reworked obstacle simulation in order to have two realizations: with "cell" and "ray" sampling
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7ec16a7c6e
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3a8f3dd3f5
@ -341,7 +341,7 @@ bool buildNavMeshData(const int nverts, const float* verts,
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{
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memcpy(dtris+3*2*i, tris+3*dtrisToTrisMap[i], sizeof(unsigned short)*3);
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}
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//create new recast data corresponded to dtris and renumber for continious indices
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//create new recast data corresponded to dtris and renumber for continuous indices
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int prevPolyIdx=-1, curPolyIdx, newPolyIdx=0;
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dtrisToPolysMap = new int[ndtris];
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for (int i=0; i<ndtris; i++)
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@ -500,7 +500,8 @@ typedef struct GameData {
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/* obstacleSimulation */
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#define OBSTSIMULATION_NONE 0
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#define OBSTSIMULATION_TOI 1
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#define OBSTSIMULATION_TOI_rays 1
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#define OBSTSIMULATION_TOI_cells 2
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/* GameData.flag */
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#define GAME_ENABLE_ALL_FRAMES (1 << 1)
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@ -1637,7 +1637,8 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
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static EnumPropertyItem obstacle_simulation_items[] = {
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{OBSTSIMULATION_NONE, "NONE", 0, "None", ""},
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{OBSTSIMULATION_TOI, "RVO", 0, "RVO", ""},
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{OBSTSIMULATION_TOI_rays, "RVO (rays)", 0, "RVO (rays)", ""},
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{OBSTSIMULATION_TOI_cells, "RVO (cells)", 0, "RVO (cells)", ""},
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{0, NULL, 0, NULL, NULL}};
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srna= RNA_def_struct(brna, "SceneGameData", NULL);
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@ -209,6 +209,20 @@ static bool inBetweenAngle(float a, float amin, float amax, float& t)
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return false;
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}
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static float interpolateToi(float a, const float* dir, const float* toi, const int ntoi)
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{
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for (int i = 0; i < ntoi; ++i)
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{
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int next = (i+1) % ntoi;
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float t;
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if (inBetweenAngle(a, dir[i], dir[next], t))
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{
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return lerp(toi[i], toi[next], t);
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}
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}
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return 0;
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}
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KX_ObstacleSimulation::KX_ObstacleSimulation(MT_Scalar levelHeight, bool enableVisualization)
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: m_levelHeight(levelHeight)
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, m_enableVisualization(enableVisualization)
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@ -404,52 +418,221 @@ static bool filterObstacle(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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return true;
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}
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KX_ObstacleSimulationTOI::KX_ObstacleSimulationTOI(MT_Scalar levelHeight, bool enableVisualization):
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KX_ObstacleSimulation(levelHeight, enableVisualization),
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m_avoidSteps(32),
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m_minToi(0.5f),
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m_maxToi(1.2f),
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m_angleWeight(4.0f),
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///////////*********TOI_rays**********/////////////////
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KX_ObstacleSimulationTOI::KX_ObstacleSimulationTOI(MT_Scalar levelHeight, bool enableVisualization)
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: KX_ObstacleSimulation(levelHeight, enableVisualization),
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m_maxSamples(32),
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m_minToi(0.0f),
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m_maxToi(0.0f),
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m_velWeight(1.0f),
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m_curVelWeight(1.0f),
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m_toiWeight(1.0f),
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m_collisionWeight(100.0f)
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m_collisionWeight(1.0f)
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{
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}
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KX_ObstacleSimulationTOI::~KX_ObstacleSimulationTOI()
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void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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MT_Vector3& velocity, MT_Scalar maxDeltaSpeed, MT_Scalar maxDeltaAngle)
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{
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for (size_t i=0; i<m_toiCircles.size(); i++)
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int nobs = m_obstacles.size();
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int obstidx = std::find(m_obstacles.begin(), m_obstacles.end(), activeObst) - m_obstacles.begin();
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if (obstidx == nobs)
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return;
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vset(activeObst->dvel, velocity.x(), velocity.y());
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//apply RVO
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sampleRVO(activeObst, activeNavMeshObj, maxDeltaAngle);
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// Fake dynamic constraint.
