Compare commits
2 Commits
6e92c87d5a
...
e596d17866
| Author | SHA1 | Date | |
|---|---|---|---|
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e596d17866 | ||
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49acdf93cc |
@@ -165,4 +165,3 @@ MonoBehaviour:
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dimensionMode: 1
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viewMode: 0
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fishCount: 300
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sharkCount: 1
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@@ -22,19 +22,15 @@ namespace FishROV.AvoidanceBenchmark
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public static BenchmarkAgent CreatePrimitive(BenchmarkAgentSpawnInfo spawnInfo, Transform parent)
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{
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var go = spawnInfo.Role == BenchmarkAgentRole.Shark
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? GameObject.CreatePrimitive(PrimitiveType.Capsule)
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: CreateConeObject();
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var go = CreateConeObject();
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go.name = $"{spawnInfo.Role}_{spawnInfo.GroupId:0000}";
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go.transform.SetParent(parent, false);
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go.transform.position = spawnInfo.Position;
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var scale = spawnInfo.Role == BenchmarkAgentRole.Shark
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? new Vector3(spawnInfo.Radius, spawnInfo.Height, spawnInfo.Radius)
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: new Vector3(
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Mathf.Max(0.1f, spawnInfo.Radius * 1.4f),
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Mathf.Max(0.1f, spawnInfo.Radius * 1.4f),
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Mathf.Max(0.2f, spawnInfo.Radius * 3.2f));
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var scale = new Vector3(
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Mathf.Max(0.1f, spawnInfo.Radius * 1.4f),
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Mathf.Max(0.1f, spawnInfo.Radius * 1.4f),
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Mathf.Max(0.2f, spawnInfo.Radius * 3.2f));
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go.transform.localScale = scale;
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var collider = go.GetComponent<Collider>();
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@@ -101,9 +97,6 @@ namespace FishROV.AvoidanceBenchmark
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case BenchmarkAgentRole.Fish:
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color = new Color(0.10f, 0.72f, 0.95f);
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break;
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case BenchmarkAgentRole.Shark:
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color = new Color(0.95f, 0.22f, 0.16f);
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break;
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case BenchmarkAgentRole.SchoolProxy:
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color = new Color(0.20f, 0.95f, 0.42f);
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break;
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156
FishROV/Assets/Scripts/Benchmark/AvoidanceBenchmarkLogWriter.cs
Normal file
156
FishROV/Assets/Scripts/Benchmark/AvoidanceBenchmarkLogWriter.cs
Normal file
@@ -0,0 +1,156 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using UnityEngine;
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namespace FishROV.AvoidanceBenchmark
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{
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public sealed class AvoidanceBenchmarkLogWriter
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{
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private const float SampleInterval = 0.5f;
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private const int MaxSamples = 4096;
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private readonly List<Sample> samples = new List<Sample>(1024);
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private AvoidanceBenchmarkConfig config;
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private string runName;
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private float runStartTime;
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private float nextSampleTime;
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private bool hasRun;
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public string LastExportPath { get; private set; } = "尚未导出";
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public int SampleCount => samples.Count;
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public void StartRun(AvoidanceBenchmarkConfig benchmarkConfig, string adapterName)
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{
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ExportIfNeeded();
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config = benchmarkConfig.Clone();
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runName = SanitizeFileName($"{DateTime.Now:yyyyMMdd_HHmmss}_{adapterName}_{config.Scenario}_{config.DimensionMode}_{config.FishCount}");
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runStartTime = Time.unscaledTime;
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nextSampleTime = runStartTime;
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samples.Clear();
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hasRun = true;
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LastExportPath = "本轮尚未导出";
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}
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public void Record(
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AvoidanceMetricsRecorder metrics,
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AvoidanceCollisionProbe collisionProbe,
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int agentCount)
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{
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if (!hasRun || Time.unscaledTime < nextSampleTime || samples.Count >= MaxSamples)
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{
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return;
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}
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nextSampleTime += SampleInterval;
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samples.Add(new Sample
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{
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TimeSeconds = Time.unscaledTime - runStartTime,
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AgentCount = agentCount,
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AverageFps = metrics.AverageFps,
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OnePercentLowFps = metrics.OnePercentLowFps,
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SimulationMs = metrics.SimulationMs,
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GcAllocKb = metrics.GcAllocBytes / 1024.0,
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HorizontalOverlapPairs = collisionProbe.HorizontalOverlapPairs,
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SpatialOverlapPairs = collisionProbe.SpatialOverlapPairs,
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MinimumClearance = collisionProbe.MinimumClearance
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});
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}
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public string ExportIfNeeded()
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{
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if (!hasRun || samples.Count == 0)
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{
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return LastExportPath;
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}
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var directory = Path.Combine(Application.persistentDataPath, "AvoidanceBenchmarkLogs");
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Directory.CreateDirectory(directory);
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var path = Path.Combine(directory, runName + ".csv");
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using (var writer = new StreamWriter(path, false))
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{
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writer.WriteLine("framework,scenario,dimension,fishCount,arenaRadius,screenWidth,screenHeight,targetFrameRate,timeSeconds,agentCount,averageFps,onePercentLowFps,simulationMs,gcAllocKb,horizontalOverlapPairs,spatialOverlapPairs,minimumClearance");
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for (var i = 0; i < samples.Count; i++)
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{
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var sample = samples[i];
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writer.Write(config.Framework);
