reworked obstacle simulation in order to have two realizations: with "cell" and "ray" sampling

This commit is contained in:
Nick Samarin 2010-08-10 20:48:28 +00:00
parent 7ec16a7c6e
commit 3a8f3dd3f5
6 changed files with 328 additions and 193 deletions

@ -341,7 +341,7 @@ bool buildNavMeshData(const int nverts, const float* verts,
{
memcpy(dtris+3*2*i, tris+3*dtrisToTrisMap[i], sizeof(unsigned short)*3);
}
//create new recast data corresponded to dtris and renumber for continious indices
//create new recast data corresponded to dtris and renumber for continuous indices
int prevPolyIdx=-1, curPolyIdx, newPolyIdx=0;
dtrisToPolysMap = new int[ndtris];
for (int i=0; i<ndtris; i++)

@ -500,7 +500,8 @@ typedef struct GameData {
/* obstacleSimulation */
#define OBSTSIMULATION_NONE 0
#define OBSTSIMULATION_TOI 1
#define OBSTSIMULATION_TOI_rays 1
#define OBSTSIMULATION_TOI_cells 2
/* GameData.flag */
#define GAME_ENABLE_ALL_FRAMES (1 << 1)

@ -1637,7 +1637,8 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
static EnumPropertyItem obstacle_simulation_items[] = {
{OBSTSIMULATION_NONE, "NONE", 0, "None", ""},
{OBSTSIMULATION_TOI, "RVO", 0, "RVO", ""},
{OBSTSIMULATION_TOI_rays, "RVO (rays)", 0, "RVO (rays)", ""},
{OBSTSIMULATION_TOI_cells, "RVO (cells)", 0, "RVO (cells)", ""},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "SceneGameData", NULL);

@ -209,6 +209,20 @@ static bool inBetweenAngle(float a, float amin, float amax, float& t)
return false;
}
static float interpolateToi(float a, const float* dir, const float* toi, const int ntoi)
{
for (int i = 0; i < ntoi; ++i)
{
int next = (i+1) % ntoi;
float t;
if (inBetweenAngle(a, dir[i], dir[next], t))
{
return lerp(toi[i], toi[next], t);
}
}
return 0;
}
KX_ObstacleSimulation::KX_ObstacleSimulation(MT_Scalar levelHeight, bool enableVisualization)
: m_levelHeight(levelHeight)
, m_enableVisualization(enableVisualization)
@ -404,52 +418,221 @@ static bool filterObstacle(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
return true;
}
KX_ObstacleSimulationTOI::KX_ObstacleSimulationTOI(MT_Scalar levelHeight, bool enableVisualization):
KX_ObstacleSimulation(levelHeight, enableVisualization),
m_avoidSteps(32),
m_minToi(0.5f),
m_maxToi(1.2f),
m_angleWeight(4.0f),
///////////*********TOI_rays**********/////////////////
KX_ObstacleSimulationTOI::KX_ObstacleSimulationTOI(MT_Scalar levelHeight, bool enableVisualization)
: KX_ObstacleSimulation(levelHeight, enableVisualization),
m_maxSamples(32),
m_minToi(0.0f),
m_maxToi(0.0f),
m_velWeight(1.0f),
m_curVelWeight(1.0f),
m_toiWeight(1.0f),
m_collisionWeight(100.0f)
m_collisionWeight(1.0f)
{
}
KX_ObstacleSimulationTOI::~KX_ObstacleSimulationTOI()
void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
MT_Vector3& velocity, MT_Scalar maxDeltaSpeed, MT_Scalar maxDeltaAngle)
{
for (size_t i=0; i<m_toiCircles.size(); i++)
int nobs = m_obstacles.size();
int obstidx = std::find(m_obstacles.begin(), m_obstacles.end(), activeObst) - m_obstacles.begin();
if (obstidx == nobs)
return;
vset(activeObst->dvel, velocity.x(), velocity.y());
//apply RVO
sampleRVO(activeObst, activeNavMeshObj, maxDeltaAngle);
// Fake dynamic constraint.
