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2 Commits

Author SHA1 Message Date
JSD\13999
e596d17866 feat(avoidance): 添加低开销压测日志 2026-06-13 16:42:53 +08:00
JSD\13999
49acdf93cc refactor(avoidance): 清理压测无关入口 2026-06-13 16:37:04 +08:00
14 changed files with 205 additions and 636 deletions

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@@ -165,4 +165,3 @@ MonoBehaviour:
dimensionMode: 1 dimensionMode: 1
viewMode: 0 viewMode: 0
fishCount: 300 fishCount: 300
sharkCount: 1

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@@ -22,19 +22,15 @@ namespace FishROV.AvoidanceBenchmark
public static BenchmarkAgent CreatePrimitive(BenchmarkAgentSpawnInfo spawnInfo, Transform parent) public static BenchmarkAgent CreatePrimitive(BenchmarkAgentSpawnInfo spawnInfo, Transform parent)
{ {
var go = spawnInfo.Role == BenchmarkAgentRole.Shark var go = CreateConeObject();
? GameObject.CreatePrimitive(PrimitiveType.Capsule)
: CreateConeObject();
go.name = $"{spawnInfo.Role}_{spawnInfo.GroupId:0000}"; go.name = $"{spawnInfo.Role}_{spawnInfo.GroupId:0000}";
go.transform.SetParent(parent, false); go.transform.SetParent(parent, false);
go.transform.position = spawnInfo.Position; go.transform.position = spawnInfo.Position;
var scale = spawnInfo.Role == BenchmarkAgentRole.Shark var scale = new Vector3(
? new Vector3(spawnInfo.Radius, spawnInfo.Height, spawnInfo.Radius) Mathf.Max(0.1f, spawnInfo.Radius * 1.4f),
: new Vector3( Mathf.Max(0.1f, spawnInfo.Radius * 1.4f),
Mathf.Max(0.1f, spawnInfo.Radius * 1.4f), Mathf.Max(0.2f, spawnInfo.Radius * 3.2f));
Mathf.Max(0.1f, spawnInfo.Radius * 1.4f),
Mathf.Max(0.2f, spawnInfo.Radius * 3.2f));
go.transform.localScale = scale; go.transform.localScale = scale;
var collider = go.GetComponent<Collider>(); var collider = go.GetComponent<Collider>();
@@ -101,9 +97,6 @@ namespace FishROV.AvoidanceBenchmark
case BenchmarkAgentRole.Fish: case BenchmarkAgentRole.Fish:
color = new Color(0.10f, 0.72f, 0.95f); color = new Color(0.10f, 0.72f, 0.95f);
break; break;
case BenchmarkAgentRole.Shark:
color = new Color(0.95f, 0.22f, 0.16f);
break;
case BenchmarkAgentRole.SchoolProxy: case BenchmarkAgentRole.SchoolProxy:
color = new Color(0.20f, 0.95f, 0.42f); color = new Color(0.20f, 0.95f, 0.42f);
break; break;