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writer.Write(',');
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writer.Write(config.Scenario);
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writer.Write(',');
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writer.Write(config.DimensionMode);
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writer.Write(',');
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writer.Write(config.FishCount);
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writer.Write(',');
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WriteFloat(writer, config.ArenaRadius);
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writer.Write(',');
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writer.Write(Screen.width);
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writer.Write(',');
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writer.Write(Screen.height);
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writer.Write(',');
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writer.Write(Application.targetFrameRate);
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writer.Write(',');
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WriteFloat(writer, sample.TimeSeconds);
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writer.Write(',');
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writer.Write(sample.AgentCount);
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writer.Write(',');
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WriteFloat(writer, sample.AverageFps);
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writer.Write(',');
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WriteFloat(writer, sample.OnePercentLowFps);
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writer.Write(',');
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WriteDouble(writer, sample.SimulationMs);
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writer.Write(',');
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WriteDouble(writer, sample.GcAllocKb);
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writer.Write(',');
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writer.Write(sample.HorizontalOverlapPairs);
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writer.Write(',');
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writer.Write(sample.SpatialOverlapPairs);
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writer.Write(',');
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WriteFloat(writer, sample.MinimumClearance);
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writer.WriteLine();
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}
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}
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LastExportPath = path;
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samples.Clear();
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hasRun = false;
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Debug.Log($"Avoidance benchmark log exported: {path}");
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return LastExportPath;
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}
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private static void WriteFloat(TextWriter writer, float value)
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{
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writer.Write(value.ToString("0.###", CultureInfo.InvariantCulture));
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}
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private static void WriteDouble(TextWriter writer, double value)
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{
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writer.Write(value.ToString("0.###", CultureInfo.InvariantCulture));
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}
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private static string SanitizeFileName(string value)
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{
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foreach (var invalid in Path.GetInvalidFileNameChars())
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{
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value = value.Replace(invalid, '_');
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}
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return value;
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}
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private struct Sample
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{
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public float TimeSeconds;
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public int AgentCount;
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public float AverageFps;
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public float OnePercentLowFps;
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public double SimulationMs;
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public double GcAllocKb;
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public int HorizontalOverlapPairs;
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public int SpatialOverlapPairs;
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public float MinimumClearance;
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}
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 3f0e3f32e10e42eda4a2c6e58d0f9f8b
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guid: 9c67563022844219b17fcf6a3630062c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -6,19 +6,16 @@ namespace FishROV.AvoidanceBenchmark
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public enum AvoidanceFrameworkKind
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{
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NoAvoidance = 0,
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AstarRvo = 1,
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Rvo2 = 2,
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UnityNavMesh = 3,
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SamplingLocal = 4
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Rvo2 = 1,
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SamplingLocal = 2
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}
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public enum AvoidanceScenarioKind
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{
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FreeSwim = 0,
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CrossFlow = 1,
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SharkCharge = 2,
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NarrowPassage = 3,
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DenseCircleStress = 4
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NarrowPassage = 2,
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DenseCircleStress = 3
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}
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public enum AvoidanceDimensionMode
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@@ -33,16 +30,14 @@ namespace FishROV.AvoidanceBenchmark
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Overview = 0,
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TopDown = 1,
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Side = 2,
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Shark = 3,
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FollowSchool = 4
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FollowSchool = 3
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}
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public enum BenchmarkAgentRole
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{
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Fish = 0,
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Shark = 1,
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SchoolProxy = 2,
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Obstacle = 3
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SchoolProxy = 1,
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Obstacle = 2
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}
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[Serializable]
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@@ -67,13 +62,10 @@ namespace FishROV.AvoidanceBenchmark
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public AvoidanceScenarioKind Scenario = AvoidanceScenarioKind.FreeSwim;
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public AvoidanceDimensionMode DimensionMode = AvoidanceDimensionMode.XZ25D;
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public int FishCount = 300;
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public int SharkCount = 1;
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public int SchoolCount = 1;
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public float ArenaRadius = 28f;
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public float FishRadius = 0.35f;
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public float SharkRadius = 2.2f;
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public float FishSpeed = 2.4f;