float dv[2];
float vel[2];
vsub(dv, activeObst->nvel, activeObst->vel);
float ds = vlen(dv);
if (ds > maxDeltaSpeed || ds<-maxDeltaSpeed)
vscale(dv, dv, fabs(maxDeltaSpeed/ds));
vadd(vel, activeObst->vel, dv);
velocity.x() = vel[0];
velocity.y() = vel[1];
}
///////////*********TOI_rays**********/////////////////
static const int AVOID_MAX_STEPS = 128;
struct TOICircle
{
TOICircle() : n(0), minToi(0), maxToi(1) {}
float toi[AVOID_MAX_STEPS]; // Time of impact (seconds)
float toie[AVOID_MAX_STEPS]; // Time of exit (seconds)
float dir[AVOID_MAX_STEPS]; // Direction (radians)
int n; // Number of samples
float minToi, maxToi; // Min/max TOI (seconds)
};
KX_ObstacleSimulationTOI_rays::KX_ObstacleSimulationTOI_rays(MT_Scalar levelHeight, bool enableVisualization):
KX_ObstacleSimulationTOI(levelHeight, enableVisualization)
{
m_maxSamples = 32;
m_minToi = 0.5f;
m_maxToi = 1.2f;
m_velWeight = 4.0f;
m_toiWeight = 1.0f;
m_collisionWeight = 100.0f;
}
void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
const float maxDeltaAngle)
{
MT_Vector2 vel(activeObst->dvel[0], activeObst->dvel[1]);
float vmax = (float) vel.length();
float odir = (float) atan2(vel.y(), vel.x());
MT_Vector2 ddir = vel;
ddir.normalize();
float bestScore = FLT_MAX;
float bestDir = odir;
float bestToi = 0;
TOICircle tc;
tc.n = m_maxSamples;
tc.minToi = m_minToi;
tc.maxToi = m_maxToi;
const int iforw = m_maxSamples/2;
const float aoff = (float)iforw / (float)m_maxSamples;
size_t nobs = m_obstacles.size();
for (int iter = 0; iter < m_maxSamples; ++iter)
{
TOICircle* toi = m_toiCircles[i];
delete toi;
// Calculate sample velocity
const float ndir = ((float)iter/(float)m_maxSamples) - aoff;
const float dir = odir+ndir*M_PI*2;
MT_Vector2 svel;
svel.x() = cosf(dir) * vmax;
svel.y() = sinf(dir) * vmax;
// Find min time of impact and exit amongst all obstacles.
float tmin = m_maxToi;
float tmine = 0;
for (int i = 0; i < nobs; ++i)
{
KX_Obstacle* ob = m_obstacles[i];
bool res = filterObstacle(activeObst, activeNavMeshObj, ob, m_levelHeight);
if (!res)
continue;
float htmin,htmax;
if (ob->m_shape == KX_OBSTACLE_CIRCLE)
{
MT_Vector2 vab;
if (vlen(ob->vel) < 0.01f*0.01f)
{
// Stationary, use VO
vab = svel;
}
else
{
// Moving, use RVO
vab = 2*svel - vel - ob->vel;
}
if (!sweepCircleCircle(activeObst->m_pos, activeObst->m_rad,
vab, ob->m_pos, ob->m_rad, htmin, htmax))
continue;
}
else if (ob->m_shape == KX_OBSTACLE_SEGMENT)
{
MT_Point3 p1 = ob->m_pos;
MT_Point3 p2 = ob->m_pos2;
//apply world transform
if (ob->m_type == KX_OBSTACLE_NAV_MESH)
{
KX_NavMeshObject* navmeshobj = static_cast<KX_NavMeshObject*>(ob->m_gameObj);
p1 = navmeshobj->TransformToWorldCoords(p1);
p2 = navmeshobj->TransformToWorldCoords(p2);
}
if (!sweepCircleSegment(activeObst->m_pos, activeObst->m_rad, svel,
p1, p2, ob->m_rad, htmin, htmax))
continue;
}
if (htmin > 0.0f)
{
// The closest obstacle is somewhere ahead of us, keep track of nearest obstacle.
