forked from bartvdbraak/blender
KX_ObstacleSimulation: replace inline math functions with BLI_math functions
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@ -36,60 +36,10 @@ namespace
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{
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inline float perp(const MT_Vector2& a, const MT_Vector2& b) { return a.x()*b.y() - a.y()*b.x(); }
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inline float sqr(float x) { return x*x; }
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inline float lerp(float a, float b, float t) { return a + (b-a)*t; }
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inline float sqr(float x) { return x * x; }
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inline float lerp(float a, float b, float t) { return a + (b - a) * t; }
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inline float clamp(float a, float mn, float mx) { return a < mn ? mn : (a > mx ? mx : a); }
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inline float vdistsqr(const float* a, const float* b) { return sqr(b[0]-a[0]) + sqr(b[1]-a[1]); }
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inline float vdist(const float* a, const float* b) { return sqrtf(vdistsqr(a,b)); }
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inline void vcpy(float* a, const float* b) { a[0]=b[0]; a[1]=b[1]; }
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inline float vdot(const float* a, const float* b) { return a[0]*b[0] + a[1]*b[1]; }
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/* inline float vperp(const float* a, const float* b) { return a[0]*b[1] - a[1]*b[0]; } */ /* UNUSED */
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inline void vsub(float* v, const float* a, const float* b) { v[0] = a[0]-b[0]; v[1] = a[1]-b[1]; }
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inline void vadd(float* v, const float* a, const float* b) { v[0] = a[0]+b[0]; v[1] = a[1]+b[1]; }
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inline void vscale(float* v, const float* a, const float s) { v[0] = a[0]*s; v[1] = a[1]*s; }
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inline void vset(float* v, float x, float y) { v[0]=x; v[1]=y; }
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inline float vlensqr(const float* v) { return vdot(v,v); }
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inline float vlen(const float* v) { return sqrtf(vlensqr(v)); }
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inline void vlerp(float* v, const float* a, const float* b, float t) { v[0] = lerp(a[0], b[0], t); v[1] = lerp(a[1], b[1], t); }
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/* inline void vmad(float* v, const float* a, const float* b, float s) { v[0] = a[0] + b[0]*s; v[1] = a[1] + b[1]*s; } */ /* UNUSED */
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inline void vnorm(float* v)
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{
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float d = vlen(v);
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if (d > 0.0001f)
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{
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d = 1.0f/d;
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v[0] *= d;
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v[1] *= d;
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}
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}
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}
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inline float triarea(const float* a, const float* b, const float* c)
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{
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return (b[0]*a[1] - a[0]*b[1]) + (c[0]*b[1] - b[0]*c[1]) + (a[0]*c[1] - c[0]*a[1]);
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}
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static void closestPtPtSeg(const float* pt,
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const float* sp, const float* sq,
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float& t)
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{
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float dir[2],diff[3];
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vsub(dir,sq,sp);
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vsub(diff,pt,sp);
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t = vdot(diff,dir);
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if (t <= 0.0f) { t = 0; return; }
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float d = vdot(dir,dir);
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if (t >= d) { t = 1; return; }
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t /= d;
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}
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static float distPtSegSqr(const float* pt, const float* sp, const float* sq)
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{
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float t;
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closestPtPtSeg(pt, sp,sq, t);
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float np[2];
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vlerp(np, sp,sq, t);
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return vdistsqr(pt,np);
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inline void vset(float v[2], float x, float y) { v[0] = x; v[1] = y; }
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}
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static int sweepCircleCircle(const MT_Vector3& pos0, const MT_Scalar r0, const MT_Vector2& v,
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@ -317,12 +267,12 @@ void KX_ObstacleSimulation::UpdateObstacles()
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obs->vel[1] = obs->m_gameObj->GetLinearVelocity().y();
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// Update velocity history and calculate perceived (average) velocity.
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vcpy(&obs->hvel[obs->hhead*2], obs->vel);
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copy_v2_v2(&obs->hvel[obs->hhead * 2], obs->vel);
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obs->hhead = (obs->hhead+1) % VEL_HIST_SIZE;
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vset(obs->pvel,0,0);
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for (int j = 0; j < VEL_HIST_SIZE; ++j)
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vadd(obs->pvel, obs->pvel, &obs->hvel[j*2]);
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vscale(obs->pvel, obs->pvel, 1.0f/VEL_HIST_SIZE);
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add_v2_v2v2(obs->pvel, obs->pvel, &obs->hvel[j * 2]);
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mul_v2_fl(obs->pvel, 1.0f / VEL_HIST_SIZE);
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}
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}
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@ -443,11 +393,11 @@ void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, K
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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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sub_v2_v2v2(dv, activeObst->nvel, activeObst->vel);
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float ds = len_v2(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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mul_v2_fl(dv, fabs(maxDeltaSpeed / ds));
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add_v2_v2v2(vel, activeObst->vel, dv);
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velocity.x() = vel[0];
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velocity.y() = vel[1];
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@ -524,8 +474,7 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
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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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if (len_v2(ob->vel) < 0.01f * 0.01f) {
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// Stationary, use VO
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vab = svel;
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}
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@ -591,8 +540,7 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
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tc.toie[iter] = tmine;
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}
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if (vlen(activeObst->vel) > 0.1)
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{
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if (len_v2(activeObst->vel) > 0.1f) {
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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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@ -622,21 +570,20 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
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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, float* res,
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float maxToi, float velWeight, float curVelWeight, float sideWeight,
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float toiWeight)
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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, 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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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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vnorm(adir);
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else
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vset(adir,0,0);
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if (normalize_v2_v2(adir, activeObst->pvel) <= 0.01f) {
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zero_v2(adir);
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}
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float activeObstPos[2];
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vset(activeObstPos, activeObst->m_pos.x(), activeObst->m_pos.y());
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/* adist = vdot(adir, activeObstPos); */
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@ -646,7 +593,7 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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for (int n = 0; n < nspos; ++n)
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{
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float vcand[2];
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vcpy(vcand, &spos[n*2]);
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copy_v2_v2(vcand, &spos[n * 2]);
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// Find min time of impact and exit amongst all obstacles.
