KX_ObstacleSimulation: replace inline math functions with BLI_math functions

This commit is contained in:
Campbell Barton 2013-08-04 03:47:43 +00:00
parent 93f5e2218a
commit c0b73fa1b0

@ -36,60 +36,10 @@ namespace
{
inline float perp(const MT_Vector2& a, const MT_Vector2& b) { return a.x()*b.y() - a.y()*b.x(); }
inline float sqr(float x) { return x*x; }
inline float lerp(float a, float b, float t) { return a + (b-a)*t; }
inline float sqr(float x) { return x * x; }
inline float lerp(float a, float b, float t) { return a + (b - a) * t; }
inline float clamp(float a, float mn, float mx) { return a < mn ? mn : (a > mx ? mx : a); }
inline float vdistsqr(const float* a, const float* b) { return sqr(b[0]-a[0]) + sqr(b[1]-a[1]); }
inline float vdist(const float* a, const float* b) { return sqrtf(vdistsqr(a,b)); }
inline void vcpy(float* a, const float* b) { a[0]=b[0]; a[1]=b[1]; }
inline float vdot(const float* a, const float* b) { return a[0]*b[0] + a[1]*b[1]; }
/* inline float vperp(const float* a, const float* b) { return a[0]*b[1] - a[1]*b[0]; } */ /* UNUSED */
inline void vsub(float* v, const float* a, const float* b) { v[0] = a[0]-b[0]; v[1] = a[1]-b[1]; }
inline void vadd(float* v, const float* a, const float* b) { v[0] = a[0]+b[0]; v[1] = a[1]+b[1]; }
inline void vscale(float* v, const float* a, const float s) { v[0] = a[0]*s; v[1] = a[1]*s; }
inline void vset(float* v, float x, float y) { v[0]=x; v[1]=y; }
inline float vlensqr(const float* v) { return vdot(v,v); }
inline float vlen(const float* v) { return sqrtf(vlensqr(v)); }
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); }
/* 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 */
inline void vnorm(float* v)
{
float d = vlen(v);
if (d > 0.0001f)
{
d = 1.0f/d;
v[0] *= d;
v[1] *= d;
}
}
}
inline float triarea(const float* a, const float* b, const float* c)
{
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]);
}
static void closestPtPtSeg(const float* pt,
const float* sp, const float* sq,
float& t)
{
float dir[2],diff[3];
vsub(dir,sq,sp);
vsub(diff,pt,sp);
t = vdot(diff,dir);
if (t <= 0.0f) { t = 0; return; }
float d = vdot(dir,dir);
if (t >= d) { t = 1; return; }
t /= d;
}
static float distPtSegSqr(const float* pt, const float* sp, const float* sq)
{
float t;
closestPtPtSeg(pt, sp,sq, t);
float np[2];
vlerp(np, sp,sq, t);
return vdistsqr(pt,np);
inline void vset(float v[2], float x, float y) { v[0] = x; v[1] = y; }
}
static int sweepCircleCircle(const MT_Vector3& pos0, const MT_Scalar r0, const MT_Vector2& v,
@ -317,12 +267,12 @@ void KX_ObstacleSimulation::UpdateObstacles()
obs->vel[1] = obs->m_gameObj->GetLinearVelocity().y();
// Update velocity history and calculate perceived (average) velocity.
vcpy(&obs->hvel[obs->hhead*2], obs->vel);
copy_v2_v2(&obs->hvel[obs->hhead * 2], obs->vel);
obs->hhead = (obs->hhead+1) % VEL_HIST_SIZE;
vset(obs->pvel,0,0);
for (int j = 0; j < VEL_HIST_SIZE; ++j)
vadd(obs->pvel, obs->pvel, &obs->hvel[j*2]);
vscale(obs->pvel, obs->pvel, 1.0f/VEL_HIST_SIZE);
add_v2_v2v2(obs->pvel, obs->pvel, &obs->hvel[j * 2]);
mul_v2_fl(obs->pvel, 1.0f / VEL_HIST_SIZE);
}
}
@ -443,11 +393,11 @@ void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, K
// Fake dynamic constraint.
float dv[2];
float vel[2];
vsub(dv, activeObst->nvel, activeObst->vel);
float ds = vlen(dv);
sub_v2_v2v2(dv, activeObst->nvel, activeObst->vel);
float ds = len_v2(dv);
if (ds > maxDeltaSpeed || ds<-maxDeltaSpeed)
vscale(dv, dv, fabs(maxDeltaSpeed/ds));
vadd(vel, activeObst->vel, dv);
mul_v2_fl(dv, fabs(maxDeltaSpeed / ds));
add_v2_v2v2(vel, activeObst->vel, dv);
velocity.x() = vel[0];
velocity.y() = vel[1];
@ -524,8 +474,7 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
if (ob->m_shape == KX_OBSTACLE_CIRCLE)
{
MT_Vector2 vab;
if (vlen(ob->vel) < 0.01f*0.01f)
{
if (len_v2(ob->vel) < 0.01f * 0.01f) {
// Stationary, use VO
vab = svel;
}
@ -591,8 +540,7 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
tc.toie[iter] = tmine;
}
if (vlen(activeObst->vel) > 0.1)
{
if (len_v2(activeObst->vel) > 0.1f) {
// Constrain max turn rate.