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float dv[2];
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float vel[2];
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vsub(dv, activeObst->nvel, activeObst->vel);
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float ds = vlen(dv);
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if (ds > maxDeltaSpeed || ds<-maxDeltaSpeed)
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vscale(dv, dv, fabs(maxDeltaSpeed/ds));
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vadd(vel, activeObst->vel, dv);
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velocity.x() = vel[0];
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velocity.y() = vel[1];
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}
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///////////*********TOI_rays**********/////////////////
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static const int AVOID_MAX_STEPS = 128;
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struct TOICircle
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{
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TOICircle() : n(0), minToi(0), maxToi(1) {}
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float toi[AVOID_MAX_STEPS]; // Time of impact (seconds)
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float toie[AVOID_MAX_STEPS]; // Time of exit (seconds)
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float dir[AVOID_MAX_STEPS]; // Direction (radians)
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int n; // Number of samples
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float minToi, maxToi; // Min/max TOI (seconds)
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};
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KX_ObstacleSimulationTOI_rays::KX_ObstacleSimulationTOI_rays(MT_Scalar levelHeight, bool enableVisualization):
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KX_ObstacleSimulationTOI(levelHeight, enableVisualization)
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{
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m_maxSamples = 32;
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m_minToi = 0.5f;
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m_maxToi = 1.2f;
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m_velWeight = 4.0f;
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m_toiWeight = 1.0f;
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m_collisionWeight = 100.0f;
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}
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void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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const float maxDeltaAngle)
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{
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MT_Vector2 vel(activeObst->dvel[0], activeObst->dvel[1]);
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float vmax = (float) vel.length();
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float odir = (float) atan2(vel.y(), vel.x());
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MT_Vector2 ddir = vel;
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ddir.normalize();
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float bestScore = FLT_MAX;
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float bestDir = odir;
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float bestToi = 0;
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TOICircle tc;
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tc.n = m_maxSamples;
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tc.minToi = m_minToi;
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tc.maxToi = m_maxToi;
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const int iforw = m_maxSamples/2;
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const float aoff = (float)iforw / (float)m_maxSamples;
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size_t nobs = m_obstacles.size();
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for (int iter = 0; iter < m_maxSamples; ++iter)
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{
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TOICircle* toi = m_toiCircles[i];
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delete toi;
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// Calculate sample velocity
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const float ndir = ((float)iter/(float)m_maxSamples) - aoff;
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const float dir = odir+ndir*M_PI*2;
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MT_Vector2 svel;
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svel.x() = cosf(dir) * vmax;
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svel.y() = sinf(dir) * vmax;
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// Find min time of impact and exit amongst all obstacles.
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float tmin = m_maxToi;
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float tmine = 0;
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for (int i = 0; i < nobs; ++i)
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{
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KX_Obstacle* ob = m_obstacles[i];
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bool res = filterObstacle(activeObst, activeNavMeshObj, ob, m_levelHeight);
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if (!res)
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continue;
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float htmin,htmax;
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if (ob->m_shape == KX_OBSTACLE_CIRCLE)
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{
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MT_Vector2 vab;
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if (vlen(ob->vel) < 0.01f*0.01f)
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{
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// Stationary, use VO
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vab = svel;
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}
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else
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{
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// Moving, use RVO
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vab = 2*svel - vel - ob->vel;
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}
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if (!sweepCircleCircle(activeObst->m_pos, activeObst->m_rad,
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vab, ob->m_pos, ob->m_rad, htmin, htmax))
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continue;
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}
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else if (ob->m_shape == KX_OBSTACLE_SEGMENT)
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{
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MT_Point3 p1 = ob->m_pos;
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MT_Point3 p2 = ob->m_pos2;
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//apply world transform
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if (ob->m_type == KX_OBSTACLE_NAV_MESH)
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{
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KX_NavMeshObject* navmeshobj = static_cast<KX_NavMeshObject*>(ob->m_gameObj);
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p1 = navmeshobj->TransformToWorldCoords(p1);
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p2 = navmeshobj->TransformToWorldCoords(p2);
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}
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if (!sweepCircleSegment(activeObst->m_pos, activeObst->m_rad, svel,
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p1, p2, ob->m_rad, htmin, htmax))
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continue;
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}
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if (htmin > 0.0f)
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{
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// The closest obstacle is somewhere ahead of us, keep track of nearest obstacle.
