Unity3D NavMesh: shortest path to an area - unity3d

Consider the following situation.
There is a predefined area inside NavMesh that AI agent must reach. For convenience - it is circular area.
To find the closest point of the area is pretty straightforward task. No, I need to find the shortest path to an area.
In the picture example the closest point obviously requires from an agent to travel further than optimal distance is.
So, how to calculate desired destination point in such situation?
Do I have to implement a wave propagation algorithm myself? Use the A* instead of built-in NavMesh? Are there any simple solutions involving Unity3D tools?
Note: desired area is just an abstraction defined by (Vector3) position and (float) radius, not an actual object in game scene.

Related

Understanding GazeProvider GazeDirection Vector3

I am working on taking two HoloLens 2 users' gaze data, and comparing them to verify they are tracking the same hologram's trajectory. I have access to the GazeProvider data, no issues there. However, the GazeProvider.GazeDirection data throws me. For instance, I've referenced the API at:
GazeDirection API Data
But, I dont really understand what the Vector 3 it returns means. Are the X,Y,Z relative motion? If not, can I use Vector3.angle to compute relative motion vectors between two points?
The vector returned by the GazeDirection property leveraging three coordinate parameters to point the direction that the user's eyes are looking towards. The origin is located between the user's eyes. The Vector3.angle method you mentioned can help you compute the angle between the two eye gaze directions.
I have just started to dig into gaze from a different scenario, but one suggestion I would make is that you also take a look at the gaze origin api.
Each user occupies a different location in space and is gazing into the world in a "gaze direction" from their location in space which would be their "gaze origin".
Basically you need to reconcile the different spatial coordinate systems.

Unity: Create AnimationClip With World Scale AnimationCurves

I've been looking for a solution to this for quite a while now (meaning several days) and I haven't found anything yet. Maybe I'm thinking about it wrong and there isn't a way, but let's try!
I'm recording hand-data on a Hololens (the Unity Hololens Input Simulation for now). This essentially gives me one float AnimationCurve for each hand joint for each transform.position.x to z and rotation.x to w. Now my goal is to put these curves into an AnimationClip and add it to an AnimatorController (via an AnimatorOverrideController) that animates a hand rig and replay the recordings. Everything so far works!
However, the recorded hand-data from the Hololens is in world scale, not in local scale. (which makes sense, since you usually want absolute coordinates when you want to know where the hand is.) But to animate the hand, it seems I'm only able to set local coordinates, which I don't have.
Example:
clip.SetCurve("", typeof(Transform), "localPosition.x", curve.PositionX);
Here, the clip takes the the x-coordinates from some hand joint and puts it to the localPosition.x of the corresponding hand rig joint. The problem: curve.PositionX is world-scale (absolute coordinates), but localPosition.x takes local-scale (coordinates relative to its parent).
I can't simply change "localPosition.x" to "position.x", like so:
clip.SetCurve("", typeof(Transform), "position.x", curve.PositionX);
even though the Transform class has both properties and position is the object's world scale position. I'm not sure why this doesn't work, but it gives me the following error:
Cannot bind generic curve on Transform component, only position, rotation and scale curve are supported.
I'm aware that it doesn't make much sense to use absolute coordinates for an animation, but I simply don't have anything else.
Does anyone have an approach how I can deal with this in a sensible, not-too-cumbersome way? It seems I have all the important parts, I just can't figure out how to put them together. Thanks so much already! :)
From my basic understanding, it seems like you are using the Input animation recording service provided by MRTK. Unfortunately, MRTK does not provide the localPosition version of Curves data. However, you can modify the data from the recordingBuffer after the InputRecordingService stops recording.
So, this is a method worth trying for you: in the handJointCurves dictionary property of recordingBuffer field, a set of pose curves is stored for each joint. And then, base on this table:Joint pose curves, subtract the position value of the key None from the position value of each other joint in every key frame so that the localPosition based on the key None is obtained.