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public float SharkSpeed = 3.4f;
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public int MaxNeighbours = 8;
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public int RandomSeed = 13999;
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public bool UseSchoolProxy = false;
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@@ -12,12 +12,12 @@ namespace FishROV.AvoidanceBenchmark
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[SerializeField] private AvoidanceDimensionMode dimensionMode = AvoidanceDimensionMode.XZ25D;
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[SerializeField] private BenchmarkViewMode viewMode = BenchmarkViewMode.Overview;
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[SerializeField] private int fishCount = 300;
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[SerializeField] private int sharkCount = 1;
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private readonly List<BenchmarkAgent> agents = new List<BenchmarkAgent>(512);
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private readonly AvoidanceScenarioController scenarioController = new AvoidanceScenarioController();
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private readonly AvoidanceMetricsRecorder metrics = new AvoidanceMetricsRecorder();
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private readonly AvoidanceCollisionProbe collisionProbe = new AvoidanceCollisionProbe();
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private readonly AvoidanceBenchmarkLogWriter logWriter = new AvoidanceBenchmarkLogWriter();
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private AvoidanceBenchmarkConfig config;
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private IAvoidanceAdapter adapter;
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private Transform agentRoot;
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@@ -60,6 +60,7 @@ namespace FishROV.AvoidanceBenchmark
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collisionProbe.Update(agents, config.DimensionMode, Time.unscaledDeltaTime);
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metrics.EndSimulation();
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logWriter.Record(metrics, collisionProbe, agents.Count);
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}
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private void OnGUI()
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@@ -68,11 +69,12 @@ namespace FishROV.AvoidanceBenchmark
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GUILayout.Label("FishROV 本地避障压测");
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GUILayout.Label($"当前方案:{adapter?.Name ?? "未初始化"}");
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GUILayout.Label($"状态:{adapter?.Status ?? "未初始化"}");
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GUILayout.Label($"对象数量:小鱼 {fishCount},鲨鱼 {sharkCount},总数 {agents.Count}");
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GUILayout.Label($"对象数量:鱼 {fishCount},总数 {agents.Count}");
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GUILayout.Label($"帧率:平均 {metrics.AverageFps:F1} | 1% Low {metrics.OnePercentLowFps:F1}");
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GUILayout.Label($"模拟耗时:{metrics.SimulationMs:F2} ms | GC:{metrics.GcAllocBytes / 1024f:F1} KB");
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GUILayout.Label($"碰撞调试:XZ重叠 {collisionProbe.HorizontalOverlapPairs} 对 | 3D重叠 {collisionProbe.SpatialOverlapPairs} 对 | 最近间距 {collisionProbe.MinimumClearance:F2}");
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GUILayout.Label($"帧率限制:不锁帧,vSync={QualitySettings.vSyncCount},targetFrameRate={Application.targetFrameRate}");
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GUILayout.Label($"日志样本:{logWriter.SampleCount} | {logWriter.LastExportPath}");
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GUILayout.Space(8);
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DrawEnumButtons("避障方案", framework, value =>
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@@ -124,12 +126,18 @@ namespace FishROV.AvoidanceBenchmark
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{
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ResetBenchmark();
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}
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if (GUILayout.Button("导出日志"))
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{
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logWriter.ExportIfNeeded();
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}
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GUILayout.EndHorizontal();
|
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GUILayout.EndArea();
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}
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private void OnDestroy()
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{
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logWriter.ExportIfNeeded();
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adapter?.Dispose();
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metrics.Dispose();
|
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}
|
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@@ -138,6 +146,7 @@ namespace FishROV.AvoidanceBenchmark
|
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{
|
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adapter?.Dispose();
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adapter = null;
|
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logWriter.ExportIfNeeded();
|
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|
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if (agentRoot != null)
|
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{
|
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@@ -151,7 +160,6 @@ namespace FishROV.AvoidanceBenchmark
|
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Scenario = scenario,
|
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DimensionMode = dimensionMode,
|
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FishCount = fishCount,
|
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SharkCount = sharkCount,
|
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UseSchoolProxy = false
|
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};
|
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|
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@@ -161,8 +169,8 @@ namespace FishROV.AvoidanceBenchmark
|
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adapter.Initialize(config);
|
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|
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SpawnFish();
|
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SpawnSharks();
|
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scenarioController.Reset(config, agents);
|
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logWriter.StartRun(config, adapter.Name);
|
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}
|
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|
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private void SpawnFish()
|
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@@ -185,27 +193,6 @@ namespace FishROV.AvoidanceBenchmark
|
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}
|
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}
|
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|
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private void SpawnSharks()
|
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{
|
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for (var i = 0; i < config.SharkCount; i++)
|
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{
|
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var angle = i * Mathf.PI * 2f / Mathf.Max(1, config.SharkCount);
|
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var spawn = new BenchmarkAgentSpawnInfo
|
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{
|
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Position = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle)) * config.ArenaRadius * 0.85f,
|
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Radius = config.SharkRadius,
|
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Height = config.SharkRadius * 2f,
|
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MaxSpeed = config.SharkSpeed,
|
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Layer = 2,
|
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CollidesWith = 4,
|
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Priority = 1f,
|
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Role = BenchmarkAgentRole.Shark,
|
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GroupId = i
|
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};
|
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agents.Add(adapter.CreateAgent(spawn, agentRoot));
|
||||
}
|
||||
}
|
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|
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private Vector3 SpawnPosition(int index, int total, float radius)
|
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{
|
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if (scenario == AvoidanceScenarioKind.CrossFlow)
|