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if (htmin < tmin)
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tmin = htmin;
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}
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else if (htmax > 0.0f)
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{
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// The agent overlaps the obstacle, keep track of first safe exit.
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if (htmax > tmine)
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tmine = htmax;
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}
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}
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// Calculate sample penalties and final score.
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const float apen = m_velWeight * fabsf(ndir);
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const float tpen = m_toiWeight * (1.0f/(0.0001f+tmin/m_maxToi));
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const float cpen = m_collisionWeight * (tmine/m_minToi)*(tmine/m_minToi);
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const float score = apen + tpen + cpen;
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// Update best score.
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if (score < bestScore)
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{
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bestDir = dir;
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bestToi = tmin;
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bestScore = score;
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}
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tc.dir[iter] = dir;
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tc.toi[iter] = tmin;
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tc.toie[iter] = tmine;
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}
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m_toiCircles.clear();
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if (vlen(activeObst->vel) > 0.1)
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{
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// Constrain max turn rate.
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float cura = atan2(activeObst->vel[1],activeObst->vel[0]);
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float da = bestDir - cura;
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if (da < -M_PI) da += (float)M_PI*2;
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if (da > M_PI) da -= (float)M_PI*2;
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if (da < -maxDeltaAngle)
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{
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bestDir = cura - maxDeltaAngle;
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bestToi = min(bestToi, interpolateToi(bestDir, tc.dir, tc.toi, tc.n));
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}
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else if (da > maxDeltaAngle)
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{
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bestDir = cura + maxDeltaAngle;
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bestToi = min(bestToi, interpolateToi(bestDir, tc.dir, tc.toi, tc.n));
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}
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}
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// Adjust speed when time of impact is less than min TOI.
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if (bestToi < m_minToi)
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vmax *= bestToi/m_minToi;
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// New steering velocity.
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activeObst->nvel[0] = cosf(bestDir) * vmax;
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activeObst->nvel[1] = sinf(bestDir) * vmax;
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}
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KX_Obstacle* KX_ObstacleSimulationTOI::CreateObstacle(KX_GameObject* gameobj)
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{
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KX_Obstacle* obstacle = KX_ObstacleSimulation::CreateObstacle(gameobj);
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m_toiCircles.push_back(new TOICircle());
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return obstacle;
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}
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static const float VEL_WEIGHT = 2.0f;
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static const float CUR_VEL_WEIGHT = 0.75f;
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static const float SIDE_WEIGHT = 0.75f;
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static const float TOI_WEIGHT = 2.5f;
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///////////********* TOI_cells**********/////////////////
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static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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KX_Obstacles& obstacles, float levelHeight, const float vmax,
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const float* spos, const float cs, const int nspos,
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float* res)
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const float* spos, const float cs, const int nspos, float* res,
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float maxToi, float velWeight, float curVelWeight, float sideWeight,
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float toiWeight)
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{
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vset(res, 0,0);
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const float ivmax = 1.0f / vmax;
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// Max time of collision to be considered.