Drawing a 3D arc and helix in SceneKit

A recent question here made me think of SceneKit again, and I remembered a problem I never solved.
My app displays antenna designs using SK. Most antennas use metal rods and mesh reflectors so I used SCNCylinder for the rods, SCNPlane for the reflector and SCNFloor for the ground. The whole thing took a couple of hours, and I'm utterly noob at 3D.
But some antennas use wires bent into arcs or helixes, and I punted here and made crappy segmented objects using several cylinders end-to-end. It looks ass-tastic.
Ideally I would like a single object that renders the arc or helix with a cylindrical cross section. Basically SCNTorus, but with a start and end angle. This post talks about using a UIBezierPath in SK, but it uses extrude to produce a ribbon-like shape. Is there a way to do something similar but with a cylinder cross section (like a partial SCNTorus)?
I know I can make a custom shape by creating the vertexes (and normals and such) but I'm hoping I missed a simpler solution.
An arc you can do with SCNShape. Start with the technique from my other answer to get an extruded, ribbon-like arc. You'll want to make sure that the part where your path traces back on itself is offset by a distance the same as your extrusion depth, so you end up with a shape that's square in cross section.
To make it circular in cross section, use the chamferProfile property — give it a path that's a quarter circle, and set the chamfer radius equal to half the extrusion depth, and the four quarter-circle chamfers will meet, forming a circular cross section.
A helix is another story. SCNShape takes a planar path — one that varies in only two dimensions — and extrudes it to make a three-dimensional solid. A helix is a path that varies in three dimensions to start with. SceneKit doesn't have anything that describes a shape in such terms, so there's no super simple answer here.
The shader modifier solution #HalMueller alludes to is interesting, but problematic. It's simple to use a modifier at the geometry entry point to make a simple bend — say, offset every y coordinate by some amount, even by an amount that's a function of why. But that's a one-dimensional transform, so you can't use it to wrap a wire around on itself. (It also changes the cross section.) And on top of that, shader modifiers happen on the GPU at render time, so their effects are an illusion: the "real" geometry in SceneKit's model is still a cylinder, so features like hit testing apply to that and not to the transformed geometry.
The best solution to making something like a helix is probably custom geometry — generating your own vertex data (SCNGeometrySource). The math for finding the set of points on a helix is pretty simple if you follow that shape's definition. To wrap a cross section around it, follow the Frenet formulas to create a local coordinate frame at each point on the helix. Then make an index buffer (SCNGeometryElement) to stitch all those points into a surface with triangles or tristrips. (Okay, that's a lot of hand-waving around a deep topic, but a full tutorial is too big for an SO answer. This should be enough of a breadcrumb to get started, though...)
Here are some starting points that might help.
One approach would be to use more cylinders and make them shorter. That's the same idea behind the various segmentCount properties on the SCNGeometry primitives. Can we see a screenshot of the current linked cylinders version?
If you increase the heightSegmentCount, you could use the approach outlined here: scenekit, how to bend an object.
I just took a look at SCNShape. I was thinking you could use a shader modifier to warp the extruded shape into a circular cross section. But SCNShape doesn't seem to expose a segment count property, which I think you'd need to create enough extrusion segments for a good look. The chamferRadius and chamferProfile properties look interesting. I wonder if you could use those to create an extrusion that looks good.

Open GL - ES 2.0 : Touch detection

Hi Guys I am doing some work on iOS and the work requires use of OpenGL es. So now I have a bunch of squares, cubes and triangles on the screen. Some of these geometries might overlap. Any ideas/ approaches for touch detection?
Regards
To follow up on the answer already given, squares, cubes and triangles are convex shapes so you can perform ray-object intersection quite easily, even directly from the geometry rather than from the mathematical description of the perfect object.
You're going to need to be able to calculate the distance of a point from the plane and the intersection of a ray with the plane. As a simple test you can implement yourself very quickly, for each polygon on the convex shape work out the intersection between the ray and the plane. Then check whether that point is behind all the planes defined by polygons that share an edge with the one you just tested. If so then the hit is on the surface of the object — though you should be careful about coplanar adjoining polygons and rounding errors.
Once you've found a collision you can easily get the length of the ray to the point of collision. The object with the shortest distance is the one that's in front.
If that's fast enough then great, otherwise you'll probably want to look into partitioning the world or breaking objects down to their silhouettes. Convex objects are really simple — consider all the edges that run between one polygon and the next. If only exactly one of those polygons is front facing then the edge is part of the silhouette. All the silhouettes edges together can be projected to a convex 2d shape on the view plane. You can then test touches by performing a 2d point-in-polygon from that.
A further common alternative that eliminates most of the maths is picking. You'd render the scene to an invisible buffer with each object appearing as a solid blob in a suitably unique colour. To test for touch, you'd just do a glReadPixels and inspect the colour.
For the purposes of glu on the iPhone, you can grab SGI's implementation (as used by MESA). I've used its tessellator in a shipping, production project before.
I had that problem in the past. What I have used is an implementation of glu unproject that you can find on google (it uses the inverse of the model view projection matrix and the viewport size). This allows you to map the 2D screen coordinates to a 3D vector into the world. Then, you can use this vector to intersect with your objects and see which one intersects (or comes really close to doing so).
I do hope there are better ways of doing this, so I look forward to other answers as well!
Once you get the inverse-modelview and cast your ray (vector), you still need to know if the ray intersects your geometry. One approach would be to grab the depth (z in view coordinate system) of the object's center and extend (stretch) your vector just that far. Then see if the vector's "head" ends within the volume of your object or not (you need the objects center and e.g. Its radius, if it's a sphere)

