From c17825b626417a230e68de6436ad15a3583fbfbc Mon Sep 17 00:00:00 2001 From: JR-Morgan <45512892+JR-Morgan@users.noreply.github.com> Date: Fri, 3 Sep 2021 02:06:57 +0100 Subject: [PATCH] Added NOTICE file and minor UI tweaks --- .../Models/1998-Childrens-Hospital.prefab | 31 + .../Prefabs/Models/Office Building.prefab | 1395 + .../Models/Office Building.prefab.meta | 7 + .../Assets/Prefabs/Models/OldStadium.prefab | 25742 ++++++++++++++++ .../Prefabs/Models/OldStadium.prefab.meta | 7 + .../Assets/Prefabs/Models/Stadium.prefab | 10396 +++---- .../Assets/Prefabs/Models/Stadium.prefab.meta | 2 +- ...{SFM Test.unity => Simulation Scene.unity} | 376 +- ...unity.meta => Simulation Scene.unity.meta} | 0 .../Initialisation/IAgentDistribution.cs | 4 +- .../UniformAgentDistribution.cs | 37 +- .../Scripts/Simulation/SimulationManager.cs | 33 +- .../Scripts/Simulation/SimulationSettings.cs | 2 +- .../UniformAgentDistribution_Test.cs | 6 +- .../UI/Controllers/TimeScaleController.cs | 30 +- .../Speckle Connector/SpeckleProperties.cs | 14 +- .../LiberationSans SDF.asset | 7 +- .../ProjectSettings/EditorBuildSettings.asset | 2 +- NOTICE.md | 24 + 19 files changed, 32466 insertions(+), 5649 deletions(-) create mode 100644 Evacuation Simulation/Assets/Prefabs/Models/Office Building.prefab create mode 100644 Evacuation Simulation/Assets/Prefabs/Models/Office Building.prefab.meta create mode 100644 Evacuation Simulation/Assets/Prefabs/Models/OldStadium.prefab create mode 100644 Evacuation Simulation/Assets/Prefabs/Models/OldStadium.prefab.meta rename Evacuation Simulation/Assets/Scenes/{SFM Test.unity => Simulation Scene.unity} (83%) rename Evacuation Simulation/Assets/Scenes/{SFM Test.unity.meta => Simulation Scene.unity.meta} (100%) create mode 100644 NOTICE.md diff --git a/Evacuation Simulation/Assets/Prefabs/Models/1998-Childrens-Hospital.prefab b/Evacuation Simulation/Assets/Prefabs/Models/1998-Childrens-Hospital.prefab index cbd4a38..7e8672b 100644 --- a/Evacuation Simulation/Assets/Prefabs/Models/1998-Childrens-Hospital.prefab +++ b/Evacuation Simulation/Assets/Prefabs/Models/1998-Childrens-Hospital.prefab @@ -128,6 +128,7 @@ Transform: - 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/// The agents goal + /// Terminal goal locations (i.e. evacuation points) /// The prefab used to create agents /// The number of agents that should be instantiated /// The agent's environment, used to calculate bounds /// The list of new agents of size - May contain null values if some agents failed to be instantiated - List InstantiateAgents(Transform agentParent, Transform agentsGoal, GameObject agentPrefab, int numberOfAgents, GameObject environmentModel); + List InstantiateAgents(Transform agentParent, ICollection agentsGoals, GameObject agentPrefab, int numberOfAgents, GameObject environmentModel); } } diff --git a/Evacuation Simulation/Assets/Scripts/Simulation/Initialisation/UniformAgentDistribution.cs b/Evacuation Simulation/Assets/Scripts/Simulation/Initialisation/UniformAgentDistribution.cs index ab79ab7..0b5aaa0 100644 --- a/Evacuation Simulation/Assets/Scripts/Simulation/Initialisation/UniformAgentDistribution.cs +++ b/Evacuation Simulation/Assets/Scripts/Simulation/Initialisation/UniformAgentDistribution.cs @@ -1,9 +1,11 @@ #nullable enable using PedestrianSimulation.Agent; using System.Collections.Generic; +using System.Linq; using JMTools; using UnityEngine; using UnityEngine.AI; +using UnityEngine.Assertions; namespace PedestrianSimulation.Simulation.Initialisation { @@ -22,9 +24,9 @@ public UniformAgentDistribution(int tries = DEFAULT_TRIES, float distance = DEFA Distance = distance; } - public List InstantiateAgents(Transform agentParent, Transform agentsGoal, GameObject agentPrefab, int numberOfAgents, GameObject