if (htmin < tmin)
tmin = htmin;
}
else if (htmax > 0.0f)
{
// The agent overlaps the obstacle, keep track of first safe exit.
if (htmax > tmine)
tmine = htmax;
}
}
// Calculate sample penalties and final score.
const float apen = m_velWeight * fabsf(ndir);
const float tpen = m_toiWeight * (1.0f/(0.0001f+tmin/m_maxToi));
const float cpen = m_collisionWeight * (tmine/m_minToi)*(tmine/m_minToi);
const float score = apen + tpen + cpen;
// Update best score.
if (score < bestScore)
{
bestDir = dir;
bestToi = tmin;
bestScore = score;
}
tc.dir[iter] = dir;
tc.toi[iter] = tmin;
tc.toie[iter] = tmine;
}
m_toiCircles.clear();
if (vlen(activeObst->vel) > 0.1)
{
// Constrain max turn rate.
float cura = atan2(activeObst->vel[1],activeObst->vel[0]);
float da = bestDir - cura;
if (da < -M_PI) da += (float)M_PI*2;
if (da > M_PI) da -= (float)M_PI*2;
if (da < -maxDeltaAngle)
{
bestDir = cura - maxDeltaAngle;
bestToi = min(bestToi, interpolateToi(bestDir, tc.dir, tc.toi, tc.n));
}
else if (da > maxDeltaAngle)
{
bestDir = cura + maxDeltaAngle;
bestToi = min(bestToi, interpolateToi(bestDir, tc.dir, tc.toi, tc.n));
}
}
// Adjust speed when time of impact is less than min TOI.
if (bestToi < m_minToi)
vmax *= bestToi/m_minToi;
// New steering velocity.
activeObst->nvel[0] = cosf(bestDir) * vmax;
activeObst->nvel[1] = sinf(bestDir) * vmax;
}
KX_Obstacle* KX_ObstacleSimulationTOI::CreateObstacle(KX_GameObject* gameobj)
{
KX_Obstacle* obstacle = KX_ObstacleSimulation::CreateObstacle(gameobj);
m_toiCircles.push_back(new TOICircle());
return obstacle;
}
static const float VEL_WEIGHT = 2.0f;
static const float CUR_VEL_WEIGHT = 0.75f;
static const float SIDE_WEIGHT = 0.75f;
static const float TOI_WEIGHT = 2.5f;
///////////********* TOI_cells**********/////////////////
static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
KX_Obstacles& obstacles, float levelHeight, const float vmax,
const float* spos, const float cs, const int nspos,
float* res)
const float* spos, const float cs, const int nspos, float* res,
float maxToi, float velWeight, float curVelWeight, float sideWeight,
float toiWeight)
{
vset(res, 0,0);
const float ivmax = 1.0f / vmax;
// Max time of collision to be considered.
