A* Pathfinding Project
4.3.5
The A* Pathfinding Project for Unity 3D
|
RVO Character Controller. More...
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).
For documentation of many of the variables of this class: refer to the Pathfinding.RVO.IAgent interface.
Public Member Functions | |
Vector3 | CalculateMovementDelta (float deltaTime) |
Direction and distance to move in a single frame to avoid obstacles. More... | |
Vector3 | CalculateMovementDelta (Vector3 position, float deltaTime) |
Direction and distance to move in a single frame to avoid obstacles. More... | |
void | ForceSetVelocity (Vector3 velocity) |
void | Move (Vector3 vel) |
Set the desired velocity for the agent. More... | |
void | SetCollisionNormal (Vector3 normal) |
Set the normal of a wall (or something else) the agent is currently colliding with. More... | |
void | SetTarget (Vector3 pos, float speed, float maxSpeed) |
Set the target point for the agent to move towards. More... | |
void | Teleport (Vector3 pos) |
Teleport the agent to a new position. More... | |
Vector2 | To2D (Vector3 p) |
Converts a 3D vector to a 2D vector in the movement plane. More... | |
Vector2 | To2D (Vector3 p, out float elevation) |
Converts a 3D vector to a 2D vector in the movement plane. More... | |
Vector3 | To3D (Vector2 p, float elevationCoordinate) |
Converts a 2D vector in the movement plane as well as an elevation to a 3D coordinate. More... | |
Public Attributes | |
float | agentTimeHorizon = 2 |
How far into the future to look for collisions with other agents (in seconds) More... | |
RVOLayer | collidesWith = (RVOLayer)(-1) |
Layer mask specifying which layers this agent will avoid. More... | |
bool | debug |
Enables drawing debug information in the scene view. More... | |
float | flowFollowingStrength = 0.0f |
Determines how strongly this agent just follows the flow instead of making other agents avoid it. More... | |
RVOLayer | layer = RVOLayer.DefaultAgent |
Specifies the avoidance layer for this agent. More... | |
bool | locked |
A locked unit cannot move. More... | |
bool | lockWhenNotMoving = false |
Automatically set locked to true when desired velocity is approximately zero. More... | |
int | maxNeighbours = 10 |
Max number of other agents to take into account. More... | |
float | obstacleTimeHorizon = 2 |
How far into the future to look for collisions with obstacles (in seconds) More... | |
float | priority = 0.5f |
How strongly other agents will avoid this agent. More... | |
float | priorityMultiplier = 1.0f |
Priority multiplier. More... | |
float | wallAvoidFalloff = 1 |
How much the wallAvoidForce decreases with distance. More... | |
float | wallAvoidForce = 1 |
An extra force to avoid walls. More... | |
Protected Member Functions | |
override int | OnUpgradeSerializedData (int version, bool unityThread) |
Handle serialization backwards compatibility. More... | |
void | UpdateAgentProperties () |
Protected Member Functions inherited from VersionedMonoBehaviour | |
virtual void | Awake () |
virtual void | Reset () |
Handle serialization backwards compatibility. More... | |
Protected Attributes | |
Transform | tr |
Cached tranform component. More... | |
Package Attributes | |
float | radiusBackingField = 0.5f |
Properties | |
IAstarAI | ai [get, set] |
Cached reference to a movement script (if one is used) More... | |
float | center [get, set] |
Center of the agent relative to the pivot point of this game object. More... | |
bool | enableRotation [get, set] |
float | height [get, set] |
Height of the agent in world units. More... | |
LayerMask | mask [get, set] |
float | maxSpeed [get, set] |
MovementPlane | movementPlane [get] |
Determines if the XY (2D) or XZ (3D) plane is used for movement. More... | |
Vector3 | position [get] |
Current position of the agent. More... | |
float | radius [get, set] |
Radius of the agent in world units. More... | |
float | rotationSpeed [get, set] |
IAgent | rvoAgent [get, private set] |
Reference to the internal agent. More... | |
ISimulator | simulator [get, private set] |
Reference to the rvo simulator. More... | |
Vector3 | velocity [get, set] |
Current calculated velocity of the agent. More... | |
Properties inherited from VersionedMonoBehaviour | |
int Util.IEntityIndex. | EntityIndex [get, set] |
Internal entity index used by #BurstBatchHelper. More... | |
Properties inherited from IEntityIndex | |
int | EntityIndex [get, set] |
Private Member Functions | |
void | OnDisable () |
void | OnDrawGizmos () |
void | OnEnable () |
Private Attributes | |
IAstarAI | aiBackingField |
float | centerBackingField = 1 |
float | heightBackingField = 2 |
Vector3 CalculateMovementDelta | ( | float | deltaTime | ) |
Direction and distance to move in a single frame to avoid obstacles.
deltaTime | How far to move [seconds]. Usually set to Time.deltaTime. |
The position of the agent is taken from the attached movement script's position (see Pathfinding.IAstarAI.position) or if none is attached then transform.position.