environmentModel) + public List InstantiateAgents(Transform agentParent, ICollection agentsGoals, GameObject agentPrefab, int numberOfAgents, GameObject environmentModel) { - return InstantiateAgents(agentParent, agentsGoal, agentPrefab, numberOfAgents, environmentModel, this.Tries, this.Distance); + return InstantiateAgents(agentParent, agentsGoals, agentPrefab, numberOfAgents, environmentModel, this.Tries, this.Distance); } #endregion @@ -33,7 +35,7 @@ public List InstantiateAgents(Transform agentParent, Transform agentsGoal, Ga /// Creates the specified as children of . /// /// The parent transform of all of the new agents - /// The agents goal + /// The agents goals /// The prefab used to create agents /// The number of agents that should be created /// The agent's environment, used to calculate bounds @@ -41,8 +43,17 @@ public List InstantiateAgents(Transform agentParent, Transform agentsGoal, Ga /// The size of voxels used to spawn agents, Should be less than or equal to the size of agents. /// The smaller the more uniform the agent's distribution but the higher chance of a single try failing /// The list of new agents. May contain null values if some agents failed to spawn within the number of - public static List InstantiateAgents(Transform agentParent, Transform goal, GameObject agentPrefab, int numberOfAgents, GameObject environmentModel, int tries = DEFAULT_TRIES, float distance = DEFAULT_DISTANCE) + private static List InstantiateAgents(Transform agentParent, ICollection agentsGoals, GameObject agentPrefab, int numberOfAgents, GameObject environmentModel, int tries = DEFAULT_TRIES, float distance = DEFAULT_DISTANCE) { + if (agentsGoals.Count <= 0) + { + var goal = new GameObject { + transform = { position = new Vector3(15f, 0f, 0f) } + }; + agentsGoals.Add(goal.transform); //For debug purposes, just add a valid goal + } + + List agents = new List(numberOfAgents); Bounds bounds = environmentModel.CalculateRendererBounds(); @@ -68,12 +79,10 @@ public static List InstantiateAgents(Transform agentParent, Transform goal, G if (navAgent != null) navAgent.Warp(position); //TODO consider doing this check in agent else agentGameObject.transform.position = position; - if (agent.TrySetGoal(goal.position)) - { - failed = false; - break; - } - + if (!SetGoal(agent, position, agentsGoals)) continue; + + failed = false; + break; } if (failed) @@ -91,6 +100,14 @@ public static List InstantiateAgents(Transform agentParent, Transform goal, G return agents; } + private static bool SetGoal(T agent, Vector3 agentPosition, IEnumerable agentsGoals) + { + IEnumerable orderedGoals = agentsGoals + .OrderBy(goal => Vector3.Distance(goal.position, agentPosition)); + + return orderedGoals.Any(goal => agent.TrySetGoal(goal.position)); + } + protected static Vector3 GetRandomPointOnNavMesh(in Bounds bounds, Transform transform, float distance) { Vector3 randomPoint = new Vector3( diff --git a/Evacuation Simulation/Assets/Scripts/Simulation/SimulationManager.cs b/Evacuation Simulation/Assets/Scripts/Simulation/SimulationManager.cs index 406e392..98fcd45 100644 --- a/Evacuation Simulation/Assets/Scripts/Simulation/SimulationManager.cs +++ b/Evacuation Simulation/Assets/Scripts/Simulation/SimulationManager.cs @@ -1,12 +1,14 @@ using PedestrianSimulation.Agent; using PedestrianSimulation.Visualisation; using System.Collections.Generic; +using System.Linq; using PedestrianSimulation.Agent.LocalAvoidance; using JMTools; using PedestrianSimulation.Environment; using PedestrianSimulation.Results; using PedestrianSimulation.Simulation.UpdateStrategies; using Results_Core; +using Speckle.ConnectorUnity; using UnityEngine; using UnityEngine.AI; using UnityEngine.Events; @@ -72,7 +74,7 @@ protected override void Awake() public void InitialiseManager() { - if(updater != null) Destroy(updater); + if(updater != null) Destroy(updater.gameObject); if (HasGenerated) { @@ -108,7 +110,8 @@ private bool RunSimulation(EnvironmentManager environment) where T : Abstract { // 0. Cleanup from potential last run if (visualSurface != null) Destroy(visualSurface); - if (settings.goal == null) settings.goal = GameObject.FindGameObjectWithTag("Goal").transform; + //settings.goals ??