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@@ -282,12 +269,6 @@ namespace FishROV.AvoidanceBenchmark
|
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position = new Vector3(0f, radius * 0.45f, -radius * 1.9f);
|
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rotation = Quaternion.Euler(12f, 0f, 0f);
|
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break;
|
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case BenchmarkViewMode.Shark:
|
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var shark = agents.Find(agent => agent.Role == BenchmarkAgentRole.Shark);
|
||||
var sharkPos = shark != null ? shark.transform.position : Vector3.zero;
|
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position = sharkPos + new Vector3(0f, radius * 0.35f, -radius * 0.75f);
|
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rotation = Quaternion.LookRotation(sharkPos - position + Vector3.up * 2f, Vector3.up);
|
||||
break;
|
||||
case BenchmarkViewMode.FollowSchool:
|
||||
var center = CalculateAgentCenter();
|
||||
position = center + new Vector3(0f, radius * 0.65f, -radius);
|
||||
@@ -342,20 +323,14 @@ namespace FishROV.AvoidanceBenchmark
|
||||
{
|
||||
case AvoidanceFrameworkKind.NoAvoidance:
|
||||
return "无避障";
|
||||
case AvoidanceFrameworkKind.AstarRvo:
|
||||
return "A* RVO";
|
||||
case AvoidanceFrameworkKind.Rvo2:
|
||||
return "RVO2";
|
||||
case AvoidanceFrameworkKind.UnityNavMesh:
|
||||
return "NavMesh";
|
||||
case AvoidanceFrameworkKind.SamplingLocal:
|
||||
return "采样避障";
|
||||
return "自研版";
|
||||
case AvoidanceScenarioKind.FreeSwim:
|
||||
return "自由巡游";
|
||||
case AvoidanceScenarioKind.CrossFlow:
|
||||
return "对向穿流";
|
||||
case AvoidanceScenarioKind.SharkCharge:
|
||||
return "鲨鱼冲群";
|
||||
case AvoidanceScenarioKind.NarrowPassage:
|
||||
return "狭窄通道";
|
||||
case AvoidanceScenarioKind.DenseCircleStress:
|
||||
@@ -372,8 +347,6 @@ namespace FishROV.AvoidanceBenchmark
|
||||
return "俯视";
|
||||
case BenchmarkViewMode.Side:
|
||||
return "侧视";
|
||||
case BenchmarkViewMode.Shark:
|
||||
return "跟鲨鱼";
|
||||
case BenchmarkViewMode.FollowSchool:
|
||||
return "跟鱼群";
|
||||
default:
|
||||
|
||||
@@ -1,286 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishROV.AvoidanceBenchmark
|
||||
{
|
||||
public sealed class AstarRvoAdapter : IAvoidanceAdapter
|
||||
{
|
||||
private const BindingFlags MemberFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
|
||||
|
||||
private readonly Dictionary<BenchmarkAgent, RvoAgentBinding> bindings =
|
||||
new Dictionary<BenchmarkAgent, RvoAgentBinding>(512);
|
||||
|
||||
private Type rvoControllerType;
|
||||
private Type rvoSimulatorType;
|
||||
private MethodInfo setTargetMethod;
|
||||
private MethodInfo calculateMovementDeltaMethod;
|
||||
private GameObject simulatorObject;
|
||||
private AvoidanceBenchmarkConfig config;
|
||||
private string status = "Not initialized";
|
||||
|
||||
public string Name => "A* RVO 本地避障";
|
||||
public bool IsAvailable => rvoControllerType != null && rvoSimulatorType != null;
|
||||
public string Status => status;
|
||||
|
||||
public void Initialize(AvoidanceBenchmarkConfig config)
|
||||
{
|
||||
this.config = config;
|
||||
ResolveAstarTypes();
|
||||
|
||||
if (!IsAvailable)
|
||||
{
|
||||
status = "未检测到 A* Pathfinding Project Pro 的 RVO 模块;请导入 A* Pro,确保存在 Pathfinding.RVO.RVOController 和 RVOSimulator。当前退回基线移动。";
|
||||
return;
|
||||
}
|
||||
|
||||
simulatorObject = new GameObject("A* RVO 模拟器");
|
||||
var simulator = simulatorObject.AddComponent(rvoSimulatorType);
|
||||
ConfigureSimulator(simulator);
|
||||
|
||||
var dimensionNote = config.DimensionMode == AvoidanceDimensionMode.XYZ3D
|
||||
? "3D 压测会投影到 A* RVO 的 XZ 平面"
|
||||
: "XZ 平面";
|
||||
status = $"A* Pro RVO 已通过反射接入({dimensionNote})。";
|
||||
}
|
||||
|
||||
public BenchmarkAgent CreateAgent(BenchmarkAgentSpawnInfo spawnInfo, Transform parent)
|
||||
{
|
||||
var agent = BenchmarkAgent.CreatePrimitive(spawnInfo, parent);
|
||||
if (!IsAvailable)
|
||||
{
|
||||
return agent;
|
||||
}
|
||||
|
||||
var controller = agent.gameObject.AddComponent(rvoControllerType);
|
||||
ConfigureController(controller, spawnInfo);
|
||||
bindings[agent] = new RvoAgentBinding(agent, controller);
|
||||
return agent;
|
||||
}
|
||||
|
||||
public void SetPreferredVelocity(BenchmarkAgent agent, Vector3 preferredVelocity)
|
||||
{
|
||||
if (!IsAvailable || !bindings.TryGetValue(agent, out var binding))
|
||||
{
|
||||
agent.ApplyVelocity(preferredVelocity);
|
||||
return;
|
||||
}
|
||||
|
||||
binding.PreferredVelocity = Vector3.ClampMagnitude(preferredVelocity, agent.MaxSpeed);
|
||||
}
|
||||
|
||||
public void SetTarget(BenchmarkAgent agent, Vector3 target)
|
||||
{
|
||||
agent.Target = target;
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (!IsAvailable || deltaTime <= 0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var binding in bindings.Values)
|
||||
{
|
||||
var velocity = CalculateAvoidedVelocity(binding, deltaTime);
|
||||
binding.Agent.ApplyVelocity(velocity);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
bindings.Clear();
|
||||
if (simulatorObject != null)
|
||||
{
|
||||
UnityEngine.Object.Destroy(simulatorObject);
|
||||
simulatorObject = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void ResolveAstarTypes()
|
||||
{
|
||||
rvoControllerType = FindType("Pathfinding.RVO.RVOController");
|
||||
rvoSimulatorType = FindType("Pathfinding.RVO.RVOSimulator");
|
||||
|
||||
if (rvoControllerType == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setTargetMethod = rvoControllerType.GetMethod(
|
||||
"SetTarget",
|
||||
MemberFlags,
|
||||
null,
|
||||
new[] { typeof(Vector3), typeof(float), typeof(float), typeof(Vector3) },
|
||||
null);
|
||||
calculateMovementDeltaMethod = rvoControllerType.GetMethod(
|
||||
"CalculateMovementDelta",
|
||||
MemberFlags,
|
||||
null,
|
||||
new[] { typeof(Vector3), typeof(float) },
|
||||
null);
|
||||
}
|
||||
|
||||
private void ConfigureSimulator(object simulator)
|
||||
{
|
||||
SetMember(simulator, "desiredSimulationFPS", 60);
|
||||
SetMember(simulator, "movementPlane", "XZ");
|
||||
SetMember(simulator, "doubleBuffering", true);
|
||||
SetMember(simulator, "workerThreads", "None");
|
||||
SetMember(simulator, "symmetryBreakingBias", 0.1f);
|
||||
}
|
||||
|
||||
private void ConfigureController(object controller, BenchmarkAgentSpawnInfo spawnInfo)
|
||||
{
|
||||
SetMember(controller, "radius", spawnInfo.Radius);
|
||||
SetMember(controller, "height", Mathf.Max(spawnInfo.Height, spawnInfo.Radius * 2f));
|
||||
SetMember(controller, "center", Vector3.up * spawnInfo.Height * 0.5f);
|
||||
SetMember(controller, "maxSpeed", spawnInfo.MaxSpeed);
|
||||
SetMember(controller, "priority", Mathf.Clamp01(spawnInfo.Priority));
|
||||
SetMember(controller, "layer", spawnInfo.Layer);
|
||||
SetMember(controller, "collidesWith", spawnInfo.CollidesWith);
|
||||
SetMember(controller, "locked", spawnInfo.IsKinematicObstacle);
|
||||
SetMember(controller, "lockWhenNotMoving", spawnInfo.IsKinematicObstacle);
|
||||
}
|
||||
|
||||
private Vector3 CalculateAvoidedVelocity(RvoAgentBinding binding, float deltaTime)
|
||||
{
|
||||
var agent = binding.Agent;
|
||||
var preferredVelocity = binding.PreferredVelocity;
|
||||
var position = agent.transform.position;
|
||||
var target = position + preferredVelocity;
|
||||
var speed = preferredVelocity.magnitude;
|
||||
|
||||
if (setTargetMethod != null)
|
||||
{
|
||||
TryInvoke(
|
||||
setTargetMethod,
|
||||
binding.Controller,
|
||||
new object[] { target, speed, agent.MaxSpeed, target });
|
||||
}
|
||||
|
||||
if (calculateMovementDeltaMethod == null)
|
||||
{
|
||||
return preferredVelocity;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
var delta = calculateMovementDeltaMethod.Invoke(
|
||||
binding.Controller,
|
||||
new object[] { position, deltaTime });
|
||||
if (delta is Vector3 movementDelta)
|
||||
{
|
||||
return movementDelta / deltaTime;
|
||||
}
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
status = $"A* RVO 反射调用失败:{exception.GetBaseException().Message}";
|
||||
}
|
||||
|
||||
return preferredVelocity;
|
||||
}
|
||||
|
||||
private static void TryInvoke(MethodInfo method, object target, object[] parameters)
|
||||
{
|
||||
try
|
||||
{
|
||||
method.Invoke(target, parameters);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Keep the benchmark running even when an A* version changes a reflected member.
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetMember(object target, string name, object value)
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var type = target.GetType();
|
||||
var property = type.GetProperty(name, MemberFlags);
|
||||
if (property != null && property.CanWrite)
|
||||
{
|
||||
TrySetValue(property.PropertyType, value, converted => property.SetValue(target, converted, null));
|
||||
return;
|
||||
}
|
||||
|
||||
var field = type.GetField(name, MemberFlags);
|
||||
if (field != null)
|
||||
{
|
||||
TrySetValue(field.FieldType, value, converted => field.SetValue(target, converted));
|
||||
}
|
||||
}
|
||||
|
||||
private static void TrySetValue(Type targetType, object value, Action<object> setter)
|
||||
{
|
||||
try
|
||||
{
|
||||
setter(ConvertValue(targetType, value));
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Optional reflected configuration only; defaults are acceptable across A* versions.
