├── .DS_Store ├── .gitignore ├── IDMProject └── Assets │ └── Scripts │ ├── Tooltip.cs │ └── Tooltip.cs.meta ├── LICENSE ├── README.md ├── StoreSimulation ├── .gitignore ├── Assets │ ├── Editor.meta │ ├── Editor │ │ ├── RemoteConfig.meta │ │ └── RemoteConfig │ │ │ ├── Data.meta │ │ │ └── Data │ │ │ ├── RemoteConfigDataStoreAsset.asset │ │ │ └── RemoteConfigDataStoreAsset.asset.meta │ ├── Materials.meta │ ├── Materials │ │ ├── MarketFFE.meta │ │ ├── MarketFFE │ │ │ ├── CharcoalGloss.mat │ │ │ ├── CharcoalGloss.mat.meta │ │ │ ├── Glass.mat │ │ │ ├── Glass.mat.meta │ │ │ ├── GluLam.mat │ │ │ ├── GluLam.mat.meta │ │ │ ├── Layout.mat │ │ │ ├── Layout.mat.meta │ │ │ ├── LightFixtureOverhead.mat │ │ │ ├── LightFixtureOverhead.mat.meta │ │ │ ├── Pearl_Matte.mat │ │ │ ├── Pearl_Matte.mat.meta │ │ │ ├── Plastic_CharcoalMatte.mat │ │ │ ├── Plastic_CharcoalMatte.mat.meta │ │ │ ├── PolishedConcrete.mat │ │ │ ├── PolishedConcrete.mat.meta │ │ │ ├── Textures.meta │ │ │ ├── Textures │ │ │ │ ├── GlulamAL.png │ │ │ │ ├── GlulamAL.png.meta │ │ │ │ ├── Jusgo-SCHEME-8+Supermarket+2-8-16@.jpg │ │ │ │ ├── Jusgo-SCHEME-8+Supermarket+2-8-16@.jpg.meta │ │ │ │ ├── LightFixtureAL.png │ │ │ │ └── LightFixtureAL.png.meta │ │ │ ├── WhiteGloss.mat │ │ │ └── WhiteGloss.mat.meta │ │ ├── Shoppers.meta │ │ └── Shoppers │ │ │ ├── ExposedMaterial.mat │ │ │ ├── ExposedMaterial.mat.meta │ │ │ ├── FloorMaterial.mat │ │ │ ├── FloorMaterial.mat.meta │ │ │ ├── HealthyMaterial.mat │ │ │ ├── HealthyMaterial.mat.meta │ │ │ ├── InfectiousMaterial.mat │ │ │ ├── InfectiousMaterial.mat.meta │ │ │ ├── NavNodeMaterial.mat │ │ │ ├── NavNodeMaterial.mat.meta │ │ │ ├── RegisterMaterial.mat │ │ │ ├── RegisterMaterial.mat.meta │ │ │ ├── Shelves.mat │ │ │ └── Shelves.mat.meta │ ├── Meshes.meta │ ├── Meshes │ │ ├── BuildingShell.fbx │ │ ├── BuildingShell.fbx.meta │ │ ├── DisplaysCases.fbx │ │ ├── DisplaysCases.fbx.meta │ │ ├── Flooring.fbx │ │ ├── Flooring.fbx.meta │ │ ├── GondolaShelving_Aisle.fbx │ │ ├── GondolaShelving_Aisle.fbx.meta │ │ ├── GondolaShelving_EndCap.fbx │ │ ├── GondolaShelving_EndCap.fbx.meta │ │ ├── Layout.fbx │ │ ├── Layout.fbx.meta │ │ ├── RefrigeratedCaseLow_Aisle.fbx │ │ ├── RefrigeratedCaseLow_Aisle.fbx.meta │ │ ├── RefrigeratedCaseLow_EndCap.fbx │ │ ├── RefrigeratedCaseLow_EndCap.fbx.meta │ │ ├── RefrigeratedCase_3DoorReach.fbx │ │ ├── RefrigeratedCase_3DoorReach.fbx.meta │ │ ├── RefrigeratedCase_4DoorReach.fbx │ │ ├── RefrigeratedCase_4DoorReach.fbx.meta │ │ ├── StoreFrame.fbx │ │ └── StoreFrame.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Canvas.prefab │ │ ├── Canvas.prefab.meta │ │ ├── InfectedParticleSystem.prefab │ │ ├── InfectedParticleSystem.prefab.meta │ │ ├── InteractiveSimGUI.prefab │ │ ├── InteractiveSimGUI.prefab.meta │ │ ├── MarketFFE.meta │ │ ├── MarketFFE │ │ │ ├── GondolaShelving_Aisle.prefab │ │ │ ├── GondolaShelving_Aisle.prefab.meta │ │ │ ├── GondolaShelving_EndCap.prefab │ │ │ ├── GondolaShelving_EndCap.prefab.meta │ │ │ ├── RefrigeratedCaseLow_Aisle.prefab │ │ │ ├── RefrigeratedCaseLow_Aisle.prefab.meta │ │ │ ├── RefrigeratedCaseLow_EndCap.prefab │ │ │ ├── RefrigeratedCaseLow_EndCap.prefab.meta │ │ │ ├── RefrigeratedCase_4DoorReach.prefab │ │ │ └── RefrigeratedCase_4DoorReach.prefab.meta │ │ ├── RefrigeratedCaseLow_EndCap.prefab │ │ ├── RefrigeratedCaseLow_EndCap.prefab.meta │ │ ├── Ring.png │ │ ├── Ring.png.meta │ │ ├── RingMat.mat │ │ ├── RingMat.mat.meta │ │ ├── Shopper.controller │ │ ├── Shopper.controller.meta │ │ ├── Shopper.prefab │ │ ├── Shopper.prefab.meta │ │ ├── ShopperInfectAnimation.anim │ │ ├── ShopperInfectAnimation.anim.meta │ │ ├── ShopperWithParticleSystem.prefab │ │ ├── ShopperWithParticleSystem.prefab.meta │ │ ├── SimVarHolder.prefab │ │ └── SimVarHolder.prefab.