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float tmin = maxToi;
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@ -666,9 +613,9 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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float vab[2];
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// Moving, use RVO
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vscale(vab, vcand, 2);
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vsub(vab, vab, activeObst->vel);
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vsub(vab, vab, ob->vel);
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mul_v2_v2fl(vab, vcand, 2);
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sub_v2_v2v2(vab, vab, activeObst->vel);
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sub_v2_v2v2(vab, vab, ob->vel);
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// Side
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// NOTE: dp, and dv are constant over the whole calculation,
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@ -677,25 +624,24 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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float pb[2];
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vset(pb, ob->m_pos.x(), ob->m_pos.y());
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const float orig[2] = {0,0};
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float dp[2],dv[2],np[2];
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vsub(dp,pb,pa);
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vnorm(dp);
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vsub(dv,ob->dvel, activeObst->dvel);
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const float orig[2] = {0, 0};
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float dp[2], dv[2], np[2];
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sub_v2_v2v2(dp, pb, pa);
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normalize_v2(dp);
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sub_v2_v2v2(dv, ob->dvel, activeObst->dvel);
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const float a = triarea(orig, dp,dv);
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if (a < 0.01f)
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{
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/* TODO: use line_point_side_v2 */
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if (area_tri_signed_v2(orig, dp, dv) < 0.01f) {
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np[0] = -dp[1];
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np[1] = dp[0];
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}
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else
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{
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else {
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np[0] = dp[1];
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np[1] = -dp[0];
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}
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side += clamp(min(vdot(dp,vab)*2,vdot(np,vab)*2), 0.0f, 1.0f);
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side += clamp(min(dot_v2v2(dp, vab),
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dot_v2v2(np, vab)) * 2.0f, 0.0f, 1.0f);
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nside++;
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if (!sweepCircleCircle(activeObst->m_pos, activeObst->m_rad, vab, ob->m_pos, ob->m_rad,
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@ -729,14 +675,13 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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// This can be handle more efficiently by using seg-seg test instead.
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// If the whole segment is to be treated as obstacle, use agent->rad instead of 0.01f!
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const float r = 0.01f; // agent->rad
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if (distPtSegSqr(activeObstPos, p, q) < sqr(r+ob->m_rad))
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{
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if (dist_squared_to_line_segment_v2(activeObstPos, p, q) < sqr(r + ob->m_rad)) {
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float sdir[2], snorm[2];
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vsub(sdir, q, p);
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sub_v2_v2v2(sdir, q, p);
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snorm[0] = sdir[1];
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snorm[1] = -sdir[0];
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// If the velocity is pointing towards the segment, no collision.
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if (vdot(snorm, vcand) < 0.0f)
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if (dot_v2v2(snorm, vcand) < 0.0f)
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continue;
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// Else immediate collision.
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htmin = 0.0f;
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@ -767,17 +712,16 @@ 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 = 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 vpen = velWeight * (len_v2v2(vcand, activeObst->dvel) * ivmax);
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const float vcpen = curVelWeight * (len_v2v2(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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if (penalty < minPenalty)
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{
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if (penalty < minPenalty) {
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minPenalty = penalty;
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vcpy(res, vcand);
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copy_v2_v2(res, vcand);
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}
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}
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}
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@ -786,7 +730,7 @@ void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMe
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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 vmax = len_v2(activeObst->dvel);
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float* spos = new float[2*m_maxSamples];
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int nspos = 0;
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@ -795,7 +739,7 @@ void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMe
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{
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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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float vmax = len_v2(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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@ -837,21 +781,24 @@ void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMe
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{
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for (int x = 0; x < rad; ++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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const float v_xy[2] = {
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res[0] + x * cs - half,
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res[1] + y * cs - half};
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if (len_squared_v2(v_xy) > sqr(vmax + cs / 2))
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continue;
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copy_v2_v2(&spos[nspos * 2 + 0], v_xy);
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nspos++;
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}
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}
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processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
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nspos, res, m_maxToi, m_velWeight, m_curVelWeight, m_collisionWeight, m_toiWeight);
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processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
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nspos, res, m_maxToi, m_velWeight, m_curVelWeight, m_collisionWeight, m_toiWeight);
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cs *= 0.5f;
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}
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vcpy(activeObst->nvel, res);
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copy_v2_v2(activeObst->nvel, res);
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}
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}
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