= FindGoals(environment).ToArray(); + settings.goals = GameObject.FindGameObjectsWithTag("Goal").Select(go => go.transform).ToArray(); if(updater != null) Destroy(updater); } @@ -126,7 +129,7 @@ private bool RunSimulation(EnvironmentManager environment) where T : Abstract { // 3.1 Instantiate Agents Agents = settings.NewDistribution().InstantiateAgents( agentParent: transform, - agentsGoal: settings.goal, + agentsGoals: settings.goals, agentPrefab: agentPrefab, numberOfAgents: settings.numberOfAgents, environmentModel: environment.gameObject //TODO might change this type to EnvironmentManager @@ -148,13 +151,18 @@ private bool RunSimulation(EnvironmentManager environment) where T : Abstract agent.GoalRegress += AgentGoalRegressedHandler; } - GameObject updaterGo = new GameObject("Updater"); - updater = updaterGo.AddComponent(); - updater.Initialise( - updater: settings.NewUpdater(), - agents: Agents, - timeStep: 0.5f + //RVO agents are updated by Unity's AIUpdate loop + if (settings.localAvoidanceStrategy != LocalAvoidanceStrategy.RVO) + { + GameObject updaterGo = new GameObject("Updater"); + updater = updaterGo.AddComponent(); + updater.Initialise( + updater: settings.NewUpdater(), + agents: Agents, + timeStep: 0.5f ); + } + } @@ -230,7 +238,12 @@ private static GameObject InstantiateVisualSurfaceMesh(Material material, Transf } - + private static IEnumerable FindGoals(Component environment) + { + return environment.GetComponentsInChildren() + .Where(properties => properties.Data.ContainsKey("ce0693b3243b8b2f8174e7d6b31cda3c")) + .Select(properties => properties.transform); + } #region Goal Completions diff --git a/Evacuation Simulation/Assets/Scripts/Simulation/SimulationSettings.cs b/Evacuation Simulation/Assets/Scripts/Simulation/SimulationSettings.cs index 65b6e8d..30e3598 100644 --- a/Evacuation Simulation/Assets/Scripts/Simulation/SimulationSettings.cs +++ b/Evacuation Simulation/Assets/Scripts/Simulation/SimulationSettings.cs @@ -16,7 +16,7 @@ public class SimulationSettings public int numberOfAgents = 100; - public Transform goal; + public Transform[] goals; //public float timeStep = 1f / 30f; diff --git a/Evacuation Simulation/Assets/Scripts/Tests/Simulation/Initialisation/UniformAgentDistribution_Test.cs b/Evacuation Simulation/Assets/Scripts/Tests/Simulation/Initialisation/UniformAgentDistribution_Test.cs index 6e6f5d9..4769f8d 100644 --- a/Evacuation Simulation/Assets/Scripts/Tests/Simulation/Initialisation/UniformAgentDistribution_Test.cs +++ b/Evacuation Simulation/Assets/Scripts/Tests/Simulation/Initialisation/UniformAgentDistribution_Test.cs @@ -57,7 +57,7 @@ public void EmptyEnvironment(int numberOfAgents) { var agents = distribution.InstantiateAgents( agentParent: new GameObject().transform, - agentsGoal: new GameObject().transform, + agentsGoals: new [] { new GameObject().transform }, agentPrefab: new GameObject(), numberOfAgents: numberOfAgents, environmentModel: environment @@ -77,7 +77,7 @@ public void ValidEnvironment(int numberOfAgents) var agents = distribution.InstantiateAgents( agentParent: new GameObject().transform, - agentsGoal: new GameObject().transform, + agentsGoals: new [] { new GameObject().transform }, agentPrefab: new GameObject(), numberOfAgents: numberOfAgents, environmentModel: environment @@ -98,7 +98,7 @@ public void