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleScene.unity │ │ ├── SampleScene.unity.meta │ │ ├── UnityFarmsMarket.meta │ │ ├── UnityFarmsMarket.unity │ │ ├── UnityFarmsMarket.unity.meta │ │ ├── UnityFarmsMarket │ │ │ ├── PostProcessing Profile.asset │ │ │ └── PostProcessing Profile.asset.meta │ │ ├── UnityFarmsMarket_Profiles.meta │ │ └── UnityFarmsMarket_Profiles │ │ │ ├── Post-process Volume Profile.asset │ │ │ └── Post-process Volume Profile.asset.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── Shopper.cs │ │ ├── Shopper.cs.meta │ │ ├── StoreSimGui.cs │ │ ├── StoreSimGui.cs.meta │ │ ├── StoreSimulation.cs │ │ ├── StoreSimulation.cs.meta │ │ ├── StoreSimulationQueue.cs │ │ ├── StoreSimulationQueue.cs.meta │ │ ├── Tooltip.cs │ │ ├── Tooltip.cs.meta │ │ ├── WaypointGraph.cs │ │ ├── WaypointGraph.cs.meta │ │ ├── WaypointNode.cs │ │ └── WaypointNode.cs.meta │ ├── Settings.meta │ ├── Settings │ │ ├── MarketInterior.asset │ │ ├── MarketInterior.asset.meta │ │ ├── UniversalRenderPipelineAsset.asset │ │ ├── UniversalRenderPipelineAsset.asset.meta │ │ ├── UniversalRenderPipelineAsset_Renderer.asset │ │ └── UniversalRenderPipelineAsset_Renderer.asset.meta │ ├── TextMesh Pro.meta │ └── TextMesh Pro │ │ ├── Documentation.meta │ │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ │ ├── Fonts.meta │ │ ├── Fonts │ │ ├── LiberationSans - OFL.txt │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf │ │ └── LiberationSans.ttf.meta │ │ ├── Resources.meta │ │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF.asset │ │ │ └── LiberationSans SDF.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ │ ├── TMP_Bitmap-Mobile.shader │ │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ │ ├── TMP_Bitmap.shader │ │ │ ├── TMP_Bitmap.shader.meta │ │ │ ├── TMP_SDF Overlay.shader │ │ │ ├── TMP_SDF Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile Masking.shader │ │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile.shader │ │ │ ├── TMP_SDF-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface.shader │ │ │ ├── TMP_SDF-Surface.shader.meta │ │ │ ├── TMP_SDF.shader │ │ │ ├── TMP_SDF.shader.meta │ │ │ ├── TMP_Sprite.shader │ │ │ ├── TMP_Sprite.shader.meta │ │ │ ├── TMPro.cginc │ │ │ ├── TMPro.cginc.meta │ │ │ ├── TMPro_Properties.cginc │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ ├── TMPro_Surface.cginc │ │ │ └── TMPro_Surface.cginc.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ │ ├── Sprites.meta │ │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta ├── Packages │ └── manifest.json ├── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── URPProjectSettings.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset └── webgl-build │ ├── TemplateData │ ├── UnityProgress.js │ ├── favicon.ico │ ├── fullscreen.png │ ├── progressEmpty.Dark.png │ ├── progressEmpty.Light.png │ ├── progressFull.Dark.png │ ├── progressFull.Light.png │ ├── progressLogo.Dark.png │ ├── progressLogo.Light.png │ ├── style.css │ └── webgl-logo.png │ └── index.html ├── Test ├── docs ├── FutureDirections.md ├── GameSim.md ├── InfectionModel.md ├── QueueingModel.md ├── WaypointGraphAndMovement.md └── images │ ├── Grocery.png │ └── SimulationRunning.png └── unjson.py /.