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authorchai <215380520@qq.com>2024-05-23 10:08:29 +0800
committerchai <215380520@qq.com>2024-05-23 10:08:29 +0800
commit8722a9920c1f6119bf6e769cba270e63097f8e25 (patch)
tree2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/Control/MovementUtilities.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
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+using UnityEngine;
+
+namespace Pathfinding.Util {
+ public static class MovementUtilities {
+ public static float FilterRotationDirection (ref Vector2 state, ref Vector2 state2, Vector2 deltaPosition, float threshold, float deltaTime, bool avoidingOtherAgents) {
+ const float Decay = 0.5f;
+
+ var lastState = state;
+
+ if (!avoidingOtherAgents) {
+ // When not avoiding other agents, we can be a bit more aggressive with rotating towards the target.
+ // This is because in that case, the velocity is much less noisy.
+ state += deltaPosition * 10;
+ } else {
+ state += deltaPosition;
+ }
+
+ // Decay the state slowly (has the most effect if the agent is standing still)
+ state *= Mathf.Clamp01(1.0f - deltaTime*Decay);
+ float stateLength = state.magnitude;
+
+ if (stateLength > threshold*2f) {
+ state = state * (threshold*2f/stateLength);
+ stateLength = threshold*2f;
+ }
+
+ // TODO: Figure out what to do with
+ state2 += (state - lastState) * Decay;
+ state2 *= Mathf.Clamp01(1.0f - deltaTime*Decay);
+
+ // Prevent rotation if the agent doesn't move much
+ float speed = stateLength > threshold ? 1.0f : 0.0f;
+ return speed;
+ }
+
+ /// <summary>
+ /// Clamps the velocity to the max speed and optionally the forwards direction.
+ ///
+ /// Note that all vectors are 2D vectors, not 3D vectors.
+ ///
+ /// Returns: The clamped velocity in world units per second.
+ /// </summary>
+ /// <param name="velocity">Desired velocity of the character. In world units per second.</param>
+ /// <param name="maxSpeed">Max speed of the character. In world units per second.</param>
+ /// <param name="speedLimitFactor">Value between 0 and 1 which determines how much slower the character should move than normal.
+ /// Normally 1 but should go to 0 when the character approaches the end of the path.</param>
+ /// <param name="slowWhenNotFacingTarget">Slow the character down if the desired velocity is not in the same direction as the forward vector.</param>
+ /// <param name="preventMovingBackwards">Prevent the velocity from being too far away from the forward direction of the character.</param>
+ /// <param name="forward">Forward direction of the character. Used together with the slowWhenNotFacingTarget parameter.</param>
+ public static Vector2 ClampVelocity (Vector2 velocity, float maxSpeed, float speedLimitFactor, bool slowWhenNotFacingTarget, bool preventMovingBackwards, Vector2 forward) {
+ // Max speed to use for this frame
+ var currentMaxSpeed = maxSpeed * speedLimitFactor;
+
+ // Check if the agent should slow down in case it is not facing the direction it wants to move in
+ if (slowWhenNotFacingTarget && (forward.x != 0 || forward.y != 0)) {
+ float currentSpeed;
+ var normalizedVelocity = VectorMath.Normalize(velocity, out currentSpeed);
+ float dot = Vector2.Dot(normalizedVelocity, forward);
+
+ // Lower the speed when the character's forward direction is not pointing towards the desired velocity
+ // 1 when velocity is in the same direction as forward
+ // 0.2 when they point in the opposite directions
+ float directionSpeedFactor = Mathf.Clamp(dot+0.707f, 0.2f, 1.0f);
+ currentMaxSpeed *= directionSpeedFactor;
+ currentSpeed = Mathf.Min(currentSpeed, currentMaxSpeed);
+
+ if (preventMovingBackwards) {
+ // Angle between the forwards direction of the character and our desired velocity
+ float angle = Mathf.Acos(Mathf.Clamp(dot, -1, 1));
+
+ // Clamp the angle to 20 degrees
+ // We cannot keep the velocity exactly in the forwards direction of the character
+ // because we use the rotation to determine in which direction to rotate and if
+ // the velocity would always be in the forwards direction of the character then
+ // the character would never rotate.