CompleteAgentInitialisation(int numberOfAgents) var agents = distribution.InstantiateAgents( agentParent: parent, - agentsGoal: goal, + agentsGoals: new [] {goal}, agentPrefab: new GameObject(), numberOfAgents: numberOfAgents, environmentModel: environment diff --git a/Evacuation Simulation/Assets/Scripts/UI/Controllers/TimeScaleController.cs b/Evacuation Simulation/Assets/Scripts/UI/Controllers/TimeScaleController.cs index 576d90c..54bbef5 100644 --- a/Evacuation Simulation/Assets/Scripts/UI/Controllers/TimeScaleController.cs +++ b/Evacuation Simulation/Assets/Scripts/UI/Controllers/TimeScaleController.cs @@ -9,10 +9,12 @@ namespace PedestrianSimulation.UI { + [AddComponentMenu("Simulation/UI/Time Scale Controller"), DisallowMultipleComponent] [RequireComponent(typeof(UIDocument))] public class TimeScaleController : MonoBehaviour { - + private const string PREFIX = "X"; //"\u2715"; //for some reason, I'm having some problems getting unicode to render with UI toolkits fonts + private VisualElement element; private void Start() { @@ -26,21 +28,27 @@ private void Start() private static List GenerateSpeedControls(params float[] speedParams) => GenerateSpeedControls(speeds: speedParams); - private static List GenerateSpeedControls(IEnumerable speeds) + private static List GenerateSpeedControls(ICollection speeds) { var elements = new List(); - - foreach (float speed in speeds) + + if (speeds.Count >= 0) { - var button = new Button(() => - { - SetTimeScale(speed); - }) + var label = new Label("Speed: "); + elements.Add(label); + + foreach (float speed in speeds) { - text = $"{speed}", - }; + var button = new Button(() => + { + SetTimeScale(speed); + }) + { + text = $"{PREFIX}{speed}", + }; - elements.Add(button); + elements.Add(button); + } } return elements; diff --git a/Evacuation Simulation/Assets/Speckle Connector/SpeckleProperties.cs b/Evacuation Simulation/Assets/Speckle Connector/SpeckleProperties.cs index 8326b62..4e2513d 100644 --- a/Evacuation Simulation/Assets/Speckle Connector/SpeckleProperties.cs +++ b/Evacuation Simulation/Assets/Speckle Connector/SpeckleProperties.cs @@ -4,11 +4,11 @@ namespace Speckle.ConnectorUnity { - /// - /// This class gets attached to GOs and is used to store Speckle's metadata when sending / receiving - /// - public class SpeckleProperties : MonoBehaviour - { - public Dictionary Data { get; set; } - } + /// + /// This class gets attached to GOs and is used to store Speckle's metadata when sending / receiving + /// + public class SpeckleProperties : MonoBehaviour + { + public Dictionary Data { get; set; } + } } \ No newline at end of file diff --git a/Evacuation Simulation/Assets/UI Toolkit/Resources/Fonts & Materials/LiberationSans SDF.asset b/Evacuation Simulation/Assets/UI Toolkit/Resources/Fonts & Materials/LiberationSans SDF.asset index c51873f..6a8d1bd 100644 --- a/Evacuation Simulation/Assets/UI Toolkit/Resources/Fonts & Materials/LiberationSans SDF.asset +++ b/Evacuation Simulation/Assets/UI Toolkit/Resources/Fonts & Materials/LiberationSans SDF.asset @@ -15,9 +15,9 @@ MonoBehaviour: m_Version: 1.1.0 m_Material: {fileID: 4683684913593235938} m_SourceFontFileGUID: 189c84d4bdcba6d449b66c25aad92981 - m_SourceFontFile_EditorRef: {fileID: 12800000, guid: 189c84d4bdcba6d449b66c25aad92981, type: 3} m_SourceFontFile: {fileID: 12800000, guid: 189c84d4bdcba6d449b66c25aad92981, type: 3} m_AtlasPopulationMode: 1 + InternalDynamicOS: 0 m_FaceInfo: m_FaceIndex: 0 m_FamilyName: Liberation Sans @@ -82,6 +82,7 @@ MonoBehaviour: m_FallbackFontAssetTable: [] m_fontAssetCreationEditorSettings: sourceFontFileGUID: 189c84d4bdcba6d449b66c25aad92981 + faceIndex: 0 pointSizeSamplingMode: 0 pointSize: 90 padding: 9 @@ -189,9 +190,9 @@ Material: - _OutlineSoftness: 0 - _OutlineWidth: 0 - _PerspectiveFilter: 0.875 - - _ScaleRatioA: 1 + - _ScaleRatioA: 0.9 - _ScaleRatioB: 1 - - _ScaleRatioC: 1 + - _ScaleRatioC: 0.73125 - _ScaleX: 1 - _ScaleY: 1 - _ShaderFlags: 0 diff --git a/Evacuation Simulation/ProjectSettings/EditorBuildSettings.asset b/Evacuation Simulation/ProjectSettings/EditorBuildSettings.asset index 10b2a67..0405c18 100644 --- a/Evacuation Simulation/ProjectSettings/EditorBuildSettings.asset +++ b/Evacuation Simulation/ProjectSettings/EditorBuildSettings.asset @@ -6,7 +6,7 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/Scenes/SFM Test.unity + path: Assets/Scenes/Simulation Scene.unity guid: c7ee4ef43de7dbf4d9844cdf78ebbc97 m_configObjects: com.unity.addressableassets: {fileID: 11400000, guid: 7db955963bc58a74babfa9b82594b9ec, type: 2} diff --git a/NOTICE.md b/NOTICE.md new file mode 100644 index 0000000..aaf6dda --- /dev/null +++ b/NOTICE.md @@ -0,0 +1,24 @@ +The following assets have been externally sourced and are used under their own licenses. + +| Asset | Author | Source | License | +| --- | --- | --- | --- | +| Speckle Unity | Speckle | [specklesystems/speckle-unity](https://github.com/specklesystems/speckle-unity) | [Apache 2.0](https://github.com/specklesystems/speckle-unity/blob/main/LICENSE) | +| Castle Core | Unity Tecnhologies | Unity Registry | [Licence](https://github.com/castleproject/Core/blob/master/LICENSE) | +| Custom NUnit | Unity Tecnhologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.ext.nunit@1.0/license/LICENSE.html) | +| JetBrains Rider Editor | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.ide.rider@2.0/license/LICENSE.html) | +| Moq | Unity Tecnologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/nuget.moq@1.0/license/Third%20Party%20Notices.html) | +| NavMesh Components | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.ai.navigation.components@1.0/license/LICENSE.html) | +| Test Framework | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/license/LICENSE.html) | +| TextCore | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.textcore@1.0/license/LICENSE.html) | +| Timeline | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.timeline@1.4/license/LICENSE.html) | +| UI Builder | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.ui.builder@1.0/license/Third%20Party%20Notices.html) | +| UI Toolkit | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.ui@1.0/license/LICENSE.html) | +| Visual Studio Editor | Unity Technologies | Unity Registry | [Licence](https://docs.unity3d.com/Packages/com.unity.ide.visualstudio@2.0/license/LICENSE.html) | +| SimpleCameraController.cs (adapted) | Unity Technologies | Unity Template Projects | [Licence](https://docs.unity3d.com/Packages/com.unity.ide.visualstudio@2.0/license/LICENSE.html) | +| Social Force Model (adapted) | Fawwaz Mohd Nasir | [fawwazbmn/SocialForceModel](https://github.com/fawwazbmn/SocialForceModel/) | [BSD 3-Clause](https://github.com/fawwazbmn/SocialForceModel/blob/master/LICENSE) | +| Social Force Model (adapted) | Trịnh Thành Trung | [trinhthanhtrung/unity-pedestrian-sim ](https://github.com/trinhthanhtrung/unity-pedestrian-sim) | [MIT](https://github.com/trinhthanhtrung/unity-pedestrian-sim/blob/master/LICENSE) | +| Human Mesh FBX | CG_Luke | [turbosquid.com](https://www.turbosquid.com/3d-models/lowpolygon-human-base-mesh-max-free/1049654) | [License](https://blog.turbosquid.com/turbosquid-3d-model-license/) | +| OxyPlot | OxyPlot | [Nuget](https://www.nuget.org/packages/OxyPlot.Wpf/) | [MIT](https://licenses.nuget.org/MIT) | +| WPF | .NET Foundation | .NET 5 | [MIT](https://github.com/dotnet/wpf/blob/main/LICENSE.TXT) | +| BenchmarkDotNet | .NET Foundation | [Nuget](https://www.nuget.org/packages/BenchmarkDotNet/) | [MIT](https://licenses.nuget.org/MIT) | +