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@@ -0,0 +1,156 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using UnityEngine;
namespace FishROV.AvoidanceBenchmark
{
public sealed class AvoidanceBenchmarkLogWriter
{
private const float SampleInterval = 0.5f;
private const int MaxSamples = 4096;
private readonly List<Sample> samples = new List<Sample>(1024);
private AvoidanceBenchmarkConfig config;
private string runName;
private float runStartTime;
private float nextSampleTime;
private bool hasRun;
public string LastExportPath { get; private set; } = "尚未导出";
public int SampleCount => samples.Count;
public void StartRun(AvoidanceBenchmarkConfig benchmarkConfig, string adapterName)
{
ExportIfNeeded();
config = benchmarkConfig.Clone();
runName = SanitizeFileName($"{DateTime.Now:yyyyMMdd_HHmmss}_{adapterName}_{config.Scenario}_{config.DimensionMode}_{config.FishCount}");
runStartTime = Time.unscaledTime;
nextSampleTime = runStartTime;
samples.Clear();
hasRun = true;
LastExportPath = "本轮尚未导出";
}
public void Record(
AvoidanceMetricsRecorder metrics,
AvoidanceCollisionProbe collisionProbe,
int agentCount)
{
if (!hasRun || Time.unscaledTime < nextSampleTime || samples.Count >= MaxSamples)
{
return;
}
nextSampleTime += SampleInterval;
samples.Add(new Sample
{
TimeSeconds = Time.unscaledTime - runStartTime,
AgentCount = agentCount,
AverageFps = metrics.AverageFps,
OnePercentLowFps = metrics.OnePercentLowFps,
SimulationMs = metrics.SimulationMs,
GcAllocKb = metrics.GcAllocBytes / 1024.0,
HorizontalOverlapPairs = collisionProbe.HorizontalOverlapPairs,
SpatialOverlapPairs = collisionProbe.SpatialOverlapPairs,
MinimumClearance = collisionProbe.MinimumClearance
});
}
public string ExportIfNeeded()
{
if (!hasRun || samples.Count == 0)
{
return LastExportPath;
}
var directory = Path.Combine(Application.persistentDataPath, "AvoidanceBenchmarkLogs");
Directory.CreateDirectory(directory);
var path = Path.Combine(directory, runName + ".csv");
using (var writer = new StreamWriter(path, false))
{
writer.WriteLine("framework,scenario,dimension,fishCount,arenaRadius,screenWidth,screenHeight,targetFrameRate,timeSeconds,agentCount,averageFps,onePercentLowFps,simulationMs,gcAllocKb,horizontalOverlapPairs,spatialOverlapPairs,minimumClearance");
for (var i = 0; i < samples.Count; i++)
{
var sample = samples[i];
writer.Write(config.Framework);
writer.Write(',');
writer.Write(config.Scenario);
writer.Write(',');
writer.Write(config.DimensionMode);
writer.Write(',');
writer.Write(config.FishCount);
writer.Write(',');
WriteFloat(writer, config.ArenaRadius);
writer.Write(',');
writer.Write(Screen.width);
writer.Write(',');
writer.Write(Screen.height);
writer.Write(',');
writer.Write(Application.targetFrameRate);
writer.Write(',');
WriteFloat(writer, sample.TimeSeconds);
writer.Write(',');
writer.Write(sample.AgentCount);
writer.Write(',');
WriteFloat(writer, sample.AverageFps);
writer.Write(',');
WriteFloat(writer, sample.OnePercentLowFps);
writer.Write(',');
WriteDouble(writer, sample.SimulationMs);
writer.Write(',');
WriteDouble(writer, sample.GcAllocKb);
writer.Write(',');
writer.Write(sample.HorizontalOverlapPairs);
writer.Write(',');
writer.Write(sample.SpatialOverlapPairs);
writer.Write(',');
WriteFloat(writer, sample.MinimumClearance);
writer.WriteLine();
}
}
LastExportPath = path;
samples.Clear();
hasRun = false;
Debug.Log($"Avoidance benchmark log exported: {path}");
return LastExportPath;
}
private static void WriteFloat(TextWriter writer, float value)
{
writer.Write(value.ToString("0.###", CultureInfo.InvariantCulture));
}
private static void WriteDouble(TextWriter writer, double value)
{
writer.Write(value.ToString("0.###", CultureInfo.InvariantCulture));
}
private static string SanitizeFileName(string value)
{
foreach (var invalid in Path.GetInvalidFileNameChars())
{
value = value.Replace(invalid, '_');
}
return value;
}
private struct Sample
{
public float TimeSeconds;
public int AgentCount;
public float AverageFps;
public float OnePercentLowFps;
public double SimulationMs;
public double GcAllocKb;
public int HorizontalOverlapPairs;
public int SpatialOverlapPairs;
public float MinimumClearance;
}
}
}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 3f0e3f32e10e42eda4a2c6e58d0f9f8b guid: 9c67563022844219b17fcf6a3630062c
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