|
||||
}
|
||||
}
|
||||
|
||||
private static object ConvertValue(Type targetType, object value)
|
||||
{
|
||||
if (value == null || targetType.IsInstanceOfType(value))
|
||||
{
|
||||
return value;
|
||||
}
|
||||
|
||||
if (targetType.IsEnum)
|
||||
{
|
||||
if (value is string enumName)
|
||||
{
|
||||
return Enum.Parse(targetType, enumName);
|
||||
}
|
||||
|
||||
return Enum.ToObject(targetType, value);
|
||||
}
|
||||
|
||||
return Convert.ChangeType(value, targetType);
|
||||
}
|
||||
|
||||
private static Type FindType(string fullName)
|
||||
{
|
||||
var direct = Type.GetType(fullName);
|
||||
if (direct != null)
|
||||
{
|
||||
return direct;
|
||||
}
|
||||
|
||||
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
var type = assembly.GetType(fullName);
|
||||
if (type != null)
|
||||
{
|
||||
return type;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private sealed class RvoAgentBinding
|
||||
{
|
||||
public RvoAgentBinding(BenchmarkAgent agent, object controller)
|
||||
{
|
||||
Agent = agent;
|
||||
Controller = controller;
|
||||
}
|
||||
|
||||
public BenchmarkAgent Agent { get; }
|
||||
public object Controller { get; }
|
||||
public Vector3 PreferredVelocity { get; set; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,12 +8,8 @@ namespace FishROV.AvoidanceBenchmark
|
||||
{
|
||||
case AvoidanceFrameworkKind.NoAvoidance:
|
||||
return new NoAvoidanceAdapter();
|
||||
case AvoidanceFrameworkKind.AstarRvo:
|
||||
return new AstarRvoAdapter();
|
||||
case AvoidanceFrameworkKind.Rvo2:
|
||||
return new Rvo2Adapter();
|
||||
case AvoidanceFrameworkKind.UnityNavMesh:
|
||||
return new UnityNavMeshAdapter();
|
||||
case AvoidanceFrameworkKind.SamplingLocal:
|
||||
return new SamplingLocalAvoidanceAdapter();
|
||||
default:
|
||||
|
||||
@@ -34,7 +34,7 @@ namespace FishROV.AvoidanceBenchmark
|
||||
states.Clear();
|
||||
orderedStates.Clear();
|
||||
buckets.Clear();
|
||||
cellSize = Mathf.Max(config.SharkRadius * 2.5f, config.FishRadius * NeighbourRangeMultiplier);
|
||||
cellSize = config.FishRadius * NeighbourRangeMultiplier;
|
||||
}
|
||||
|
||||
public BenchmarkAgent CreateAgent(BenchmarkAgentSpawnInfo spawnInfo, Transform parent)
|
||||
@@ -143,7 +143,7 @@ namespace FishROV.AvoidanceBenchmark
|
||||
var position = state.Agent.transform.position;
|
||||
var centerCell = ToCell(position);
|
||||
var queryRange = Mathf.CeilToInt(
|
||||
Mathf.Max(state.Agent.Radius * NeighbourRangeMultiplier, state.Agent.Radius + config.SharkRadius) / cellSize);
|
||||
state.Agent.Radius * NeighbourRangeMultiplier / cellSize);
|
||||
queryRange = Mathf.Clamp(queryRange, 1, 4);
|
||||
|
||||
for (var x = -queryRange; x <= queryRange; x++)
|
||||
|
||||
@@ -1,197 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
namespace FishROV.AvoidanceBenchmark
|
||||
{
|
||||
public sealed class UnityNavMeshAdapter : IAvoidanceAdapter
|
||||
{
|
||||
private readonly Dictionary<BenchmarkAgent, NavMeshAgent> navAgents = new Dictionary<BenchmarkAgent, NavMeshAgent>(512);
|
||||
private AvoidanceBenchmarkConfig config;
|
||||
private NavMeshData runtimeNavMeshData;
|
||||
private NavMeshDataInstance runtimeNavMeshInstance;
|
||||
private bool hasNavMeshData;
|
||||
private int fallbackAgentCount;
|
||||
|
||||
public string Name => "Unity NavMeshAgent 对照组";
|
||||
public bool IsAvailable => hasNavMeshData;
|
||||
|
||||
public string Status
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!hasNavMeshData)
|
||||
{
|
||||
return "NavMesh 数据构建失败;当前退回基线移动。";
|
||||
}
|
||||
|
||||
if (fallbackAgentCount > 0)
|
||||
{
|
||||
return $"NavMeshAgent 已接管 {navAgents.Count} 个对象;{fallbackAgentCount} 个对象无法放到 NavMesh 上,使用基线移动。";
|
||||
}
|
||||
|
||||
return $"Unity NavMeshAgent 避障已接管 {navAgents.Count} 个对象。";
|
||||
}
|
||||
}
|
||||
|
||||
public void Initialize(AvoidanceBenchmarkConfig config)
|
||||
{
|
||||
this.config = config.Clone();
|
||||
navAgents.Clear();
|
||||
fallbackAgentCount = 0;
|
||||
BuildRuntimeNavMesh();
|
||||
|
||||
var triangulation = NavMesh.CalculateTriangulation();
|
||||
hasNavMeshData = triangulation.vertices != null && triangulation.vertices.Length > 0;
|
||||
}
|
||||
|
||||
public BenchmarkAgent CreateAgent(BenchmarkAgentSpawnInfo spawnInfo, Transform parent)
|
||||
{
|
||||
var benchmarkAgent = BenchmarkAgent.CreatePrimitive(spawnInfo, parent);
|
||||
if (!hasNavMeshData)
|
||||
{
|
||||
return benchmarkAgent;
|
||||
}
|
||||
|
||||
if (!TryPlaceOnNavMesh(benchmarkAgent, spawnInfo))
|
||||
{
|
||||