+ // Allow larger angles when near the end of the path to prevent oscillations.
+ angle = Mathf.Min(angle, (20f + 180f*(1 - speedLimitFactor*speedLimitFactor))*Mathf.Deg2Rad);
+
+ float sin = Mathf.Sin(angle);
+ float cos = Mathf.Cos(angle);
+
+ // Determine if we should rotate clockwise or counter-clockwise to move towards the current velocity
+ sin *= Mathf.Sign(normalizedVelocity.x*forward.y - normalizedVelocity.y*forward.x);
+ // Rotate the #forward vector by #angle radians
+ // The rotation is done using an inlined rotation matrix.
+ // See https://en.wikipedia.org/wiki/Rotation_matrix
+ return new Vector2(forward.x*cos + forward.y*sin, forward.y*cos - forward.x*sin) * currentSpeed;
+ } else {
+ return normalizedVelocity * currentSpeed;
+ }
+ } else {
+ return Vector2.ClampMagnitude(velocity, currentMaxSpeed);
+ }
+ }
+
+ /// <summary>Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity</summary>
+ public static Vector2 CalculateAccelerationToReachPoint (Vector2 deltaPosition, Vector2 targetVelocity, Vector2 currentVelocity, float forwardsAcceleration, float rotationSpeed, float maxSpeed, Vector2 forwardsVector) {
+ // Guard against div by zero
+ if (forwardsAcceleration <= 0) return Vector2.zero;
+
+ float currentSpeed = currentVelocity.magnitude;
+
+ // Convert rotation speed to an acceleration
+ // See https://en.wikipedia.org/wiki/Centripetal_force
+ var sidewaysAcceleration = currentSpeed * rotationSpeed * Mathf.Deg2Rad;
+
+ // To avoid weird behaviour when the rotation speed is very low we allow the agent to accelerate sideways without rotating much
+ // if the rotation speed is very small. Also guards against division by zero.
+ sidewaysAcceleration = Mathf.Max(sidewaysAcceleration, forwardsAcceleration);
+
+ // Transform coordinates to local space where +X is the forwards direction
+ // This is essentially equivalent to Transform.InverseTransformDirection.
+ deltaPosition = VectorMath.ComplexMultiplyConjugate(deltaPosition, forwardsVector);
+ targetVelocity = VectorMath.ComplexMultiplyConjugate(targetVelocity, forwardsVector);
+ currentVelocity = VectorMath.ComplexMultiplyConjugate(currentVelocity, forwardsVector);
+ float ellipseSqrFactorX = 1 / (forwardsAcceleration*forwardsAcceleration);
+ float ellipseSqrFactorY = 1 / (sidewaysAcceleration*sidewaysAcceleration);
+
+ // If the target velocity is zero we can use a more fancy approach
+ // and calculate a nicer path.
+ // In particular, this is the case at the end of the path.
+ if (targetVelocity == Vector2.zero) {
+ // Run a binary search over the time to get to the target point.
+ float mn = 0.01f;
+ float mx = 10;
+ while (mx - mn > 0.01f) {
+ var time = (mx + mn) * 0.5f;
+
+ // Given that we want to move deltaPosition units from out current position, that our current velocity is given
+ // and that when we reach the target we want our velocity to be zero. Also assume that our acceleration will
+ // vary linearly during the slowdown. Then we can calculate what our acceleration should be during this frame.
+
+ //{ t = time
+ //{ deltaPosition = vt + at^2/2 + qt^3/6
+ //{ 0 = v + at + qt^2/2
+ //{ solve for a
+ // a = acceleration vector
+ // q = derivative of the acceleration vector
+ var a = (6*deltaPosition - 4*time*currentVelocity)/(time*time);
+ var q = 6*(time*currentVelocity - 2*deltaPosition)/(time*time*time);
+
+ // Make sure the acceleration is not greater than our maximum allowed acceleration.