const float maxToi = 1.5f;
float adir[2], adist;
vcpy(adir, activeObst->pvel);
if (vlen(adir) > 0.01f)
@ -583,10 +766,10 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
if (nside)
side /= nside;
const float vpen = VEL_WEIGHT * (vdist(vcand, activeObst->dvel) * ivmax);
const float vcpen = CUR_VEL_WEIGHT * (vdist(vcand, activeObst->vel) * ivmax);
const float spen = SIDE_WEIGHT * side;
const float tpen = TOI_WEIGHT * (1.0f/(0.1f+tmin/maxToi));
const float vpen = velWeight * (vdist(vcand, activeObst->dvel) * ivmax);
const float vcpen = curVelWeight * (vdist(vcand, activeObst->vel) * ivmax);
const float spen = sideWeight * side;
const float tpen = toiWeight * (1.0f/(0.1f+tmin/maxToi));
const float penalty = vpen + vcpen + spen + tpen;
@ -598,134 +781,89 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
}
}
static const int RVO_SAMPLE_RAD = 15;
static const int MAX_RVO_SAMPLES = (RVO_SAMPLE_RAD*2+1)*(RVO_SAMPLE_RAD*2+1) + 100;
static void sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
KX_Obstacles& obstacles, const float levelHeight,const float bias)
{
float spos[2*MAX_RVO_SAMPLES];
int nspos = 0;
const float cvx = activeObst->dvel[0]*bias;
const float cvy = activeObst->dvel[1]*bias;
float vmax = vlen(activeObst->dvel);
const float vrange = vmax*(1-bias);
const float cs = 1.0f / (float)RVO_SAMPLE_RAD*vrange;
for (int y = -RVO_SAMPLE_RAD; y <= RVO_SAMPLE_RAD; ++y)
{
for (int x = -RVO_SAMPLE_RAD; x <= RVO_SAMPLE_RAD; ++x)
{
if (nspos < MAX_RVO_SAMPLES)
{
const float vx = cvx + (float)(x+0.5f)*cs;
const float vy = cvy + (float)(y+0.5f)*cs;
if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
spos[nspos*2+0] = vx;
spos[nspos*2+1] = vy;
nspos++;
}
}
}
processSamples(activeObst, activeNavMeshObj, obstacles, levelHeight, vmax, spos, cs/2,
nspos, activeObst->nvel);
}
static void sampleRVOAdaptive(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
KX_Obstacles& obstacles, const float levelHeight,const float bias)
void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
const float maxDeltaAngle)
{
vset(activeObst->nvel, 0.f, 0.f);
float vmax = vlen(activeObst->dvel);
float spos[2*MAX_RVO_SAMPLES];
float* spos = new float[2*m_maxSamples];
int nspos = 0;
int rad;
float res[2];
float cs;
// First sample location.
rad = 4;
res[0] = activeObst->dvel[0]*bias;
res[1] = activeObst->dvel[1]*bias;
cs = vmax*(2-bias*2) / (float)(rad-1);
for (int k = 0; k < 5; ++k)
if (!m_adaptive)
{
const float half = (rad-1)*cs*0.5f;
const float cvx = activeObst->dvel[0]*m_bias;
const float cvy = activeObst->dvel[1]*m_bias;
float vmax = vlen(activeObst->dvel);
const float vrange = vmax*(1-m_bias);
const float cs = 1.0f / (float)m_sampleRadius*vrange;
nspos = 0;
for (int y = 0; y < rad; ++y)
for (int y = -m_sampleRadius; y <= m_sampleRadius; ++y)
{
for (int x = 0; x < rad; ++x)
for (int x = -m_sampleRadius; x <= m_sampleRadius; ++x)
{
const float vx = res[0] + x*cs - half;
const float vy = res[1] + y*cs - half;
if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
spos[nspos*2+0] = vx;
spos[nspos*2+1] = vy;
nspos++;
if (nspos < m_maxSamples)
{
const float vx = cvx + (float)(x+0.5f)*cs;
const float vy = cvy + (float)(y+0.5f)*cs;
if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
spos[nspos*2+0] = vx;
spos[nspos*2+1] = vy;
nspos++;
}
}
}
processSamples(activeObst, activeNavMeshObj, obstacles, levelHeight, vmax, spos, cs/2,
nspos, res);
cs *= 0.5f;
processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
nspos, activeObst->nvel, m_maxToi, m_velWeight, m_curVelWeight, m_collisionWeight, m_toiWeight);
}
else
{
int rad;
float res[2];
float cs;
// First sample location.
