using UnityEngine;
using System.Collections;
namespace Pathfinding.Util {
public static class MovementUtilities {
///
/// 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.
///
/// Desired velocity of the character. In world units per second.
/// Max speed of the character. In world units per second.
/// 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.
/// Prevent the velocity from being too far away from the forward direction of the character
/// and slow the character down if the desired velocity is not in the same direction as the forward vector.
/// Forward direction of the character. Used together with the slowWhenNotFacingTarget parameter.
public static Vector2 ClampVelocity (Vector2 velocity, float maxSpeed, float slowdownFactor, bool slowWhenNotFacingTarget, Vector2 forward) {
// Max speed to use for this frame
var currentMaxSpeed = maxSpeed * slowdownFactor;
// 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);
// 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 - slowdownFactor*slowdownFactor))*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 Vector2.ClampMagnitude(velocity, currentMaxSpeed);
}
}
/// Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity
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);
}
}
}
}