reposition DT_CROWDAGENT_MAX_NEIGHBOURS, DT_CROWDAGENT_MAX_CORNERS

This commit is contained in:
ikpil 2024-02-15 00:25:55 +09:00
parent bd4825dcd5
commit 742b7f7db8
3 changed files with 130 additions and 123 deletions

View File

@ -24,137 +24,116 @@ using DotRecast.Core;
using DotRecast.Core.Collections;
using DotRecast.Core.Numerics;
namespace DotRecast.Detour.Crowd
{
///////////////////////////////////////////////////////////////////////////
// This section contains detailed documentation for members that don't have
// a source file. It reduces clutter in the main section of the header.
/**
* Members in this module implement local steering and dynamic avoidance features.
*
* The crowd is the big beast of the navigation features. It not only handles a lot of the path management for you, but
* also local steering and dynamic avoidance between members of the crowd. I.e. It can keep your agents from running
* into each other.
*
* Main class: Crowd
*
* The #dtNavMeshQuery and #dtPathCorridor classes provide perfectly good, easy to use path planning features. But in
* the end they only give you points that your navigation client should be moving toward. When it comes to deciding
* things like agent velocity and steering to avoid other agents, that is up to you to implement. Unless, of course, you
* decide to use Crowd.
*
* Basically, you add an agent to the crowd, providing various configuration settings such as maximum speed and
* acceleration. You also provide a local target to move toward. The crowd manager then provides, with every update, the
* new agent position and velocity for the frame. The movement will be constrained to the navigation mesh, and steering
* will be applied to ensure agents managed by the crowd do not collide with each other.
*
* This is very powerful feature set. But it comes with limitations.
*
* The biggest limitation is that you must give control of the agent's position completely over to the crowd manager.
* You can update things like maximum speed and acceleration. But in order for the crowd manager to do its thing, it
* can't allow you to constantly be giving it overrides to position and velocity. So you give up direct control of the
* agent's movement. It belongs to the crowd.
*
* The second biggest limitation revolves around the fact that the crowd manager deals with local planning. So the
* agent's target should never be more than 256 polygons away from its current position. If it is, you risk your agent
* failing to reach its target. So you may still need to do long distance planning and provide the crowd manager with
* intermediate targets.
*
* Other significant limitations:
*
* - All agents using the crowd manager will use the same #dtQueryFilter. - Crowd management is relatively expensive.
* The maximum agents under crowd management at any one time is between 20 and 30. A good place to start is a maximum of
* 25 agents for 0.5ms per frame.
*
* @note This is a summary list of members. Use the index or search feature to find minor members.
*
* @struct dtCrowdAgentParams
* @see CrowdAgent, Crowd::AddAgent(), Crowd::UpdateAgentParameters()
*
* @var dtCrowdAgentParams::obstacleAvoidanceType
* @par
*
* #dtCrowd permits agents to use different avoidance configurations. This value is the index of the
* #dtObstacleAvoidanceParams within the crowd.
*
* @see dtObstacleAvoidanceParams, dtCrowd::SetObstacleAvoidanceParams(), dtCrowd::GetObstacleAvoidanceParams()
*
* @var dtCrowdAgentParams::collisionQueryRange
* @par
*
* Collision elements include other agents and navigation mesh boundaries.
*
* This value is often based on the agent radius and/or maximum speed. E.g. radius * 8
*
* @var dtCrowdAgentParams::pathOptimizationRange
* @par
*
* Only applicable if #updateFlags includes the #DT_CROWD_OPTIMIZE_VIS flag.
*
* This value is often based on the agent radius. E.g. radius * 30
*
* @see dtPathCorridor::OptimizePathVisibility()
*
* @var dtCrowdAgentParams::separationWeight
* @par
*
* A higher value will result in agents trying to stay farther away from each other at the cost of more difficult
* steering in tight spaces.
*
*/
/**
* This is the core class of the refs crowd module. See the refs crowd documentation for a summary of the crowd
* features. A common method for setting up the crowd is as follows: -# Allocate the crowd -# Set the avoidance
* configurations using #SetObstacleAvoidanceParams(). -# Add agents using #AddAgent() and make an initial movement
* request using #RequestMoveTarget(). A common process for managing the crowd is as follows: -# Call #Update() to allow
* the crowd to manage its agents. -# Retrieve agent information using #GetActiveAgents(). -# Make movement requests
* using #RequestMoveTarget() when movement goal changes. -# Repeat every frame. Some agent configuration settings can
* be updated using #UpdateAgentParameters(). But the crowd owns the agent position. So it is not possible to update an
* active agent's position. If agent position must be fed back into the crowd, the agent must be removed and re-added.
* Notes: - Path related information is available for newly added agents only after an #Update() has been performed. -
* Agent objects are kept in a pool and re-used. So it is important when using agent objects to check the value of
* #dtCrowdAgent::active to determine if the agent is actually in use or not. - This class is meant to provide 'local'
* movement. There is a limit of 256 polygons in the path corridor. So it is not meant to provide automatic pathfinding
* services over long distances.
*
* @see DtAllocCrowd(), DtFreeCrowd(), Init(), dtCrowdAgent
*/
@defgroup crowd Crowd
Members in this module implement local steering and dynamic avoidance features.
The crowd is the big beast of the navigation features. It not only handles a
lot of the path management for you, but also local steering and dynamic
avoidance between members of the crowd. I.e. It can keep your agents from
running into each other.
Main class: #dtCrowd
The #dtNavMeshQuery and #dtPathCorridor classes provide perfectly good, easy
to use path planning features. But in the end they only give you points that
your navigation client should be moving toward. When it comes to deciding things
like agent velocity and steering to avoid other agents, that is up to you to
implement. Unless, of course, you decide to use #dtCrowd.
Basically, you add an agent to the crowd, providing various configuration
settings such as maximum speed and acceleration. You also provide a local
target to more toward. The crowd manager then provides, with every update, the
new agent position and velocity for the frame. The movement will be
constrained to the navigation mesh, and steering will be applied to ensure