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/unitysimulation-coronavirus-example/e90a73baa842f8e35299939870319a24426c4226/.DS_Store -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | */.idea 62 | *.idea/ -------------------------------------------------------------------------------- /IDMProject/Assets/Scripts/Tooltip.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using TMPro; 5 | 6 | public class Tooltip : MonoBehaviour 7 | { 8 | public TMP_Text tooltipText; 9 | public RectTransform tooltipBackgroundRect; 10 | public float textPadding = 4f; 11 | public static Tooltip instance; 12 | 13 | // Start is called before the first frame update 14 | void Awake() 15 | { 16 | instance = this; 17 | //ShowTooltip("As the owner of our fictitious store, there are a number of parameters associated with the operation of the store that we can adjust to try to manage virus exposure. "); 18 | gameObject.SetActive(false); 19 | } 20 | 21 | private void Update() 22 | { 23 | SetTooltipPos(); 24 | } 25 | 26 | public void ShowTooltip(string tooltipString) 27 | { 28 | gameObject.SetActive(true); 29 | tooltipText.text = tooltipString; 30 | 31 | var preferredSize = tooltipText.GetPreferredValues(); 32 | Vector2 backgroundSize = new Vector2(tooltipText.GetComponent().rect.width + textPadding * 2f, preferredSize.y + textPadding * 2f); 33 | tooltipBackgroundRect.sizeDelta = backgroundSize; 34 | SetTooltipPos(); 35 | 36 | } 37 | 38 | void SetTooltipPos() 39 | { 40 | Vector2 localPoint; 41 | RectTransformUtility.ScreenPointToLocalPointInRectangle(transform.parent.GetComponent(), Input.mousePosition, Camera.main, out localPoint); 42 | localPoint.y -= (tooltipText.textBounds.size.y / 2f) - 10f; 43 | transform.localPosition = localPoint; 44 | } 45 | 46 | public void HideTooltip() 47 | { 48 | gameObject.SetActive(false); 49 | } 50 | 51 | /*public static void ShowTooltip_Static(string tooltipString) 52 | { 53 | instance.ShowTooltip(tooltipString); 54 | } 55 | 56 | public static void HideTooltip_Static() 57 | { 58 | instance.HideTooltip(); 59 | }*/ 60 | } 61 | -------------------------------------------------------------------------------- /IDMProject/Assets/Scripts/Tooltip.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fbf83ad8445c849a084e1907999b11bc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Grocery Store Simulation: 2 | ![Grocery Simulation](docs/images/SimulationRunning.png "Grocery Simulation") 3 | 4 | See the [blog post](https://blogs.unity3d.com/2020/05/08/exploring-new-ways-to-simulate-the-coronavirus-spread/) and [white paper](https://resources.unity.com/automotive-transportation-manufacturing/simulation-coronavirus-whitepaper) for more details. 5 | 6 | # Disclaimer 7 | THIS PROJECT (INCLUDING ALL INFORMATION AND DATA ASSOCIATED WITH IT) IS "AS IS" AND "AS AVAILABLE". YOU ARE SOLELY RESPONSIBLE FOR YOUR USE OF THE PROJECT AND UNITY TECHNOLOGIES AND ITS AFFILIATES MAKE NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE PROJECT OR ITS USE; SEE LICENSE TERMS FOR DETAILS. 8 | 9 | Without limiting the foregoing, we want to be really clear that __we are not epidemiologists or doctors, and nothing in this project can or should be taken as medical or other guidance or advice of any kind__. This is merely a conceptual model based on certain parameters and highly simplified. __Guidance or advice concerning Coronavirus, how it is spread, what steps you might take to avoid infection, or anything else health-related should be directed to a competent health professional.__ 10 | 11 | # About 12 | 13 | Shoppers are colored according to their health status: 14 | * Blue shoppers are healthy (suceptible). 15 | * Red shoppers are infectious. 