Jelly physics 3d

I want to ask about jelly physics ( http://www.youtube.com/watch?v=I74rJFB_W1k ), where I can find some good place to start making things like that ? I want to make simulation of cars crash and I want use this jelly physics, but I can't find a lot about them. I don't want use existing physics engine, I want write my own :)
Something like what you see in the video you linked to could be accomplished with a mass-spring system. However, as you vary the number of masses and springs, keeping your spring constants the same, you will get wildly varying results. In short, mass-spring systems are not good approximations of a continuum of matter.
Typically, these sorts of animations are created using what is called the Finite Element Method (FEM). The FEM does converge to a continuum, which is nice. And although it does require a bit more know-how than a mass-spring system, it really isn't too bad. The basic idea, derived from the study of continuum mechanics, can be put this way:
Break the volume of your object up into many small pieces (elements), usually tetrahedra. Let's call the entire collection of these elements the mesh. You'll actually want to make two copies of this mesh. Label one the "rest" mesh, and the other the "world" mesh. I'll tell you why next.
For each tetrahedron in your world mesh, measure how deformed it is relative to its corresponding rest tetrahedron. The measure of how deformed it is is called "strain". This is typically accomplished by first measuring what is known as the deformation gradient (often denoted F). There are several good papers that describe how to do this. Once you have F, one very typical way to define the strain (e) is:
e = 1/2(F^T * F) - I. This is known as Green's strain. It is invariant to rotations, which makes it very convenient.
Using the properties of the material you are trying to simulate (gelatin, rubber, steel, etc.), and using the strain you measured in the step above, derive the "stress" of each tetrahdron.
For each tetrahedron, visit each node (vertex, corner, point (these all mean the same thing)) and average the area-weighted normal vectors (in the rest shape) of the three triangular faces that share that node. Multiply the tetrahedron's stress by that averaged vector, and there's the elastic force acting on that node due to the stress of that tetrahedron. Of course, each node could potentially belong to multiple tetrahedra, so you'll want to be able to sum up these forces.
Integrate! There are easy ways to do this, and hard ways. Either way, you'll want to loop over every node in your world mesh and divide its forces by its mass to determine its acceleration. The easy way to proceed from here is to:
Multiply its acceleration by some small time value dt. This gives you a change in velocity, dv.
Add dv to the node's current velocity to get a new total velocity.
Multiply that velocity by dt to get a change in position, dx.
Add dx to the node's current position to get a new position.
This approach is known as explicit forward Euler integration. You will have to use very small values of dt to get it to work without blowing up, but it is so easy to implement that it works well as a starting point.
Repeat steps 2 through 5 for as long as you want.
I've left out a lot of details and fancy extras, but hopefully you can infer a lot of what I've left out. Here is a link to some instructions I used the first time I did this. The webpage contains some useful pseudocode, as well as links to some relevant material.
http://sealab.cs.utah.edu/Courses/CS6967-F08/Project-2/
The following link is also very useful:
http://sealab.cs.utah.edu/Courses/CS6967-F08/FE-notes.pdf
This is a really fun topic, and I wish you the best of luck! If you get stuck, just drop me a comment.
That rolling jelly cube video was made with Blender, which uses the Bullet physics engine for soft body simulation. The bullet documentation in general is very sparse and for soft body dynamics almost nonexistent. You're best bet would be to read the source code.
Then write your own version ;)
Here is a page with some pretty good tutorials on it. The one you are looking for is probably in the (inverse) Kinematics and Mass & Spring Models sections.
Hint: A jelly can be seen as a 3 dimensional cloth ;-)
Also, try having a look at the search results for spring pressure soft body model - they might get you going in the right direction :-)
See this guy's page Maciej Matyka, topic of soft body
Unfortunately 2d only but might be something to start with is JellyPhysics and JellyCar