+ // If it is we increase the time we want to use to get to the target
+ // and if it is not, we decrease the time to get there faster.
+ // Since the acceleration is described by acceleration = a + q*t
+ // we only need to check at t=0 and t=time.
+ // Note that the acceleration limit is described by an ellipse, not a circle.
+ var nextA = a + q*time;
+ if (a.x*a.x*ellipseSqrFactorX + a.y*a.y*ellipseSqrFactorY > 1.0f || nextA.x*nextA.x*ellipseSqrFactorX + nextA.y*nextA.y*ellipseSqrFactorY > 1.0f) {
+ mn = time;
+ } else {
+ mx = time;
+ }
+ }
+
+ var finalAcceleration = (6*deltaPosition - 4*mx*currentVelocity)/(mx*mx);
+
+ // Boosting
+ {
+ // The trajectory calculated above has a tendency to use very wide arcs
+ // and that does unfortunately not look particularly good in some cases.
+ // Here we amplify the component of the acceleration that is perpendicular
+ // to our current velocity. This will make the agent turn towards the
+ // target quicker.
+ // How much amplification to use. Value is unitless.
+ const float Boost = 1;
+ finalAcceleration.y *= 1 + Boost;
+
+ // Clamp the velocity to the maximum acceleration.
+ // Note that the maximum acceleration constraint is shaped like an ellipse, not like a circle.
+ float ellipseMagnitude = finalAcceleration.x*finalAcceleration.x*ellipseSqrFactorX + finalAcceleration.y*finalAcceleration.y*ellipseSqrFactorY;
+ if (ellipseMagnitude > 1.0f) finalAcceleration /= Mathf.Sqrt(ellipseMagnitude);
+ }
+
+ return VectorMath.ComplexMultiply(finalAcceleration, forwardsVector);
+ } else {
+ // Here we try to move towards the next waypoint which has been modified slightly using our
+ // desired velocity at that point so that the agent will more smoothly round the corner.
+
+ // How much to strive for making sure we reach the target point with the target velocity. Unitless.
+ const float TargetVelocityWeight = 0.5f;
+
+ // Limit to how much to care about the target velocity. Value is in seconds.
+ // This prevents the character from moving away from the path too much when the target point is far away
+ const float TargetVelocityWeightLimit = 1.5f;
+ float targetSpeed;
+ var normalizedTargetVelocity = VectorMath.Normalize(targetVelocity, out targetSpeed);
+
+ var distance = deltaPosition.magnitude;
+ var targetPoint = deltaPosition - normalizedTargetVelocity * System.Math.Min(TargetVelocityWeight * distance * targetSpeed / (currentSpeed + targetSpeed), maxSpeed*TargetVelocityWeightLimit);
+
+ // How quickly the agent will try to reach the velocity that we want it to have.
+ // We need this to prevent oscillations and jitter which is what happens if
+ // we let the constant go towards zero. Value is in seconds.
+ const float TimeToReachDesiredVelocity = 0.1f;
+ // TODO: Clamp to ellipse using more accurate acceleration (use rotation speed as well)
+ var finalAcceleration = (targetPoint.normalized*maxSpeed - currentVelocity) * (1f/TimeToReachDesiredVelocity);
+
+ // Clamp the velocity to the maximum acceleration.
+ // Note that the maximum acceleration constraint is shaped like an ellipse, not like a circle.
+ float ellipseMagnitude = finalAcceleration.x*finalAcceleration.x*ellipseSqrFactorX + finalAcceleration.y*finalAcceleration.y*ellipseSqrFactorY;
+ if (ellipseMagnitude > 1.0f) finalAcceleration /= Mathf.Sqrt(ellipseMagnitude);
+
+ return VectorMath.ComplexMultiply(finalAcceleration, forwardsVector);
+ }
+ }
+ }
+}