16 | * Yellow shoppers have been exposed by a infectious shopper, but are not themselves infectious. 17 | 18 | # More Simulation Details 19 | * [Infection Model](docs/InfectionModel.md) 20 | * [Waypoint Graph and Shopper Movement](docs/WaypointGraphAndMovement.md) 21 | * [Queueing Model](docs/QueueingModel.md) 22 | * [Running on Unity Game Simulation](docs/GameSim.md) 23 | -------------------------------------------------------------------------------- /StoreSimulation/.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | # Mac hidden files 62 | *.DS_Store 63 | */.ipynb_checkpoints 64 | */.idea 65 | *.pyc 66 | *.idea/misc.xml 67 | *.idea/modules.xml 68 | *.idea/ 69 | *.iml 70 | *.cache 71 | */build/ 72 | */dist/ 73 | *.egg-info* 74 | *.eggs* 75 | *.gitignore.swp 76 | 77 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 371899df169494a72bd31ff5c0c3cbf6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | 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/StoreSimulation/Assets/Scripts/StoreSimulationQueue.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using Random = System.Random; 6 | 7 | public class StoreSimulationQueue : MonoBehaviour 8 | { 9 | public Queue ShoppersQueue; 10 | public int MaxQueueCapacity; 11 | public float MaxProcessingTime = 2.5f; 12 | public float MinProcessingTime = 1.0f; 13 | 14 | 15 | public struct RegisterInfo 16 | { 17 | public int maxQueueCapacity; 18 | public float maxProcessingTime; 19 | } 20 | 21 | public void InitializeQueue(int queueCapacity, float processingTime) 22 | { 23 | ShoppersQueue = new Queue(queueCapacity); 24 | MaxProcessingTime = processingTime; 25 | QueueState = State.Idle; 26 | } 27 | 28 | public enum State 29 | { 30 | Idle, 31 | Processing 32 | } 33 | 34 | public State QueueState = State.Idle; 35 | 36 | 37 | // Start is called before the first frame update 38 | 39 | public StoreSimulationQueue(int capacity) 40 | { 41 | MaxQueueCapacity = capacity; 42 | ShoppersQueue = new Queue(MaxQueueCapacity); 43 | } 44 | 45 | private void Awake() 46 | { 47 | ShoppersQueue = new Queue(MaxQueueCapacity); 48 | } 49 | 50 | 51 | private bool CanEnterQueue() 52 | { 53 | while (ShoppersQueue.Count > 0 && ShoppersQueue.Peek() == null) 54 | ShoppersQueue.Dequeue(); 55 | 56 | return ShoppersQueue.Count != MaxQueueCapacity; 57 | } 58 | 59 | public bool EnterTheQueue(Shopper shopper, Func, bool> func = null) 60 | { 61 | var condition = true; 62 | 63 | if (func != null) 64 | condition = func(ShoppersQueue); 65 | 66 | if (CanEnterQueue() && condition) 67 | { 68 | ShoppersQueue.Enqueue(shopper); 69 | return true; 70 | } 71 | 72 | return false; 73 | } 74 | 75 | public Tuple ExitQueue() 76 | { 77 | return new Tuple(ShoppersQueue.Dequeue(), UnityEngine.Random.Range(MinProcessingTime, MaxProcessingTime)); 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/Scripts/StoreSimulationQueue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae54efa35cef34fa18b33246dc9c24e4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/Scripts/Tooltip.