fallbackAgentCount++;
|
||||
return benchmarkAgent;
|
||||
}
|
||||
|
||||
var navAgent = benchmarkAgent.gameObject.AddComponent<NavMeshAgent>();
|
||||
ConfigureNavMeshAgent(navAgent, spawnInfo);
|
||||
navAgents[benchmarkAgent] = navAgent;
|
||||
return benchmarkAgent;
|
||||
}
|
||||
|
||||
public void SetPreferredVelocity(BenchmarkAgent agent, Vector3 preferredVelocity)
|
||||
{
|
||||
if (!hasNavMeshData || !navAgents.TryGetValue(agent, out var navAgent) || !navAgent.isOnNavMesh)
|
||||
{
|
||||
agent.ApplyVelocity(preferredVelocity);
|
||||
return;
|
||||
}
|
||||
|
||||
var navVelocity = preferredVelocity;
|
||||
if (config.DimensionMode != AvoidanceDimensionMode.XYZ3D)
|
||||
{
|
||||
navVelocity.y = 0f;
|
||||
}
|
||||
|
||||
navAgent.nextPosition = agent.transform.position;
|
||||
navAgent.velocity = Vector3.ClampMagnitude(navVelocity, agent.MaxSpeed);
|
||||
}
|
||||
|
||||
public void SetTarget(BenchmarkAgent agent, Vector3 target)
|
||||
{
|
||||
agent.Target = target;
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (!hasNavMeshData)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var entry in navAgents)
|
||||
{
|
||||
var benchmarkAgent = entry.Key;
|
||||
var navAgent = entry.Value;
|
||||
if (benchmarkAgent == null || navAgent == null || !navAgent.isOnNavMesh)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var smoothedVelocity = Vector3.MoveTowards(
|
||||
benchmarkAgent.Velocity,
|
||||
navAgent.velocity,
|
||||
navAgent.acceleration * deltaTime);
|
||||
benchmarkAgent.ApplyVelocity(smoothedVelocity);
|
||||
navAgent.nextPosition = benchmarkAgent.transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (var navAgent in navAgents.Values)
|
||||
{
|
||||
if (navAgent != null)
|
||||
{
|
||||
Object.Destroy(navAgent);
|
||||
}
|
||||
}
|
||||
|
||||
navAgents.Clear();
|
||||
fallbackAgentCount = 0;
|
||||
|
||||
if (runtimeNavMeshInstance.valid)
|
||||
{
|
||||
runtimeNavMeshInstance.Remove();
|
||||
}
|
||||
|
||||
runtimeNavMeshData = null;
|
||||
}
|
||||
|
||||
private void BuildRuntimeNavMesh()
|
||||
{
|
||||
if (runtimeNavMeshInstance.valid)
|
||||
{
|
||||
runtimeNavMeshInstance.Remove();
|
||||
}
|
||||
|
||||
var buildSettings = NavMesh.GetSettingsByID(0);
|
||||
buildSettings.agentRadius = Mathf.Max(0.05f, config.FishRadius);
|
||||
buildSettings.agentHeight = Mathf.Max(0.2f, config.FishRadius * 2f);
|
||||
buildSettings.agentClimb = 0.4f;
|
||||
buildSettings.agentSlope = 45f;
|
||||
|
||||
var arenaSize = Mathf.Max(8f, config.ArenaRadius * 2.4f);
|
||||
var sources = new List<NavMeshBuildSource>
|
||||
{
|
||||
new NavMeshBuildSource
|
||||
{
|
||||
shape = NavMeshBuildSourceShape.Box,
|
||||
transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one),
|
||||
size = new Vector3(arenaSize, 0.1f, arenaSize),
|
||||
area = 0
|
||||
}
|
||||
};
|
||||
|
||||
var bounds = new Bounds(Vector3.zero, new Vector3(arenaSize, 2f, arenaSize));
|
||||
runtimeNavMeshData = NavMeshBuilder.BuildNavMeshData(buildSettings, sources, bounds, Vector3.zero, Quaternion.identity);
|
||||
if (runtimeNavMeshData != null)
|
||||
{
|
||||
runtimeNavMeshInstance = NavMesh.AddNavMeshData(runtimeNavMeshData);
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryPlaceOnNavMesh(BenchmarkAgent benchmarkAgent, BenchmarkAgentSpawnInfo spawnInfo)
|
||||
{
|
||||
var searchDistance = Mathf.Max(2f, spawnInfo.Height + spawnInfo.Radius);
|
||||
if (!NavMesh.SamplePosition(spawnInfo.Position, out var hit, searchDistance, NavMesh.AllAreas))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
benchmarkAgent.transform.position = hit.position;
|
||||
return true;
|
||||
}
|
||||
|
||||
private static void ConfigureNavMeshAgent(NavMeshAgent navAgent, BenchmarkAgentSpawnInfo spawnInfo)
|
||||
{
|
||||
navAgent.radius = Mathf.Max(0.01f, spawnInfo.Radius);
|
||||
navAgent.height = Mathf.Max(0.1f, spawnInfo.Height);
|
||||
navAgent.speed = Mathf.Max(0.01f, spawnInfo.MaxSpeed);
|
||||
navAgent.acceleration = navAgent.speed * 8f;
|
||||
navAgent.angularSpeed = 720f;
|
||||
navAgent.obstacleAvoidanceType = ObstacleAvoidanceType.HighQualityObstacleAvoidance;
|
||||
navAgent.avoidancePriority = Mathf.Clamp(Mathf.RoundToInt((1f - spawnInfo.Priority) * 99f), 0, 99);
|
||||
navAgent.autoBraking = false;
|
||||
navAgent.autoRepath = false;
|
||||
navAgent.updatePosition = false;
|
||||
navAgent.updateRotation = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d3b299dd0504f849b83e4af9ed272a7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -43,11 +43,6 @@ namespace FishROV.AvoidanceBenchmark