agents managed by the crowd do not collide with each other.
This is very powerful feature set. But it comes with limitations.
The biggest limitation is that you must give control of the agent's position
completely over to the crowd manager. You can update things like maximum speed
and acceleration. But in order for the crowd manager to do its thing, it can't
allow you to constantly be giving it overrides to position and velocity. So
you give up direct control of the agent's movement. It belongs to the crowd.
The second biggest limitation revolves around the fact that the crowd manager
deals with local planning. So the agent's target should never be more than
256 polygons aways from its current position. If it is, you risk
your agent failing to reach its target. So you may still need to do long
distance planning and provide the crowd manager with intermediate targets.
Other significant limitations:
- All agents using the crowd manager will use the same #dtQueryFilter.
- Crowd management is relatively expensive. The maximum agents under crowd
management at any one time is between 20 and 30. A good place to start
is a maximum of 25 agents for 0.5ms per frame.
@note This is a summary list of members. Use the index or search
feature to find minor members.
@struct dtCrowdAgentParams
@see dtCrowdAgent, dtCrowd::addAgent(), dtCrowd::updateAgentParameters()
@var dtCrowdAgentParams::obstacleAvoidanceType
@par
#dtCrowd permits agents to use different avoidance configurations. This value
is the index of the #dtObstacleAvoidanceParams within the crowd.
@see dtObstacleAvoidanceParams, dtCrowd::setObstacleAvoidanceParams(),
dtCrowd::getObstacleAvoidanceParams()
@var dtCrowdAgentParams::collisionQueryRange
@par
Collision elements include other agents and navigation mesh boundaries.
This value is often based on the agent radius and/or maximum speed. E.g. radius * 8
@var dtCrowdAgentParams::pathOptimizationRange
@par
Only applicable if #updateFlags includes the #DT_CROWD_OPTIMIZE_VIS flag.
This value is often based on the agent radius. E.g. radius * 30
@see dtPathCorridor::optimizePathVisibility()
@var dtCrowdAgentParams::separationWeight
@par
A higher value will result in agents trying to stay farther away from each other at
the cost of more difficult steering in tight spaces.
*/
/// Provides local steering behaviors for a group of agents.
/// @ingroup crowd
public class DtCrowd
{
/// The maximum number of corners a crowd agent will look ahead in the path.
/// This value is used for sizing the crowd agent corner buffers.
/// Due to the behavior of the crowd manager, the actual number of useful
/// corners will be one less than this number.
/// @ingroup crowd
public const int DT_CROWDAGENT_MAX_CORNERS = 4;
/// The maximum number of crowd avoidance configurations supported by the
/// crowd manager.
/// @ingroup crowd
/// @see dtObstacleAvoidanceParams, dtCrowd::SetObstacleAvoidanceParams(), dtCrowd::GetObstacleAvoidanceParams(),
/// dtCrowdAgentParams::obstacleAvoidanceType
public const int DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS = 8;
/// The maximum number of query filter types supported by the crowd manager.
/// @ingroup crowd
/// @see dtQueryFilter, dtCrowd::GetFilter() dtCrowd::GetEditableFilter(),
/// dtCrowdAgentParams::queryFilterType
public const int DT_CROWD_MAX_QUERY_FILTER_TYPE = 16;
private readonly RcAtomicInteger _agentId = new RcAtomicInteger();
private readonly List<DtCrowdAgent> _agents;
private readonly DtPathQueue _pathQ;
private readonly DtObstacleAvoidanceParams[] _obstacleQueryParams = new DtObstacleAvoidanceParams[DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS];
private readonly DtObstacleAvoidanceParams[] _obstacleQueryParams = new DtObstacleAvoidanceParams[DtCrowdConst.DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS];
private readonly DtObstacleAvoidanceQuery _obstacleQuery;
private DtProximityGrid _grid;
private readonly RcVec3f _ext = new RcVec3f();
private readonly IDtQueryFilter[] _filters = new IDtQueryFilter[DT_CROWD_MAX_QUERY_FILTER_TYPE];
private readonly IDtQueryFilter[] _filters = new IDtQueryFilter[DtCrowdConst.DT_CROWD_MAX_QUERY_FILTER_TYPE];
private DtNavMeshQuery _navQuery;
private DtNavMesh _navMesh;
private readonly DtCrowdConfig _config;
private readonly DtCrowdTelemetry _telemetry = new DtCrowdTelemetry();
private int _velocitySampleCount;
public DtCrowd(DtCrowdConfig config, DtNavMesh nav) :
this(config, nav, i => new DtQueryDefaultFilter())
public DtCrowd(DtCrowdConfig config, DtNavMesh nav) : this(config, nav, i => new DtQueryDefaultFilter())
{
}
@ -165,13 +144,13 @@ namespace DotRecast.Detour.Crowd
_obstacleQuery = new DtObstacleAvoidanceQuery(config.maxObstacleAvoidanceCircles, config.maxObstacleAvoidanceSegments);
for (int i = 0; i < DT_CROWD_MAX_QUERY_FILTER_TYPE; i++)
for (int i = 0; i < DtCrowdConst.DT_CROWD_MAX_QUERY_FILTER_TYPE; i++)
{
_filters[i] = queryFilterFactory.Invoke(i);
}
// Init obstacle query option.
for (int i = 0; i < DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS; ++i)
for (int i = 0; i < DtCrowdConst.DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS; ++i)
{
_obstacleQueryParams[i] = new DtObstacleAvoidanceParams();
}
@ -206,7 +185,7 @@ namespace DotRecast.Detour.Crowd
/// @param[in] option The new configuration.
public void SetObstacleAvoidanceParams(int idx, DtObstacleAvoidanceParams option)
{
if (idx >= 0 && idx < DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS)
if (idx >= 0 && idx < DtCrowdConst.DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS)
{
_obstacleQueryParams[idx] = new DtObstacleAvoidanceParams(option);
}
@ -218,7 +197,7 @@ namespace DotRecast.Detour.Crowd
/// @return The requested configuration.
public DtObstacleAvoidanceParams GetObstacleAvoidanceParams(int idx)
{
if (idx >= 0 && idx < DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS)
if (idx >= 0 && idx < DtCrowdConst.DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS)
{
return _obstacleQueryParams[idx];
}
@ -375,7 +354,7 @@ namespace DotRecast.Detour.Crowd
public IDtQueryFilter GetFilter(int i)
{
return i >= 0 && i < DT_CROWD_MAX_QUERY_FILTER_TYPE ? _filters[i] : null;
return i >= 0 && i < DtCrowdConst.DT_CROWD_MAX_QUERY_FILTER_TYPE ? _filters[i] : null;
}
public DtProximityGrid GetGrid()
@ -945,7 +924,7 @@ namespace DotRecast.Detour.Crowd
}
// Find corners for steering
ag.corridor.FindCorners(ref ag.corners, DT_CROWDAGENT_MAX_CORNERS, _navQuery, _filters[ag.option.queryFilterType]);
ag.corridor.FindCorners(ref ag.corners, DtCrowdConst.DT_CROWDAGENT_MAX_CORNERS, _navQuery, _filters[ag.option.queryFilterType]);
// Check to see if the corner after the next corner is directly visible,
// and short cut to there.