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using TMPro; 5 | 6 | public class Tooltip : MonoBehaviour 7 | { 8 | public TMP_Text tooltipText; 9 | public RectTransform tooltipBackgroundRect; 10 | public float textPadding = 4f; 11 | public static Tooltip instance; 12 | 13 | // Start is called before the first frame update 14 | void Awake() 15 | { 16 | instance = this; 17 | //ShowTooltip("As the owner of our fictitious store, there are a number of parameters associated with the operation of the store that we can adjust to try to manage virus exposure. "); 18 | gameObject.SetActive(false); 19 | } 20 | 21 | private void Update() 22 | { 23 | SetTooltipPos(); 24 | } 25 | 26 | public void ShowTooltip(string tooltipString) 27 | { 28 | gameObject.SetActive(true); 29 | tooltipText.text = tooltipString; 30 | 31 | var preferredSize = tooltipText.GetPreferredValues(); 32 | Vector2 backgroundSize = new Vector2(tooltipText.GetComponent().rect.width + textPadding * 2f, preferredSize.y + textPadding * 2f); 33 | tooltipBackgroundRect.sizeDelta = backgroundSize; 34 | SetTooltipPos(); 35 | 36 | } 37 | 38 | void SetTooltipPos() 39 | { 40 | Vector2 localPoint; 41 | RectTransformUtility.ScreenPointToLocalPointInRectangle(transform.parent.GetComponent(), Input.mousePosition, Camera.main, out localPoint); 42 | localPoint.y -= (tooltipText.textBounds.size.y / 2f) - 10f; 43 | transform.localPosition = localPoint; 44 | } 45 | 46 | public void HideTooltip() 47 | { 48 | gameObject.SetActive(false); 49 | } 50 | 51 | /*public static void 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| )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,. -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fade42e8bc714b018fac513c043d323b 3 | timeCreated: 1425440388 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ # -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/LineBreaking Leading 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | timeCreated: 1463704911 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _ColorMask ("Color Mask", Float) = 15 15 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 16 | 17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 18 | } 19 | 20 | SubShader 21 | { 22 | Tags 23 | { 24 | "Queue"="Transparent" 25 | "IgnoreProjector"="True" 26 | "RenderType"="Transparent" 27 | "PreviewType"="Plane" 28 | "CanUseSpriteAtlas"="True" 29 | } 30 | 31 | Stencil 32 | { 33 | Ref [_Stencil] 34 | Comp [_StencilComp] 35 | Pass [_StencilOp] 36 | ReadMask [_StencilReadMask] 37 | WriteMask [_StencilWriteMask] 38 | } 39 | 40 | Cull Off 41 | Lighting Off 42 | ZWrite Off 43 | ZTest [unity_GUIZTestMode] 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask [_ColorMask] 46 | 47 | Pass 48 | { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #include "UnityCG.cginc" 54 | #include "UnityUI.cginc" 55 | 56 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 57 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 58 | 59 | struct appdata_t 60 | { 61 | float4 vertex : POSITION; 62 | float4 color : COLOR; 63 | float2 texcoord : TEXCOORD0; 64 | }; 65 | 66 | struct v2f 67 | { 68 | float4 vertex : SV_POSITION; 69 | fixed4 color : COLOR; 70 | half2 texcoord : TEXCOORD0; 71 | float4 worldPosition : TEXCOORD1; 72 | }; 73 | 74 | fixed4 _Color; 75 | fixed4 _TextureSampleAdd; 76 | float4 _ClipRect; 77 | 78 | v2f vert(appdata_t IN) 79 | { 80 | v2f OUT; 81 | OUT.worldPosition = IN.vertex; 82 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 83 | 84 | OUT.texcoord = IN.texcoord; 85 | 86 | #ifdef UNITY_HALF_TEXEL_OFFSET 87 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); 88 | #endif 89 | 90 | OUT.color = IN.color * _Color; 91 | return OUT; 92 | } 93 | 94 | sampler2D _MainTex; 95 | 96 | fixed4 frag(v2f IN) : SV_Target 97 | { 98 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 99 | 100 | #if UNITY_UI_CLIP_RECT 101 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 102 | #endif 103 | 104 | #ifdef UNITY_UI_ALPHACLIP 105 | clip (color.a - 0.001); 106 | #endif 107 | 108 | return color; 109 | } 110 | ENDCG 111 | } 