|
||||
desired.y = 0f;
|
||||
}
|
||||
|
||||
if (config.Scenario == AvoidanceScenarioKind.SharkCharge && agent.Role == BenchmarkAgentRole.Shark)
|
||||
{
|
||||
desired = new Vector3(Mathf.Sin(elapsed * 0.35f) * 8f, 0f, -agent.transform.position.z);
|
||||
}
|
||||
|
||||
if (desired.sqrMagnitude < 0.0001f)
|
||||
{
|
||||
return Vector3.zero;
|
||||
@@ -66,13 +61,6 @@ namespace FishROV.AvoidanceBenchmark
|
||||
return agent.GroupId % 2 == 0
|
||||
? new Vector3(radius, HeightFor(agent), Random.Range(-radius, radius))
|
||||
: new Vector3(-radius, HeightFor(agent), Random.Range(-radius, radius));
|
||||
case AvoidanceScenarioKind.SharkCharge:
|
||||
if (agent.Role == BenchmarkAgentRole.Shark)
|
||||
{
|
||||
return new Vector3(0f, HeightFor(agent), -radius);
|
||||
}
|
||||
var schoolPoint = Random.insideUnitCircle * radius * 0.45f;
|
||||
return new Vector3(schoolPoint.x, HeightFor(agent), schoolPoint.y);
|
||||
case AvoidanceScenarioKind.NarrowPassage:
|
||||
return new Vector3(agent.GroupId % 2 == 0 ? radius : -radius, HeightFor(agent), Random.Range(-3f, 3f));
|
||||
case AvoidanceScenarioKind.DenseCircleStress:
|
||||
|
||||
@@ -483,7 +483,7 @@
|
||||
<li>大多数方案都需要上层提供目标或期望速度,然后再做局部修正。</li>
|
||||
<li>核心输入都离不开位置、速度、半径、邻居范围和预测时间。</li>
|
||||
<li>都在权衡两个目标:尽量接近期望运动,同时减少未来碰撞风险。</li>
|
||||
<li>除 NavMesh 外,大多数方案都不负责全局路径,不理解死胡同、任务顺序和长期收益。</li>
|
||||
<li>当前压测只关心局部速度修正,不比较全局寻路、地图可达性或复杂玩法状态。</li>
|
||||
<li>在 FishROV 的 3D/2.5D 场景里,多数方案仍需要明确如何处理 XZ 投影、高度层和真实体积冲突。</li>
|
||||
</ul>
|
||||
</div>
|
||||
@@ -550,15 +550,6 @@
|
||||
<td>训练成本高,泛化依赖仿真覆盖,工程可控性较弱。</td>
|
||||
<td>建议先吸收风险表达和 reward/score 思想,不急着引入完整 RL 链路。</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="method">Unity NavMeshAgent</td>
|
||||
<td><span class="tag tag-blue">导航网格</span><span class="tag tag-gold">路径跟随</span><br>先理解哪里能走,再沿路径局部避让。</td>
|
||||
<td>在 NavMesh 上规划路径,沿拐点移动,同时使用内置局部避让。</td>
|
||||
<td>全局可达性、路径搜索、内置工程避让。</td>
|
||||
<td>静态地图、走廊、房间、地形导航。</td>
|
||||
<td>局部避障不是核心强项,高密度动态体易抖,主要是平面系统。</td>
|
||||
<td>适合作为全局路径层或工程对照,不适合作为鱼群局部避障核心。</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
@@ -569,7 +560,7 @@
|
||||
<div class="axis-grid">
|
||||
<article class="axis">
|
||||
<h3>1. 位置空间还是速度空间</h3>
|
||||
<p>RVO2、HRVO、RVO_Py_MAS、rl_rvo_nav 都把问题转成“哪些速度会导致未来碰撞”。NavMesh 主要先回答“哪里能走”。采样学习版虽然是评分,但最关键的预测碰撞项也已经进入速度空间。</p>
|
||||
<p>RVO2、HRVO、RVO_Py_MAS、rl_rvo_nav 都把问题转成“哪些速度会导致未来碰撞”。采样学习版虽然是评分,但最关键的预测碰撞项也已经进入速度空间。</p>
|
||||
</article>
|
||||
<article class="axis">
|
||||
<h3>2. 约束、过滤还是惩罚</h3>
|
||||
@@ -577,15 +568,15 @@
|
||||
</article>
|
||||
<article class="axis">
|
||||
<h3>3. 谁承担避让责任</h3>
|
||||
<p>VO 偏“我躲别人”;RVO/ORCA 假设双方共同承担;HRVO 在 reciprocal 基础上减少来回换边。NavMesh 用优先级处理谁让路。采样版需要靠评分项或通行偏置来塑造行为。</p>
|
||||
<p>VO 偏“我躲别人”;RVO/ORCA 假设双方共同承担;HRVO 在 reciprocal 基础上减少来回换边。采样版需要靠评分项或通行偏置来塑造行为。</p>
|
||||
</article>
|
||||
<article class="axis">
|
||||
<h3>4. 是否理解地图</h3>
|
||||
<p>NavMesh 有全局可达性和路径图。其他方案基本只处理局部邻居,不知道死胡同、洞穴、任务顺序和远期收益。因此 FishROV 最可能需要“全局/中层路径 + 局部避障 + 运动控制”的分层结构。</p>
|
||||
<h3>4. 是否进入主压测</h3>
|
||||
<p>当前主压测只保留 RVO2 原版和自研版。HRVO、RVO_Py_MAS、RL-RVO 只作为思想参考,不进入编辑器选择项。</p>
|
||||
</article>
|
||||
<article class="axis">
|
||||
<h3>5. 可解释性和可改性</h3>
|
||||
<p>RVO2 理论清晰但实现复杂。采样学习版最容易改权重和新增评分项。RVO_Py_MAS最适合读懂速度障碍。RL 灵活但可解释性和复现实验成本更高。NavMesh 是工程黑盒较多的成熟系统。</p>
|
||||
<p>RVO2 理论清晰但实现复杂。自研版最容易改权重和新增评分项。RVO_Py_MAS 最适合读懂速度障碍。RL 灵活但可解释性和复现实验成本更高。</p>
|
||||
</article>
|
||||
<article class="axis">
|
||||
<h3>6. 2D 与 3D 的边界</h3>
|
||||
@@ -609,15 +600,7 @@
|
||||
<div class="bars">
|
||||
<div class="bar"><span>采样学习版</span><div class="bar-track"><div class="bar-fill" style="width: 94%"></div></div></div>
|
||||
<div class="bar"><span>RVO_Py_MAS</span><div class="bar-track"><div class="bar-fill" style="width: 78%"></div></div></div>
|
||||
<div class="bar"><span>NavMesh / RVO2</span><div class="bar-track"><div class="bar-fill" style="width: 45%"></div></div></div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="lane">
|
||||
<div class="lane-title">全局路径能力</div>
|
||||
<div class="bars">
|
||||
<div class="bar"><span>NavMeshAgent</span><div class="bar-track"><div class="bar-fill" style="width: 96%"></div></div></div>
|
||||
<div class="bar"><span>RVO 系列</span><div class="bar-track"><div class="bar-fill" style="width: 18%"></div></div></div>
|
||||
<div class="bar"><span>采样 / RL</span><div class="bar-track"><div class="bar-fill" style="width: 22%"></div></div></div>
|
||||