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const float maxToi = 1.5f;
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float adir[2], adist;
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vcpy(adir, activeObst->pvel);
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if (vlen(adir) > 0.01f)
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@ -583,10 +766,10 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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if (nside)
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side /= nside;
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const float vpen = VEL_WEIGHT * (vdist(vcand, activeObst->dvel) * ivmax);
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const float vcpen = CUR_VEL_WEIGHT * (vdist(vcand, activeObst->vel) * ivmax);
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const float spen = SIDE_WEIGHT * side;
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const float tpen = TOI_WEIGHT * (1.0f/(0.1f+tmin/maxToi));
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const float vpen = velWeight * (vdist(vcand, activeObst->dvel) * ivmax);
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const float vcpen = curVelWeight * (vdist(vcand, activeObst->vel) * ivmax);
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const float spen = sideWeight * side;
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const float tpen = toiWeight * (1.0f/(0.1f+tmin/maxToi));
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const float penalty = vpen + vcpen + spen + tpen;
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@ -598,134 +781,89 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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}
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}
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static const int RVO_SAMPLE_RAD = 15;
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static const int MAX_RVO_SAMPLES = (RVO_SAMPLE_RAD*2+1)*(RVO_SAMPLE_RAD*2+1) + 100;
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static void sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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KX_Obstacles& obstacles, const float levelHeight,const float bias)
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{
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float spos[2*MAX_RVO_SAMPLES];
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int nspos = 0;
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const float cvx = activeObst->dvel[0]*bias;
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const float cvy = activeObst->dvel[1]*bias;
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float vmax = vlen(activeObst->dvel);
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const float vrange = vmax*(1-bias);
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const float cs = 1.0f / (float)RVO_SAMPLE_RAD*vrange;
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for (int y = -RVO_SAMPLE_RAD; y <= RVO_SAMPLE_RAD; ++y)
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{
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for (int x = -RVO_SAMPLE_RAD; x <= RVO_SAMPLE_RAD; ++x)
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{
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if (nspos < MAX_RVO_SAMPLES)
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{
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const float vx = cvx + (float)(x+0.5f)*cs;
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const float vy = cvy + (float)(y+0.5f)*cs;
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if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
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spos[nspos*2+0] = vx;
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spos[nspos*2+1] = vy;
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nspos++;
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}
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}
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}
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processSamples(activeObst, activeNavMeshObj, obstacles, levelHeight, vmax, spos, cs/2,
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nspos, activeObst->nvel);
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}
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static void sampleRVOAdaptive(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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KX_Obstacles& obstacles, const float levelHeight,const float bias)
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void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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const float maxDeltaAngle)
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{
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vset(activeObst->nvel, 0.f, 0.f);
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float vmax = vlen(activeObst->dvel);
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float spos[2*MAX_RVO_SAMPLES];
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float* spos = new float[2*m_maxSamples];
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int nspos = 0;
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int rad;
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float res[2];
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float cs;
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// First sample location.
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rad = 4;
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res[0] = activeObst->dvel[0]*bias;
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res[1] = activeObst->dvel[1]*bias;
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cs = vmax*(2-bias*2) / (float)(rad-1);
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for (int k = 0; k < 5; ++k)
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if (!m_adaptive)
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{
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const float half = (rad-1)*cs*0.5f;
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const float cvx = activeObst->dvel[0]*m_bias;
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const float cvy = activeObst->dvel[1]*m_bias;
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float vmax = vlen(activeObst->dvel);
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const float vrange = vmax*(1-m_bias);
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const float cs = 1.0f / (float)m_sampleRadius*vrange;
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nspos = 0;
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for (int y = 0; y < rad; ++y)
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for (int y = -m_sampleRadius; y <= m_sampleRadius; ++y)
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{
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for (int x = 0; x < rad; ++x)
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for (int x = -m_sampleRadius; x <= m_sampleRadius; ++x)
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{
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const float vx = res[0] + x*cs - half;
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const float vy = res[1] + y*cs - half;
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if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
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spos[nspos*2+0] = vx;
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spos[nspos*2+1] = vy;
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nspos++;
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if (nspos < m_maxSamples)
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{
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const float vx = cvx + (float)(x+0.5f)*cs;
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const float vy = cvy + (float)(y+0.5f)*cs;
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if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
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spos[nspos*2+0] = vx;
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spos[nspos*2+1] = vy;
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nspos++;
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}
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}
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}
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processSamples(activeObst, activeNavMeshObj, obstacles, levelHeight, vmax, spos, cs/2,
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nspos, res);
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cs *= 0.5f;
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processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
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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();
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user