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | timeCreated: 1450517184 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /StoreSimulation/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 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translate(-50%, -50%);} 3 | 4 | .webgl-content .logo, .progress {position: absolute; left: 50%; top: 50%; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%);} 5 | .webgl-content .logo {background: url('progressLogo.Light.png') no-repeat center / contain; width: 154px; height: 130px;} 6 | .webgl-content .progress {height: 18px; width: 141px; margin-top: 90px;} 7 | .webgl-content .progress .empty {background: url('progressEmpty.Light.png') no-repeat right / cover; float: right; width: 100%; height: 100%; display: inline-block;} 8 | .webgl-content .progress .full {background: url('progressFull.Light.png') no-repeat left / cover; float: left; width: 0%; height: 100%; display: inline-block;} 9 | 10 | .webgl-content .logo.Dark {background-image: url('progressLogo.Dark.png');} 11 | .webgl-content .progress.Dark .empty {background-image: url('progressEmpty.Dark.png');} 12 | .webgl-content .progress.Dark .full {background-image: url('progressFull.Dark.png');} 13 | 14 | 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-------------------------------------------------------------------------------- /StoreSimulation/webgl-build/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Unity WebGL Player | IDMProject 7 | 8 | 9 | 10 | 11 | 14 | 15 | 16 |
17 |
18 | 23 |
24 | 25 | 26 | -------------------------------------------------------------------------------- /Test: -------------------------------------------------------------------------------- 1 | { 2 | "extraPlayers": 29, 3 | "scale": 8, 4 | "numPickups": 25, 5 | "extraCameras": 0, 6 | "forceCrashAfterSeconds": -1, 7 | "quitAfterSeconds": -1, 8 | "screenCaptureInterval": 0 9 | } -------------------------------------------------------------------------------- /docs/FutureDirections.md: -------------------------------------------------------------------------------- 1 | # Future directions 2 | 3 | ## Handle large timesteps better 4 | Some artifacts may appear at larger timesteps. 5 | * Shoppers will stop at their target waypoint for the frame, even if could go "further" in that step. A better model would be to pick a new target and continue moving to that target depending on how far they've already moved that frame. 6 | * The transmission model only looks at the current position of both shoppers. For very high timesteps, this could cause "tunneling", where an infected shopper and a suceptible one pass each other with no interaction. The way to solve this is to track both the current and previous positions of the shoppers, and look at the closest point between their segments. This also doesn't account for turning corners. 7 | 8 | ## Better movement model 9 | The current model is very primitive. Shoppers don't account for each other, only follow set paths, and don't do any realistic shopping behavior. Some ideas: 10 | * Navmesh for movement instead of waypoints 11 | * Avoidance - shoppers should try to avoid each other if they're on a collision course. 12 | 13 | -------------------------------------------------------------------------------- /docs/InfectionModel.md: -------------------------------------------------------------------------------- 1 | # Infection Model 2 | 3 | ## Configurable parameters 4 | - *Exposure Distance Meters* - controls the maximum distance (in meters) that healthy shoppers are potentially exposed; 5 | exposure is only checked when they are within this distance of a infectious shopper. Defaults to 1.8288m (6 feet). 