;
}
}
void OnAgentDestroyed () {
// This can happen if the RVOSimulator component is destroyed.
if (gameObject.activeInHierarchy) {
// We clear the fields to avoid calling simulator.RemoveAgent during OnDisable
simulator = null;
rvoAgent = null;
enabled = false;
} else {
// If the gameObject is not active, we do not want to set this.enabled to false
// as that will also disable this component.
// If the user used e.g. a pooling system, they might inactivate the gameObject,
// but would expect the RVOController component to be enabled when they activate it again.
}
}
protected void UpdateAgentProperties () {
var scale = tr.localScale;
rvoAgent.Radius = Mathf.Max(0.001f, radius * Mathf.Abs(scale.x));
rvoAgent.AgentTimeHorizon = agentTimeHorizon;
rvoAgent.ObstacleTimeHorizon = obstacleTimeHorizon;
rvoAgent.Locked = locked;
rvoAgent.MaxNeighbours = maxNeighbours;
rvoAgent.DebugFlags = debug;
rvoAgent.Layer = layer;
rvoAgent.CollidesWith = collidesWith;
var plane = movementPlane;
rvoAgent.MovementPlane = plane;
// Use the position from the movement script if one is attached
// as the movement script's position may not be the same as the transform's position
// (in particular if IAstarAI.updatePosition is false).
var pos = plane.ToPlane(ai != null ? ai.position : tr.position, out float elevation);
if (movementPlaneMode == MovementPlane.XY) {
// In 2D it is assumed the Z coordinate differences of agents is ignored.
rvoAgent.Height = 1;
rvoAgent.Position = plane.ToWorld(pos, 0);
} else {
rvoAgent.Height = height * scale.y;
rvoAgent.Position = plane.ToWorld(pos, elevation + (center - 0.5f * height) * scale.y);
}
// TODO: Move this to a separate file
var reached = rvoAgent.CalculatedEffectivelyReachedDestination;
var prio = priority * priorityMultiplier;
var flow = flowFollowingStrength;
if (reached == ReachedEndOfPath.Reached) {
flow = 1.0f;
prio *= 0.3f;
} else if (reached == ReachedEndOfPath.ReachedSoon) {
flow = 1.0f;
prio *= 0.45f;
}
rvoAgent.Priority = prio;
rvoAgent.FlowFollowingStrength = flow;
// Note: We need to set this during UpdateAgentProperties to avoid a race condition.
// The HierarchicalNodeIndex, which is what is stored in the rvoAgent, can be invalidated by graph updates.
// So we must ensure that there cannot be any graph updates between when we set this, and when the simulation step happens.
// So setting it here, which is right before the simulation step, is a good option.
rvoAgent.SetObstacleQuery(obstacleQuery);
obstacleQuery = null;
}
/// <summary>
/// Set the target point for the agent to move towards.
/// Similar to the <see cref="Move"/> method but this is more flexible.
/// It is also better to use near the end of the path as when using the Move
/// method the agent does not know where to stop, so it may overshoot the target.
/// When using this method the agent will not overshoot the target.
/// The agent will assume that it will stop when it reaches the target so make sure that
/// you don't place the point too close to the agent if you actually just want to move in a
/// particular direction.
///
/// The target point is assumed to stay the same until something else is requested (as opposed to being reset every frame).
///
/// See: Also take a look at the documentation for <see cref="IAgent.SetTarget"/> which has a few more details.
/// See: <see cref="Move"/>
/// </summary>
/// <param name="pos">Point in world space to move towards.</param>
/// <param name="speed">Desired speed in world units per second.</param>
/// <param name="maxSpeed">Maximum speed in world units per second.
/// The agent will use this speed if it is necessary to avoid collisions with other agents.
/// Should be at least as high as speed, but it is recommended to use a slightly higher value than speed (for example speed*1.2).</param>
/// <param name="endOfPath">Point in world space which is the agent's final desired destination on the navmesh.
/// This is typically the end of the path the agent is following.
/// May be set to (+inf,+inf,+inf) to mark the agent as not having a well defined end of path.
/// If this is set, multiple agents with roughly the same end of path will crowd more naturally around this point.
/// They will be able to realize that they cannot get closer if there are many agents trying to get closer to the same destination and then stop.</param>
public void SetTarget (Vector3 pos, float speed, float maxSpeed, Vector3 endOfPath) {
if (rvoAgent == null) return;
simulator.BlockUntilSimulationStepDone();
rvoAgent.SetTarget(pos, speed, maxSpeed, endOfPath);
if (lockWhenNotMoving) {
locked = speed < 0.001f;
}
}
/// <summary>
/// Set the desired velocity for the agent.
///
/// This is assumed to stay the same until something else is requested (as opposed to being reset every frame).
///
/// Note: In most cases the <see cref="SetTarget"/> method is better to use.
/// What this will actually do is call <see cref="SetTarget"/> with (position + velocity).
/// See the note in the documentation for IAgent.SetTarget about the potential
/// issues that this can cause (in particular that it might be hard to get the agent
/// to stop at a precise point).
///
/// See: <see cref="SetTarget"/>
/// </summary>
/// <param name="velocity">Velocity in units/second that you want the agent to move with.</param>
public void Move (Vector3 velocity) {
if (rvoAgent == null) return;
simulator.BlockUntilSimulationStepDone();
var speed = movementPlane.ToPlane(velocity).magnitude;
rvoAgent.SetTarget((ai != null ? ai.position : tr.position) + velocity, speed, speed, new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity));
if (lockWhenNotMoving) {
locked = speed < 0.001f;
}
}
public override void DrawGizmos () {
tr = transform;
// The AI script will draw similar gizmos
if (ai == null) {
var color = AIBase.ShapeGizmoColor * (locked ? 0.5f : 1.0f);
var pos = transform.position;
var scale = tr.localScale;
if (movementPlaneMode == MovementPlane.XY) {
Draw.WireCylinder(pos, Vector3.forward, 0, radius * scale.x, color);
} else {
Draw.WireCylinder(pos + To3D(Vector2.zero, center - height * 0.5f) * scale.y, To3D(Vector2.zero, 1), height * scale.y, radius * scale.x, color);
}
}
}
[System.Flags]
enum RVOControllerMigrations {
MigrateScale,
}
protected override void OnUpgradeSerializedData (ref Serialization.Migrations migrations, bool unityThread) {
if (migrations.TryMigrateFromLegacyFormat(out var legacyVersion)) {
if (legacyVersion > 1) migrations.MarkMigrationFinished((int)RVOControllerMigrations.MigrateScale);
}
if (migrations.AddAndMaybeRunMigration((int)RVOControllerMigrations.MigrateScale, unityThread)) {
if (transform.localScale.y != 0) centerBackingField /= Mathf.Abs(transform.localScale.y);
if (transform.localScale.y != 0) heightBackingField /= Mathf.Abs(transform.localScale.y);
if (transform.localScale.x != 0) radiusBackingField /= Mathf.Abs(transform.localScale.x);
}
}
}
}