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@@ -6,19 +6,16 @@ namespace FishROV.AvoidanceBenchmark
public enum AvoidanceFrameworkKind public enum AvoidanceFrameworkKind
{ {
NoAvoidance = 0, NoAvoidance = 0,
AstarRvo = 1, Rvo2 = 1,
Rvo2 = 2, SamplingLocal = 2
UnityNavMesh = 3,
SamplingLocal = 4
} }
public enum AvoidanceScenarioKind public enum AvoidanceScenarioKind
{ {
FreeSwim = 0, FreeSwim = 0,
CrossFlow = 1, CrossFlow = 1,
SharkCharge = 2, NarrowPassage = 2,
NarrowPassage = 3, DenseCircleStress = 3
DenseCircleStress = 4
} }
public enum AvoidanceDimensionMode public enum AvoidanceDimensionMode
@@ -33,16 +30,14 @@ namespace FishROV.AvoidanceBenchmark
Overview = 0, Overview = 0,
TopDown = 1, TopDown = 1,
Side = 2, Side = 2,
Shark = 3, FollowSchool = 3
FollowSchool = 4
} }
public enum BenchmarkAgentRole public enum BenchmarkAgentRole
{ {
Fish = 0, Fish = 0,
Shark = 1, SchoolProxy = 1,
SchoolProxy = 2, Obstacle = 2
Obstacle = 3
} }
[Serializable] [Serializable]
@@ -67,13 +62,10 @@ namespace FishROV.AvoidanceBenchmark
public AvoidanceScenarioKind Scenario = AvoidanceScenarioKind.FreeSwim; public AvoidanceScenarioKind Scenario = AvoidanceScenarioKind.FreeSwim;
public AvoidanceDimensionMode DimensionMode = AvoidanceDimensionMode.XZ25D; public AvoidanceDimensionMode DimensionMode = AvoidanceDimensionMode.XZ25D;
public int FishCount = 300; public int FishCount = 300;
public int SharkCount = 1;
public int SchoolCount = 1; public int SchoolCount = 1;
public float ArenaRadius = 28f; public float ArenaRadius = 28f;
public float FishRadius = 0.35f; public float FishRadius = 0.35f;
public float SharkRadius = 2.2f;
public float FishSpeed = 2.4f; public float FishSpeed = 2.4f;
public float SharkSpeed = 3.4f;
public int MaxNeighbours = 8; public int MaxNeighbours = 8;
public int RandomSeed = 13999; public int RandomSeed = 13999;
public bool UseSchoolProxy = false; public bool UseSchoolProxy = false;