6 | - *Exposure Probability At Zero Distance* - controls the probability of a healthy shopper becoming exposed when they are 7 | 0 meters from a infectious shopper. 8 | - *Exposure Probability At Max Distance* - controls the probability of a healthy shopper becoming exposed when they are 9 | `Exposure Distance Meters` meters from a infectious shopper. 10 | 11 | Note that the probability values are expressed as the probability of infection per second, instead of per step. This is 12 | to keep the overall chance of infection independent of the simulation frame rate. 13 | 14 | ## Exposure Updates 15 | During each `Update()` step of the simulation, we perform the following steps in `StoreSimulation.UpdateExposure()`: 16 | - For each infectious shopper, find the healthy shoppers within `Exposure Distance Meters` of them. 17 | - For each healthy shopper, determine the probability of infection. This is a function of the distance between 18 | the shoppers, the Exposure Probability values, and the timestep (Time.deltaTime). The probability is linearly 19 | interpolated between `Exposure Probability At Zero Distance` and `Exposure Probability At Max Distance` based on the 20 | distance, then transformed to account for the timestep. 21 | 22 | -------------------------------------------------------------------------------- /docs/QueueingModel.md: -------------------------------------------------------------------------------- 1 | # Simulation Queuing Model 2 | The queuing model allows you to simulate the checkout queue at the store. 3 | 4 | ## Configurable parameters 5 | - *Number of Open Counters* (In real world scenario, this might become a bottle neck if the number of counters open are 6 | less as compared to the traffic of the shoppers). 7 | - *Max Purchasing Time*: This is variable and can range between 1 and max time set. 8 | 9 | Queuing behavior ties up with the waypoint system initialized in the beginning. Certain waypoints have access to 10 | registers that are tagged with "Register" tag. As the shopper approaches the register, indicating willingness to 11 | checkout, the queuing system checks if any open counter's queue, accessible from the shopper's waypoint is available. 12 | Shopper gets queued accordingly. In case if there are no queues available, the waypoint nodes for the shopper are 13 | updated simulating the shopper roaming around until the queues become available. 14 | 15 | ## Limitations/Improvements 16 | - The current size of the queue is fixed (set to 4) considering the distance between the register and the waypoint 17 | access node. It can be configurable based upon the max safe distance set (Compute the max queue size based upon max 18 | safe distance) 19 | - Doesn't account for 15 items or less counter. 20 | - Currently the queuing system is inherent to the store simulation and only accounts for checkout queues. Ideally it 21 | can be designed to be independent system to handle different types of queues in addition to register queues such as 22 | queue outside the store etc.. 23 | -------------------------------------------------------------------------------- /docs/WaypointGraphAndMovement.md: -------------------------------------------------------------------------------- 1 | # Waypoint Graph 2 | 3 | Waypoints are used to represent nodes in a directed graph. The edges are determined procedurally; each pair of nodes 4 | is examined, and an edge is created based on a few criteria: 5 | 6 | * Entrance nodes can only have outgoing edges, and exit nodes can only have incoming edges. 