rad = 4;
res[0] = activeObst->dvel[0]*m_bias;
res[1] = activeObst->dvel[1]*m_bias;
cs = vmax*(2-m_bias*2) / (float)(rad-1);
vcpy(activeObst->nvel, res);
for (int k = 0; k < 5; ++k)
{
const float half = (rad-1)*cs*0.5f;
nspos = 0;
for (int y = 0; y < rad; ++y)
{
for (int x = 0; x < rad; ++x)
{
const float vx = res[0] + x*cs - half;
const float vy = res[1] + y*cs - half;
if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
spos[nspos*2+0] = vx;
spos[nspos*2+1] = vy;
nspos++;
}
}
processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
nspos, res, m_maxToi, m_velWeight, m_curVelWeight, m_collisionWeight, m_toiWeight);
cs *= 0.5f;
}
vcpy(activeObst->nvel, res);
}
}
void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
MT_Vector3& velocity, MT_Scalar maxDeltaSpeed, MT_Scalar maxDeltaAngle)
KX_ObstacleSimulationTOI_cells::KX_ObstacleSimulationTOI_cells(MT_Scalar levelHeight, bool enableVisualization)
: KX_ObstacleSimulationTOI(levelHeight, enableVisualization)
, m_bias(0.4f)
, m_adaptive(true)
, m_sampleRadius(15)
{
int nobs = m_obstacles.size();
int obstidx = std::find(m_obstacles.begin(), m_obstacles.end(), activeObst) - m_obstacles.begin();
if (obstidx == nobs)
return;
vset(activeObst->dvel, velocity.x(), velocity.y());
//apply RVO
const float bias = 0.4f;
//sampleRVO(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, bias);
sampleRVOAdaptive(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, bias);
// Fake dynamic constraint.
float dv[2];
float vel[2];
vsub(dv, activeObst->nvel, activeObst->vel);
float ds = vlen(dv);
if (ds > maxDeltaSpeed || ds<-maxDeltaSpeed)
vscale(dv, dv, fabs(maxDeltaSpeed/ds));
vadd(vel, activeObst->vel, dv);
velocity.x() = vel[0];
velocity.y() = vel[1];
/* printf("dvel: %f, nvel: %f, vel: %f\n", vlen(activeObst->dvel), vlen(activeObst->nvel),
vlen(vel));*/
}
/*
#include "GL/glew.h"
void KX_ObstacleSimulation::DebugDraw()
{
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 100.0, 0.0, 100.0, -1.0, 1.0);
glBegin(GL_QUADS);
glColor4ub(255,0,0,255);
glVertex2f(0.f, 0.f);
glVertex2f(100.f, 25.f);
glVertex2f(100.f, 75.f);
glVertex2f(25.f, 75.f);
glEnd();
}*/
m_maxSamples = (m_sampleRadius*2+1)*(m_sampleRadius*2+1) + 100;
m_maxToi = 1.5f;
m_velWeight = 2.0f;
m_curVelWeight = 0.75f;
m_toiWeight = 2.5f;
m_collisionWeight = 0.75f; //side_weight
}

@ -76,22 +76,6 @@ struct KX_Obstacle
KX_GameObject* m_gameObj;
};
typedef std::vector<KX_Obstacle*> KX_Obstacles;
/*
struct RVO
{
inline RVO() : ns(0) {}
float spos[MAX_RVO_SAMPLES*2];
float scs[MAX_RVO_SAMPLES];
float spen[MAX_RVO_SAMPLES];
float svpen[MAX_RVO_SAMPLES];
float svcpen[MAX_RVO_SAMPLES];
float sspen[MAX_RVO_SAMPLES];
float stpen[MAX_RVO_SAMPLES];
int ns;
};
*/
class KX_ObstacleSimulation
{
@ -101,7 +85,7 @@ protected:
MT_Scalar m_levelHeight;
bool m_enableVisualization;
virtual KX_Obstacle* CreateObstacle(KX_GameObject* gameobj);
KX_Obstacle* CreateObstacle(KX_GameObject* gameobj);
public:
KX_ObstacleSimulation(MT_Scalar levelHeight, bool enableVisualization);
virtual ~KX_ObstacleSimulation();
@ -117,36 +101,45 @@ public:
virtual void AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
MT_Vector3& velocity, MT_Scalar maxDeltaSpeed,MT_Scalar maxDeltaAngle);