View File

@@ -12,12 +12,12 @@ namespace FishROV.AvoidanceBenchmark
[SerializeField] private AvoidanceDimensionMode dimensionMode = AvoidanceDimensionMode.XZ25D; [SerializeField] private AvoidanceDimensionMode dimensionMode = AvoidanceDimensionMode.XZ25D;
[SerializeField] private BenchmarkViewMode viewMode = BenchmarkViewMode.Overview; [SerializeField] private BenchmarkViewMode viewMode = BenchmarkViewMode.Overview;
[SerializeField] private int fishCount = 300; [SerializeField] private int fishCount = 300;
[SerializeField] private int sharkCount = 1;
private readonly List<BenchmarkAgent> agents = new List<BenchmarkAgent>(512); private readonly List<BenchmarkAgent> agents = new List<BenchmarkAgent>(512);
private readonly AvoidanceScenarioController scenarioController = new AvoidanceScenarioController(); private readonly AvoidanceScenarioController scenarioController = new AvoidanceScenarioController();
private readonly AvoidanceMetricsRecorder metrics = new AvoidanceMetricsRecorder(); private readonly AvoidanceMetricsRecorder metrics = new AvoidanceMetricsRecorder();
private readonly AvoidanceCollisionProbe collisionProbe = new AvoidanceCollisionProbe(); private readonly AvoidanceCollisionProbe collisionProbe = new AvoidanceCollisionProbe();
private readonly AvoidanceBenchmarkLogWriter logWriter = new AvoidanceBenchmarkLogWriter();
private AvoidanceBenchmarkConfig config; private AvoidanceBenchmarkConfig config;
private IAvoidanceAdapter adapter; private IAvoidanceAdapter adapter;
private Transform agentRoot; private Transform agentRoot;
@@ -60,6 +60,7 @@ namespace FishROV.AvoidanceBenchmark
collisionProbe.Update(agents, config.DimensionMode, Time.unscaledDeltaTime); collisionProbe.Update(agents, config.DimensionMode, Time.unscaledDeltaTime);
metrics.EndSimulation(); metrics.EndSimulation();
logWriter.Record(metrics, collisionProbe, agents.Count);
} }
private void OnGUI() private void OnGUI()
@@ -68,11 +69,12 @@ namespace FishROV.AvoidanceBenchmark
GUILayout.Label("FishROV 本地避障压测"); GUILayout.Label("FishROV 本地避障压测");
GUILayout.Label($"当前方案:{adapter?.Name ?? ""}"); GUILayout.Label($"当前方案:{adapter?.Name ?? ""}");
GUILayout.Label($"状态:{adapter?.Status ?? ""}"); GUILayout.Label($"状态:{adapter?.Status ?? ""}");
GUILayout.Label($"对象数量:鱼 {fishCount}鲨鱼 {sharkCount}总数 {agents.Count}"); GUILayout.Label($"对象数量:鱼 {fishCount},总数 {agents.Count}");
GUILayout.Label($"帧率:平均 {metrics.AverageFps:F1} | 1% Low {metrics.OnePercentLowFps:F1}"); GUILayout.Label($"帧率:平均 {metrics.AverageFps:F1} | 1% Low {metrics.OnePercentLowFps:F1}");
GUILayout.Label($"模拟耗时:{metrics.SimulationMs:F2} ms | GC{metrics.GcAllocBytes / 1024f:F1} KB"); GUILayout.Label($"模拟耗时:{metrics.SimulationMs:F2} ms | GC{metrics.GcAllocBytes / 1024f:F1} KB");
GUILayout.Label($"碰撞调试XZ重叠 {collisionProbe.HorizontalOverlapPairs} 对 | 3D重叠 {collisionProbe.SpatialOverlapPairs} 对 | 最近间距 {collisionProbe.MinimumClearance:F2}"); GUILayout.Label($"碰撞调试XZ重叠 {collisionProbe.HorizontalOverlapPairs} 对 | 3D重叠 {collisionProbe.SpatialOverlapPairs} 对 | 最近间距 {collisionProbe.MinimumClearance:F2}");
GUILayout.Label($"帧率限制不锁帧vSync={QualitySettings.vSyncCount}targetFrameRate={Application.targetFrameRate}"); GUILayout.Label($"帧率限制不锁帧vSync={QualitySettings.vSyncCount}targetFrameRate={Application.targetFrameRate}");
GUILayout.Label($"日志样本:{logWriter.SampleCount} | {logWriter.LastExportPath}");
GUILayout.Space(8); GUILayout.Space(8);
DrawEnumButtons("避障方案", framework, value => DrawEnumButtons("避障方案", framework, value =>
@@ -124,12 +126,18 @@ namespace FishROV.AvoidanceBenchmark
{ {
ResetBenchmark(); ResetBenchmark();
} }
if (GUILayout.Button("导出日志"))
{
logWriter.ExportIfNeeded();
}
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
GUILayout.EndArea(); GUILayout.EndArea();
} }
private void OnDestroy() private void OnDestroy()
{ {
logWriter.ExportIfNeeded();
adapter?.Dispose(); adapter?.Dispose();