Vector3 CalculateMovementDelta | ( | Vector3 | position, |
float | deltaTime | ||
) |
Direction and distance to move in a single frame to avoid obstacles.
position | Position of the agent. |
deltaTime | How far to move [seconds]. Usually set to Time.deltaTime. |
void ForceSetVelocity | ( | Vector3 | velocity | ) |
void Move | ( | Vector3 | vel | ) |
Set the desired velocity for the agent.
Note that this is a velocity (units/second), not a movement delta (units/frame).
This is assumed to stay the same until something else is requested (as opposed to being reset every frame).
|
private |
|
private |
|
private |
|
protectedvirtual |
Handle serialization backwards compatibility.
Reimplemented from VersionedMonoBehaviour.
void SetCollisionNormal | ( | Vector3 | normal | ) |
Set the normal of a wall (or something else) the agent is currently colliding with.
This is used to make the RVO system aware of things like physics or an agent being clamped to the navmesh. The velocity of this agent that other agents observe will be modified so that there is no component into the wall. The agent will however not start to avoid the wall, for that you will need to add RVO obstacles.
This value will be cleared after the next simulation step, normally it should be set every frame when the collision is still happening.
void SetTarget | ( | Vector3 | pos, |
float | speed, | ||
float | maxSpeed | ||
) |
Set the target point for the agent to move towards.
Similar to the 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).
pos | Point in world space to move towards. |
speed | Desired speed in world units per second. |
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). |
void Teleport | ( | Vector3 | pos | ) |
Teleport the agent to a new position.
Vector2 To2D | ( | Vector3 | p | ) |
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.
Vector2 To2D | ( | Vector3 | p, |
out float | elevation | ||
) |
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.
Vector3 To3D | ( | Vector2 | p, |
float | elevationCoordinate | ||
) |
Converts a 2D vector in the movement plane as well as an elevation to a 3D coordinate.
|
protected |
float agentTimeHorizon = 2 |
How far into the future to look for collisions with other agents (in seconds)
|
private |
|
private |
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.
bool debug |
Enables drawing debug information in the scene view.
float flowFollowingStrength = 0.0f |
Determines how strongly this agent just follows the flow instead of making other agents avoid it.
The default value is 0, if it is greater than zero (up to the maximum value of 1) other agents will not avoid this character as much. However it works in a different way to #Priority.
A group of agents with FlowFollowingStrength set to a high value that all try to reach the same point will end up just settling to stationary positions around that point, none will push the others away to any significant extent. This is tricky to achieve with priorities as priorities are all relative, so setting all agents to a low priority is the same thing as not changing priorities at all.
Should be a value in the range [0, 1].
|
private |
RVOLayer layer = RVOLayer.DefaultAgent |
Specifies the avoidance layer for this agent.
The collidesWith mask on other agents will determine if they will avoid this agent.
bool locked |
A locked unit cannot move.
Other units will still avoid it but avoidance quality is not the best.
bool lockWhenNotMoving = false |
Automatically set 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 SetTarget or Move will set the locked field to true if the desired velocity was non-zero or false if it was zero.
int maxNeighbours = 10 |
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.
float obstacleTimeHorizon = 2 |
How far into the future to look for collisions with obstacles (in seconds)
float priority = 0.5f |
How strongly other agents will avoid this agent.
Usually a value between 0 and 1. Agents with similar priorities will avoid each other with an equal strength. If an agent sees another agent with a higher priority than itself it will avoid that agent more strongly. In the extreme case (e.g this agent has a priority of 0 and the other agent has a priority of 1) it will treat the other agent as being a moving obstacle. Similarly if an agent sees another agent with a lower priority than itself it will avoid that agent less.
In general the avoidance strength for this agent is:
float priorityMultiplier = 1.0f |
Priority multiplier.
This functions identically to the priority, however it is not exposed in the Unity inspector. It is primarily used by the Pathfinding.RVO.RVODestinationCrowdedBehavior.
|
package |
|
protected |
Cached tranform component.
float wallAvoidFalloff = 1 |
How much the wallAvoidForce decreases with distance.
The strenght of avoidance is:
float wallAvoidForce = 1 |
An extra force to avoid walls.
This can be good way to reduce "wall hugging" behaviour.
|
getsetprotected |
Cached reference to a movement script (if one is used)
|
getset |
Center of the agent relative to the pivot point of this game object.
|
getset |
|
getset |
Height of the agent in world units.
|
getset |
|
getset |
|
get |
Determines if the XY (2D) or XZ (3D) plane is used for movement.
|
get |
Current position of the agent.
Note that this is only updated every local avoidance simulation step, not every frame.
|
getset |
Radius of the agent in world units.
|
getset |
|
getprivate set |
Reference to the internal agent.
|
getprivate set |
Reference to the rvo simulator.
|
getset |
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.
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.