}; /* end of class KX_ObstacleSimulation*/
static const int AVOID_MAX_STEPS = 128;
struct TOICircle
{
TOICircle() : n(0), minToi(0), maxToi(1) {}
float toi[AVOID_MAX_STEPS]; // Time of impact (seconds)
float toie[AVOID_MAX_STEPS]; // Time of exit (seconds)
float dir[AVOID_MAX_STEPS]; // Direction (radians)
int n; // Number of samples
float minToi, maxToi; // Min/max TOI (seconds)
};
};
class KX_ObstacleSimulationTOI: public KX_ObstacleSimulation
{
protected:
int m_avoidSteps; // Number of sample steps
int m_maxSamples; // Number of sample steps
float m_minToi; // Min TOI
float m_maxToi; // Max TOI
float m_angleWeight; // Sample selection angle weight
float m_velWeight; // Sample selection angle weight
float m_curVelWeight; // Sample selection current velocity weight
float m_toiWeight; // Sample selection TOI weight
float m_collisionWeight; // Sample selection collision weight
std::vector<TOICircle*> m_toiCircles; // TOI circles (one per active agent)
virtual KX_Obstacle* CreateObstacle(KX_GameObject* gameobj);
virtual void sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
const float maxDeltaAngle) = 0;
public:
KX_ObstacleSimulationTOI(MT_Scalar levelHeight, bool enableVisualization);
~KX_ObstacleSimulationTOI();
virtual void AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
MT_Vector3& velocity, MT_Scalar maxDeltaSpeed,MT_Scalar maxDeltaAngle);
MT_Vector3& velocity, MT_Scalar maxDeltaSpeed,MT_Scalar maxDeltaAngle);
};
class KX_ObstacleSimulationTOI_rays: public KX_ObstacleSimulationTOI
{
protected:
virtual void sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
const float maxDeltaAngle);
public:
KX_ObstacleSimulationTOI_rays(MT_Scalar levelHeight, bool enableVisualization);
};
class KX_ObstacleSimulationTOI_cells: public KX_ObstacleSimulationTOI
{
protected:
float m_bias;
bool m_adaptive;
int m_sampleRadius;
virtual void sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
const float maxDeltaAngle);
public:
KX_ObstacleSimulationTOI_cells(MT_Scalar levelHeight, bool enableVisualization);
};
#endif

@ -212,9 +212,11 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
bool showObstacleSimulation = scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION;
switch (scene->gm.obstacleSimulation)
{
case OBSTSIMULATION_TOI:
m_obstacleSimulation = new KX_ObstacleSimulationTOI((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
case OBSTSIMULATION_TOI_rays:
m_obstacleSimulation = new KX_ObstacleSimulationTOI_rays((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
break;
case OBSTSIMULATION_TOI_cells:
m_obstacleSimulation = new KX_ObstacleSimulationTOI_cells((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
break;
default:
m_obstacleSimulation = NULL;
@ -1475,10 +1477,6 @@ void KX_Scene::LogicBeginFrame(double curtime)
}
}
//prepare obstacle simulation for new frame
if (m_obstacleSimulation)
m_obstacleSimulation->UpdateObstacles();
m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
}
@ -1506,6 +1504,10 @@ void KX_Scene::LogicEndFrame()
obj->Release();
RemoveObject(obj);
}
//prepare obstacle simulation for new frame
if (m_obstacleSimulation)
m_obstacleSimulation->UpdateObstacles();
}