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@ -0,0 +1,30 @@
namespace DotRecast.Detour.Crowd
{
public static class DtCrowdConst
{
/// The maximum number of neighbors that a crowd agent can take into account
/// for steering decisions.
/// @ingroup crowd
public const int DT_CROWDAGENT_MAX_NEIGHBOURS = 6;
/// The maximum number of corners a crowd agent will look ahead in the path.
/// This value is used for sizing the crowd agent corner buffers.
/// Due to the behavior of the crowd manager, the actual number of useful
/// corners will be one less than this number.
/// @ingroup crowd
public const int DT_CROWDAGENT_MAX_CORNERS = 4;
/// The maximum number of crowd avoidance configurations supported by the
/// crowd manager.
/// @ingroup crowd
/// @see dtObstacleAvoidanceParams, dtCrowd::SetObstacleAvoidanceParams(), dtCrowd::GetObstacleAvoidanceParams(),
/// dtCrowdAgentParams::obstacleAvoidanceType
public const int DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS = 8;
/// The maximum number of query filter types supported by the crowd manager.
/// @ingroup crowd
/// @see dtQueryFilter, dtCrowd::GetFilter() dtCrowd::GetEditableFilter(),
/// dtCrowdAgentParams::queryFilterType
public const int DT_CROWD_MAX_QUERY_FILTER_TYPE = 16;
}
}

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@ -25,8 +25,6 @@ using DotRecast.Core.Numerics;
namespace DotRecast.Detour.Crowd
{
public class DtLocalBoundary
{
public const int MAX_LOCAL_SEGS = 8;
@ -109,7 +107,7 @@ namespace DotRecast.Detour.Crowd
var segmentVerts = new List<RcSegmentVert>();
var segmentRefs = new List<long>();
for (int j = 0; j < m_polys.Count; ++j)
{
var result = navquery.GetPolyWallSegments(m_polys[j], false, filter, ref segmentVerts, ref segmentRefs);