metrics.Dispose(); metrics.Dispose();
} }
@@ -138,6 +146,7 @@ namespace FishROV.AvoidanceBenchmark
{ {
adapter?.Dispose(); adapter?.Dispose();
adapter = null; adapter = null;
logWriter.ExportIfNeeded();
if (agentRoot != null) if (agentRoot != null)
{ {
@@ -151,7 +160,6 @@ namespace FishROV.AvoidanceBenchmark
Scenario = scenario, Scenario = scenario,
DimensionMode = dimensionMode, DimensionMode = dimensionMode,
FishCount = fishCount, FishCount = fishCount,
SharkCount = sharkCount,
UseSchoolProxy = false UseSchoolProxy = false
}; };
@@ -161,8 +169,8 @@ namespace FishROV.AvoidanceBenchmark
adapter.Initialize(config); adapter.Initialize(config);
SpawnFish(); SpawnFish();
SpawnSharks();
scenarioController.Reset(config, agents); scenarioController.Reset(config, agents);
logWriter.StartRun(config, adapter.Name);
} }
private void SpawnFish() private void SpawnFish()
@@ -185,27 +193,6 @@ namespace FishROV.AvoidanceBenchmark
} }
} }
private void SpawnSharks()
{
for (var i = 0; i < config.SharkCount; i++)
{
var angle = i * Mathf.PI * 2f / Mathf.Max(1, config.SharkCount);
var spawn = new BenchmarkAgentSpawnInfo
{
Position = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle)) * config.ArenaRadius * 0.85f,
Radius = config.SharkRadius,
Height = config.SharkRadius * 2f,
MaxSpeed = config.SharkSpeed,
Layer = 2,
CollidesWith = 4,
Priority = 1f,
Role = BenchmarkAgentRole.Shark,
GroupId = i
};
agents.Add(adapter.CreateAgent(spawn, agentRoot));
}
}
private Vector3 SpawnPosition(int index, int total, float radius) private Vector3 SpawnPosition(int index, int total, float radius)
{ {
if (scenario == AvoidanceScenarioKind.CrossFlow) if (scenario == AvoidanceScenarioKind.CrossFlow)
@@ -282,12 +269,6 @@ namespace FishROV.AvoidanceBenchmark
position = new Vector3(0f, radius * 0.45f, -radius * 1.9f); position = new Vector3(0f, radius * 0.45f, -radius * 1.9f);
rotation = Quaternion.Euler(12f, 0f, 0f); rotation = Quaternion.Euler(12f, 0f, 0f);
break; break;
case BenchmarkViewMode.Shark:
var shark = agents.Find(agent => agent.Role == BenchmarkAgentRole.Shark);
var sharkPos = shark != null ? shark.transform.position : Vector3.zero;
position = sharkPos + new Vector3(0f, radius * 0.35f, -radius * 0.75f);
rotation = Quaternion.LookRotation(sharkPos - position + Vector3.up * 2f, Vector3.up);
break;
case BenchmarkViewMode.FollowSchool: case BenchmarkViewMode.FollowSchool:
var center = CalculateAgentCenter(); var center = CalculateAgentCenter();
position = center + new Vector3(0f, radius * 0.65f, -radius); position = center + new Vector3(0f, radius * 0.65f, -radius);
@@ -342,20 +323,14 @@ namespace FishROV.AvoidanceBenchmark
{ {
case AvoidanceFrameworkKind.NoAvoidance: case AvoidanceFrameworkKind.NoAvoidance:
return "无避障"; return "无避障";
case AvoidanceFrameworkKind.AstarRvo:
return "A* RVO";
case AvoidanceFrameworkKind.Rvo2: case AvoidanceFrameworkKind.Rvo2:
return "RVO2"; return "RVO2";
case AvoidanceFrameworkKind.UnityNavMesh:
return "NavMesh";
case AvoidanceFrameworkKind.SamplingLocal: case AvoidanceFrameworkKind.SamplingLocal:
return "采样避障"; return "自研版";
case AvoidanceScenarioKind.FreeSwim: case AvoidanceScenarioKind.FreeSwim:
return "自由巡游"; return "自由巡游";
case AvoidanceScenarioKind.CrossFlow: case AvoidanceScenarioKind.CrossFlow:
return "对向穿流"; return "对向穿流";
case AvoidanceScenarioKind.SharkCharge:
return "鲨鱼冲群";
case AvoidanceScenarioKind.NarrowPassage: case AvoidanceScenarioKind.NarrowPassage:
return "狭窄通道"; return "狭窄通道";
case AvoidanceScenarioKind.DenseCircleStress: case AvoidanceScenarioKind.DenseCircleStress:
@@ -372,8 +347,6 @@ namespace FishROV.AvoidanceBenchmark
return "俯视"; return "俯视";
case BenchmarkViewMode.Side: case BenchmarkViewMode.Side:
return "侧视"; return "侧视";
case BenchmarkViewMode.Shark:
return "跟鲨鱼";
case BenchmarkViewMode.FollowSchool: case BenchmarkViewMode.FollowSchool:
return "跟鱼群"; return "跟鱼群";
default: default:

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@@ -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; }
}
}
}

View File

@@ -8,12 +8,8 @@ namespace FishROV.AvoidanceBenchmark
{ {
case AvoidanceFrameworkKind.NoAvoidance: case AvoidanceFrameworkKind.NoAvoidance:
return new NoAvoidanceAdapter(); return new NoAvoidanceAdapter();
case AvoidanceFrameworkKind.AstarRvo:
return new AstarRvoAdapter();
case AvoidanceFrameworkKind.Rvo2: case AvoidanceFrameworkKind.Rvo2:
return new Rvo2Adapter(); return new Rvo2Adapter();
case AvoidanceFrameworkKind.UnityNavMesh:
return new UnityNavMeshAdapter();
case AvoidanceFrameworkKind.SamplingLocal: case AvoidanceFrameworkKind.SamplingLocal:
return new SamplingLocalAvoidanceAdapter(); return new SamplingLocalAvoidanceAdapter();
default: default:

View File

@@ -34,7 +34,7 @@ namespace FishROV.AvoidanceBenchmark
states.Clear(); states.Clear();
orderedStates.Clear(); orderedStates.Clear();
buckets.Clear(); buckets.Clear();
cellSize = Mathf.Max(config.SharkRadius * 2.5f, config.FishRadius * NeighbourRangeMultiplier); cellSize = config.FishRadius * NeighbourRangeMultiplier;
} }
public BenchmarkAgent CreateAgent(BenchmarkAgentSpawnInfo spawnInfo, Transform parent) public BenchmarkAgent CreateAgent(BenchmarkAgentSpawnInfo spawnInfo, Transform parent)
@@ -143,7 +143,7 @@ namespace FishROV.AvoidanceBenchmark
var position = state.Agent.transform.position; var position = state.Agent.transform.position;
var centerCell = ToCell(position); var centerCell = ToCell(position);
var queryRange = Mathf.CeilToInt( 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); queryRange = Mathf.Clamp(queryRange, 1, 4);
for (var x = -queryRange; x <= queryRange; x++) for (var x = -queryRange; x <= queryRange; x++)

View File

@@ -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;
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 7d3b299dd0504f849b83e4af9ed272a7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -43,11 +43,6 @@ namespace FishROV.AvoidanceBenchmark
desired.y = 0f; 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) if (desired.sqrMagnitude < 0.0001f)
{ {
return Vector3.zero; return Vector3.zero;
@@ -66,13 +61,6 @@ namespace FishROV.AvoidanceBenchmark
return agent.GroupId % 2 == 0 return agent.GroupId % 2 == 0
? new Vector3(radius, HeightFor(agent), Random.Range(-radius, radius)) ? new Vector3(radius, HeightFor(agent), Random.Range(-radius, radius))
: 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: case AvoidanceScenarioKind.NarrowPassage:
return new Vector3(agent.GroupId % 2 == 0 ? radius : -radius, HeightFor(agent), Random.Range(-3f, 3f)); return new Vector3(agent.GroupId % 2 == 0 ? radius : -radius, HeightFor(agent), Random.Range(-3f, 3f));
case AvoidanceScenarioKind.DenseCircleStress: case AvoidanceScenarioKind.DenseCircleStress:

View File

@@ -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>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>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>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> <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> </ul>
</div> </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>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> <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>
<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> </tbody>
</table> </table>
</div> </div>
@@ -569,7 +560,7 @@
<div class="axis-grid"> <div class="axis-grid">
<article class="axis"> <article class="axis">
<h3>1. 位置空间还是速度空间</h3> <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>
<article class="axis"> <article class="axis">
<h3>2. 约束、过滤还是惩罚</h3> <h3>2. 约束、过滤还是惩罚</h3>
@@ -577,15 +568,15 @@
</article> </article>
<article class="axis"> <article class="axis">
<h3>3. 谁承担避让责任</h3> <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>
<article class="axis"> <article class="axis">
<h3>4. 是否理解地图</h3> <h3>4. 是否进入主压测</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> <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>
<article class="axis"> <article class="axis">
<h3>5. 可解释性和可改性</h3> <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>
<article class="axis"> <article class="axis">
<h3>6. 2D 与 3D 的边界</h3> <h3>6. 2D 与 3D 的边界</h3>
@@ -609,15 +600,7 @@
<div class="bars"> <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>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>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 class="bar"><span>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> </div>
</div> </div>
</section> </section>
@@ -635,7 +618,7 @@
</div> </div>
<div class="choice"> <div class="choice">
<h3>暂缓其他方案</h3> <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>
</div> </div>
</section> </section>

View File

@@ -7,26 +7,25 @@
- `Rvo2Adapter`:成熟 RVO2 / ORCA 基准。 - `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。 - 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 ## 共享运行入口
- 场景:`Assets/Scenes/AvoidancePerfDemo.unity` - 场景:`Assets/Scenes/AvoidancePerfDemo.unity`
- 入口脚本:`AvoidancePerfBootstrap` - 入口脚本:`AvoidancePerfBootstrap`
- Game 视口调试面板: - 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 - 测试场景选择
- 2D / 2.5D / 3D 模式 - 2D / 2.5D / 3D 模式
- 观察视角切换 - 观察视角切换
- 鱼数量预设和滑条 - 鱼数量预设和滑条
- 暂停 / 继续 / 重置 - 暂停 / 继续 / 重置
- 平均 FPS、1% Low FPS、模拟耗时、GC 分配 - 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 - 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: - 共享场景:
- 自由巡游 - 自由巡游
- 对向穿流 - 对向穿流
- 鲨鱼冲群
- 狭窄通道 - 狭窄通道
- 圆阵高压 - 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: 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 - 场景生成逻辑
- 小鱼/鲨鱼数量档 - 鱼数量档
- Game 视口调试控件 - Game 视口调试控件
- 指标名称 - 指标名称
- 相机/视角模式 - 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。 `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 ## 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。 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` - 不要每帧 `Debug.Log`
- 不要在热路径里拼接字符串。 - 不要在热路径里拼接字符串。
- 不要每帧写文件。 - 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。 - 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 - 当前实现固定每 `0.5s` 采样一次,先写入内存列表
- 建议使用环形缓冲或预分配数组,避免压测中产生 GC - 单轮重置、退出或点击“导出日志”时一次性导出 CSV
- 单轮结束后一次性导出 CSV/JSON。
- 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。 - 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: 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。 - 是否连接调试器。
- 是否出现明显发热、降频或后台干扰。 - 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``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 ## 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。 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。 - 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。 - 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 ## 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。 `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。 - 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。 - 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 - 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 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。 - 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。