7 | * The destination node must be within a angle threshold of the origin node's forward, left, right, and backwards 8 | directions. 9 | * If the StoreSimulation is enforcing one-way aisles, the backwards direction is not considered 10 | * If a node is marked as `passthrough`, only its forward direction is considered. 11 | * A raycast between the nodes must not hit anything besides the destination node. 12 | 13 | # Movement 14 | When shoppers spawn, by default they pick a random (but plausible) path through the store: 15 | * Pick a certain number of intermediate goals, and a random entrance and exit. 16 | * Reorder the intermediate goals to try to reduce the total distance (although this might not actually be the best 17 | ordering). 18 | * Find the shortest path between the intermediate goals using Dijkstra's algorithm, and combine these sub-paths into 19 | the full path. 20 | 21 | Shoppers then follow that path at constant speed until they reach a [checkout queue](QueueingModel.md). 22 | 23 | If something goes wrong with the path generation, shoppers will wander around the store at random. 24 | -------------------------------------------------------------------------------- /docs/images/Grocery.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/unitysimulation-coronavirus-example/e90a73baa842f8e35299939870319a24426c4226/docs/images/Grocery.png -------------------------------------------------------------------------------- /docs/images/SimulationRunning.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/unitysimulation-coronavirus-example/e90a73baa842f8e35299939870319a24426c4226/docs/images/SimulationRunning.png -------------------------------------------------------------------------------- /unjson.py: -------------------------------------------------------------------------------- 1 | import json 2 | 3 | # Converts a TSV that is output from gamesim, and replaces a JSON column with new columns 4 | # corresponding to the keys and values of the JSON. 5 | 6 | FILENAME_IN = "aggregated.tsv" 7 | FILENAME_OUT = "aggregated.unjson.tsv" 8 | JSON_FIELD = "game_sim_settings" 9 | 10 | def json_loads(x): 11 | while True: 12 | if isinstance(x, str): 13 | x = json.loads(x) 14 | else: 15 | return x 16 | 17 | def main(): 18 | with open(FILENAME_IN) as f: 19 | lines = f.readlines() 20 | 21 | # Get the column names and first row 22 | field_names = lines[0].strip().split("\t") 23 | data0 = lines[1].strip().split('\t') 24 | 25 | # Remove the old JSON column, and add the JSON keys as columns 26 | json_field_index = field_names.index(JSON_FIELD) 27 | parsed_data0 = json_loads(data0[json_field_index]) 28 | field_names.remove(JSON_FIELD) 29 | field_names += list(parsed_data0.keys()) 30 | 31 | data_out = [] 32 | for i, l in enumerate(lines): 33 | if i == 0: 34 | # Skip column names 35 | continue 36 | line_data = l.strip().split("\t") 37 | # Remove the old JSON field, and add the JSON values as fields 38 | parsed_data = json_loads(line_data[json_field_index]) 39 | line_data.pop(json_field_index) 40 | line_data += parsed_data.values() 41 | 42 | data_out.append(line_data) 43 | 44 | with open(FILENAME_OUT, 'w') as f: 45 | f.write("\t".join(field_names) + "\n") 46 | for l in data_out: 47 | f.write("\t".join(str(i) for i in l) + "\n") 48 | 49 | if __name__ == "__main__": 50 | main() 51 | --------------------------------------------------------------------------------