float cura = atan2(activeObst->vel[1],activeObst->vel[0]);
float da = bestDir - cura;
@ -622,21 +570,20 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
///////////********* 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,
float maxToi, float velWeight, float curVelWeight, float sideWeight,
float toiWeight)
KX_Obstacles& obstacles, float levelHeight, const float vmax,
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;
float adir[2] /*, adist */;
vcpy(adir, activeObst->pvel);
if (vlen(adir) > 0.01f)
vnorm(adir);
else
vset(adir,0,0);
if (normalize_v2_v2(adir, activeObst->pvel) <= 0.01f) {
zero_v2(adir);
}
float activeObstPos[2];
vset(activeObstPos, activeObst->m_pos.x(), activeObst->m_pos.y());
/* adist = vdot(adir, activeObstPos); */
@ -646,7 +593,7 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
for (int n = 0; n < nspos; ++n)
{
float vcand[2];
vcpy(vcand, &spos[n*2]);
copy_v2_v2(vcand, &spos[n * 2]);
// Find min time of impact and exit amongst all obstacles.
float tmin = maxToi;
@ -666,9 +613,9 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
float vab[2];
// Moving, use RVO
vscale(vab, vcand, 2);
vsub(vab, vab, activeObst->vel);
vsub(vab, vab, ob->vel);
mul_v2_v2fl(vab, vcand, 2);
sub_v2_v2v2(vab, vab, activeObst->vel);
sub_v2_v2v2(vab, vab, ob->vel);
// Side
// NOTE: dp, and dv are constant over the whole calculation,
@ -677,25 +624,24 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
float pb[2];
vset(pb, ob->m_pos.x(), ob->m_pos.y());
const float orig[2] = {0,0};
float dp[2],dv[2],np[2];
vsub(dp,pb,pa);
vnorm(dp);
vsub(dv,ob->dvel, activeObst->dvel);
const float orig[2] = {0, 0};
float dp[2], dv[2], np[2];
sub_v2_v2v2(dp, pb, pa);
normalize_v2(dp);
sub_v2_v2v2(dv, ob->dvel, activeObst->dvel);
const float a = triarea(orig, dp,dv);
if (a < 0.01f)
{
/* TODO: use line_point_side_v2 */
if (area_tri_signed_v2(orig, dp, dv) < 0.01f) {
np[0] = -dp[1];
np[1] = dp[0];
}
else
{
else {
np[0] = dp[1];
np[1] = -dp[0];
}
side += clamp(min(vdot(dp,vab)*2,vdot(np,vab)*2), 0.0f, 1.0f);
side += clamp(min(dot_v2v2(dp, vab),
dot_v2v2(np, vab)) * 2.0f, 0.0f, 1.0f);
nside++;
if (!sweepCircleCircle(activeObst->m_pos, activeObst->m_rad, vab, ob->m_pos, ob->m_rad,
@ -729,14 +675,13 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
// This can be handle more efficiently by using seg-seg test instead.
// If the whole segment is to be treated as obstacle, use agent->rad instead of 0.01f!
const float r = 0.01f; // agent->rad
if (distPtSegSqr(activeObstPos, p, q) < sqr(r+ob->m_rad))
{
if (dist_squared_to_line_segment_v2(activeObstPos, p, q) < sqr(r + ob->m_rad)) {
float sdir[2], snorm[2];
vsub(sdir, q, p);
sub_v2_v2v2(sdir, q, p);
snorm[0] = sdir[1];
snorm[1] = -sdir[0];
// If the velocity is pointing towards the segment, no collision.
if (vdot(snorm, vcand) < 0.0f)
if (dot_v2v2(snorm, vcand) < 0.0f)
continue;
// Else immediate collision.
htmin = 0.0f;
@ -767,17 +712,16 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
if (nside)
side /= nside;
const float vpen = velWeight * (vdist(vcand, activeObst->dvel) * ivmax);
const float vcpen = curVelWeight * (vdist(vcand, activeObst->vel) * ivmax);
const float vpen = velWeight * (len_v2v2(vcand, activeObst->dvel) * ivmax);
const float vcpen = curVelWeight * (len_v2v2(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;
if (penalty < minPenalty)
{
if (penalty < minPenalty) {
minPenalty = penalty;
vcpy(res, vcand);
copy_v2_v2(res, vcand);
}
}
}
@ -786,7 +730,7 @@ void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMe
const float maxDeltaAngle)
{
vset(activeObst->nvel, 0.f, 0.f);
float vmax = vlen(activeObst->dvel);
float vmax = len_v2(activeObst->dvel);
float* spos = new float[2*m_maxSamples];
int nspos = 0;
@ -795,7 +739,7 @@ void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMe
{
const float cvx = activeObst->dvel[0]*m_bias;
const float cvy = activeObst->dvel[1]*m_bias;
float vmax = vlen(activeObst->dvel);
float vmax = len_v2(activeObst->dvel);
const float vrange = vmax*(1-m_bias);
const float cs = 1.0f / (float)m_sampleRadius*vrange;
@ -837,21 +781,24 @@ void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMe
{
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;
const float v_xy[2] = {
res[0] + x * cs - half,
res[1] + y * cs - half};
if (len_squared_v2(v_xy) > sqr(vmax + cs / 2))
continue;
copy_v2_v2(&spos[nspos * 2 + 0], v_xy);
nspos++;
}
}
processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
nspos, res, m_maxToi, m_velWeight, m_curVelWeight, m_collisionWeight, m_toiWeight);
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);
copy_v2_v2(activeObst->nvel, res);
}
}