<div class="bar"><span>RVO2</span><div class="bar-track"><div class="bar-fill" style="width: 45%"></div></div></div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
@@ -635,7 +618,7 @@
|
||||
</div>
|
||||
<div class="choice">
|
||||
<h3>暂缓其他方案</h3>
|
||||
<p>NavMesh、HRVO、RL-RVO 暂时不用进主压测。先把两条主线测准,再决定是否补防振荡或全局可达性。</p>
|
||||
<p>HRVO、RVO_Py_MAS、RL-RVO 暂时不用进编辑器主压测。先把 RVO2 和自研版两条主线测准。</p>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
@@ -7,26 +7,25 @@
|
||||
- `Rvo2Adapter`:成熟 RVO2 / ORCA 基准。
|
||||
- 项目自研 RVO2 思想版本:用于验证可控性、可调参空间和性能上限。
|
||||
|
||||
其他方案可以保留为参考或历史对照,但不进入当前主压测结论。不同方案之间唯一应该变化的变量,是 `AvoidanceFrameworkKind` 选择后由 `AvoidanceAdapterRegistry` 创建的 adapter。
|
||||
当前工程入口只保留 `NoAvoidance`、`Rvo2` 和自研版。不同方案之间唯一应该变化的变量,是 `AvoidanceFrameworkKind` 选择后由 `AvoidanceAdapterRegistry` 创建的 adapter。
|
||||
|
||||
## 共享运行入口
|
||||
|
||||
- 场景:`Assets/Scenes/AvoidancePerfDemo.unity`
|
||||
- 入口脚本:`AvoidancePerfBootstrap`
|
||||
- Game 视口调试面板:
|
||||
- 避障方案选择
|
||||
- 避障方案选择:无避障、RVO2、自研版
|
||||
- 测试场景选择
|
||||
- 2D / 2.5D / 3D 模式
|
||||
- 观察视角切换
|
||||
- 小鱼数量预设和滑条
|
||||
- 鱼数量预设和滑条
|
||||
- 暂停 / 继续 / 重置
|
||||
- 平均 FPS、1% Low FPS、模拟耗时、GC 分配
|
||||
- 碰撞调试:XZ 平面重叠对数、3D 空间重叠对数、最近清空间距
|
||||
- 表现对象:鱼群为运行时圆锥,圆锥尖头表示朝向;鲨鱼为 Capsule。
|
||||
- 表现对象:鱼为运行时圆锥,圆锥尖头表示朝向。
|
||||
- 共享场景:
|
||||
- 自由巡游
|
||||
- 对向穿流
|
||||
- 鲨鱼冲群
|
||||
- 狭窄通道
|
||||
- 圆阵高压
|
||||
|
||||
@@ -41,7 +40,7 @@ Assets/Scripts/Benchmark/FrameworkAdapters/
|
||||
adapter 可以给运行时创建的对象追加框架自己的组件,但不应改变:
|
||||
|
||||
- 场景生成逻辑
|
||||
- 小鱼/鲨鱼数量档
|
||||
- 鱼数量档
|
||||
- Game 视口调试控件
|
||||
- 指标名称
|
||||
- 相机/视角模式
|
||||
@@ -51,7 +50,7 @@ adapter 可以给运行时创建的对象追加框架自己的组件,但不应
|
||||
|
||||
`NoAvoidanceAdapter` 是对照基线:只按期望速度移动,不做避障。
|
||||
|
||||
当前压测结论主线只比较 RVO2 原版和基于 RVO2 思想的自研版本。A* RVO、Unity NavMesh、采样避障学习版可以继续保留在调试面板里,但当前不作为主结论对象。
|
||||
当前压测结论主线只比较 RVO2 原版和基于 RVO2 思想的自研版本。编辑器压测入口已经只保留无避障、RVO2 和自研版,避免无关选项干扰当前结论。
|
||||
|
||||
## 当前压测口径
|
||||
|
||||
@@ -66,14 +65,16 @@ adapter 可以给运行时创建的对象追加框架自己的组件,但不应
|
||||
|
||||
编辑器和百元机都需要日志,但日志不能拖慢性能测试。
|
||||
|
||||
- 日志目录:`Application.persistentDataPath/AvoidanceBenchmarkLogs/`。
|
||||
- 编辑器下通常在用户目录的 `AppData/LocalLow/.../AvoidanceBenchmarkLogs/`。
|
||||
- 真机下在 App 的 persistent data path 里,使用面板的“导出日志”按钮或结束/重置测试自动写出。
|
||||
- 不要每帧 `Debug.Log`。
|
||||
- 不要在热路径里拼接字符串。
|
||||
- 不要每帧写文件。
|
||||
- 不要让某个 adapter 单独输出额外明细,导致对比不公平。
|
||||
- 建议只在内存中记录结构化数值样本。
|
||||
- 建议固定间隔采样,例如每 `0.5s` 或每 `30` 帧聚合一次。
|
||||
- 建议使用环形缓冲或预分配数组,避免压测中产生 GC。
|
||||
- 单轮结束后一次性导出 CSV/JSON。
|
||||
- 当前实现固定每 `0.5s` 采样一次,先写入内存列表。
|
||||
- 单轮重置、退出或点击“导出日志”时一次性导出 CSV。
|
||||
- Console 只打印一行摘要,例如算法、场景、数量、平均 FPS、1% Low、平均模拟耗时、最大耗时、重叠对峰值。
|
||||
|
||||
百元机真机日志建议额外记录:
|
||||
@@ -86,15 +87,6 @@ adapter 可以给运行时创建的对象追加框架自己的组件,但不应
|
||||
- 是否连接调试器。
|
||||
- 是否出现明显发热、降频或后台干扰。
|
||||
|
||||
## A* Pathfinding Project Pro RVO Adapter
|
||||
|
||||
`AstarRvoAdapter` 位于 `Assets/Scripts/Benchmark/FrameworkAdapters/`,由 `AvoidanceFrameworkKind.AstarRvo` 选择。
|
||||
|
||||
- adapter 通过反射查找 `Pathfinding.RVO.RVOController` 和 `Pathfinding.RVO.RVOSimulator`,所以没有导入 A* Pro 时工程仍可编译。
|
||||
- 如果缺少 A* Pro RVO 类型,Game 视口状态会提示缺包,并退回基线移动。
|
||||
- 如果类型存在,adapter 会创建运行时 `RVOSimulator`,给 benchmark 对象添加 `RVOController`,把期望速度送入 A* RVO,再把反射得到的避障速度写回 `BenchmarkAgent.ApplyVelocity`。
|
||||
- 共享场景、HUD、数量档、指标和相机逻辑不变。
|
||||
|
||||
## RVO2 Adapter
|
||||
|
||||
当前已在 `Assets/ThirdParty/RVO2-CS/` 导入 `snape/RVO2-CS` 的核心 `RVOCS` 源码,并保留 Apache-2.0 许可证说明。
|
||||
@@ -103,20 +95,11 @@ adapter 可以给运行时创建的对象追加框架自己的组件,但不应
|
||||
- 每帧设置期望速度前会同步 Unity Transform 位置,避免 RVO 内部位置和 benchmark 边界夹取结果漂移。
|
||||
- RVO2-CS 是 2D 算法,2D 和 2.5D 使用 Unity `x/z` 到 RVO `x/y` 的映射;3D 模式会投影到 XZ 平面。
|
||||
|
||||
## Unity NavMesh Adapter
|
||||
|
||||
`UnityNavMeshAdapter` 使用内置 `UnityEngine.AI.NavMeshAgent` 做对照组。
|
||||
|
||||
- adapter 会使用 `NavMeshBuilder.BuildNavMeshData` 为 benchmark 场景运行时生成一张平面 NavMesh,不需要手动烘焙场景。
|
||||
- 如果运行时 NavMesh 构建失败,Game 视口状态会提示,并退回基线移动,不会添加无效 `NavMeshAgent`。
|
||||
- NavMeshAgent 计算出的速度会按自身 `acceleration` 平滑后再交给 benchmark 可视对象,减少高密度场景的一帧速度尖峰抖动。
|
||||
- 因为 NavMesh 是平面数据,3D 压测更适合作为 2D / 2.5D 对照;完整 3D 体积避障仍需要专门方案。
|
||||
|
||||
## 采样避障学习版
|
||||
|
||||
`SamplingLocalAvoidanceAdapter` 是项目内自写的学习算法,用来和成熟框架做横向对比。
|
||||
|
||||
- 使用空间哈希查找近邻,避免全量 O(n²) 扫描。
|
||||
- 对每个 agent 采样多组候选速度,并用目标偏差、速度平滑、预测碰撞、当前重叠、边界越界惩罚打分。
|
||||
- 它不是完整 ORCA,也不保证无碰撞;目的在于提供一个可读、可改、可调参的学习基线。
|
||||
- 如果它在某些场景比 RVO2 或 NavMesh 更稳,只能说明当前启发式适合该场景,不代表算法理论上更强。
|
||||
- 它不是完整 ORCA,也不保证无碰撞;当前只作为自研候选的弱基线,表现明显差于 RVO2 是预期内结果。
|
||||
- 如果它在某些场景比 RVO2 更稳,只能说明当前启发式适合该场景,不代表算法理论上更强。
|
||||
|
||||
Reference in New Issue
Block a user