forked from bartvdbraak/blender
402 lines
9.9 KiB
C++
402 lines
9.9 KiB
C++
/**
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* Simulation for obstacle avoidance behavior
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*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "KX_ObstacleSimulation.h"
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#include "KX_NavMeshObject.h"
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#include "KX_PythonInit.h"
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#include "DNA_object_types.h"
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#include <math.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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int sweepCircleCircle(const MT_Vector3& pos0, const MT_Scalar r0, const MT_Vector2& v,
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const MT_Vector3& pos1, const MT_Scalar r1,
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float& tmin, float& tmax)
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{
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static const float EPS = 0.0001f;
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MT_Vector2 c0(pos0.x(), pos0.y());
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MT_Vector2 c1(pos1.x(), pos1.y());
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MT_Vector2 s = c1 - c0;
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MT_Scalar r = r0+r1;
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float c = s.length2() - r*r;
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float a = v.length2();
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if (a < EPS) return 0; // not moving
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// Overlap, calc time to exit.
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float b = MT_dot(v,s);
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float d = b*b - a*c;
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if (d < 0.0f) return 0; // no intersection.
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tmin = (b - sqrtf(d)) / a;
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tmax = (b + sqrtf(d)) / a;
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return 1;
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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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int sweepCircleSegment(const MT_Vector3& pos0, const MT_Scalar r0, const MT_Vector2& v,
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const MT_Vector3& pa, const MT_Vector3& pb, const MT_Scalar sr,
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float& tmin, float &tmax)
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{
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// equation parameters
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MT_Vector2 c0(pos0.x(), pos0.y());
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MT_Vector2 sa(pa.x(), pa.y());
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MT_Vector2 sb(pb.x(), pb.y());
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MT_Vector2 L = sb-sa;
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MT_Vector2 H = c0-sa;
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MT_Scalar radius = r0+sr;
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float l2 = L.length2();
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float r2 = radius * radius;
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float dl = perp(v, L);
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float hl = perp(H, L);
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float a = dl * dl;
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float b = 2.0f * hl * dl;
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float c = hl * hl - (r2 * l2);
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float d = (b*b) - (4.0f * a * c);
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// infinite line missed by infinite ray.
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if (d < 0.0f)
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return 0;
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d = sqrtf(d);
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tmin = (-b - d) / (2.0f * a);
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tmax = (-b + d) / (2.0f * a);
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// line missed by ray range.
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/* if (tmax < 0.0f || tmin > 1.0f)
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return 0;*/
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// find what part of the ray was collided.
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MT_Vector2 Pedge;
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Pedge = c0+v*tmin;
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H = Pedge - sa;
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float e0 = MT_dot(H, L) / l2;
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Pedge = c0 + v*tmax;
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H = Pedge - sa;
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float e1 = MT_dot(H, L) / l2;
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if (e0 < 0.0f || e1 < 0.0f)
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{
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float ctmin, ctmax;
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if (sweepCircleCircle(pos0, r0, v, pa, sr, ctmin, ctmax))
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{
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if (e0 < 0.0f && ctmin > tmin)
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tmin = ctmin;
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if (e1 < 0.0f && ctmax < tmax)
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tmax = ctmax;
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}
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else
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{
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return 0;
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}
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}
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if (e0 > 1.0f || e1 > 1.0f)
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{
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float ctmin, ctmax;
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if (sweepCircleCircle(pos0, r0, v, pb, sr, ctmin, ctmax))
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{
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if (e0 > 1.0f && ctmin > tmin)
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tmin = ctmin;
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if (e1 > 1.0f && ctmax < tmax)
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tmax = ctmax;
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}
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else
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{
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return 0;
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}
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}
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return 1;
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}
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KX_ObstacleSimulation::KX_ObstacleSimulation()
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{
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}
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KX_ObstacleSimulation::~KX_ObstacleSimulation()
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{
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for (size_t i=0; i<m_obstacles.size(); i++)
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{
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KX_Obstacle* obs = m_obstacles[i];
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delete obs;
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}
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m_obstacles.clear();
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}
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KX_Obstacle* KX_ObstacleSimulation::CreateObstacle()
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{
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KX_Obstacle* obstacle = new KX_Obstacle();
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m_obstacles.push_back(obstacle);
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return obstacle;
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}
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void KX_ObstacleSimulation::AddObstacleForObj(KX_GameObject* gameobj)
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{
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KX_Obstacle* obstacle = CreateObstacle();
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struct Object* blenderobject = gameobj->GetBlenderObject();
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obstacle->m_type = KX_OBSTACLE_OBJ;
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obstacle->m_shape = KX_OBSTACLE_CIRCLE;
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obstacle->m_rad = blenderobject->obstacleRad;
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obstacle->m_gameObj = gameobj;
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}
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void KX_ObstacleSimulation::AddObstaclesForNavMesh(KX_NavMeshObject* navmeshobj)
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{
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dtStatNavMesh* navmesh = navmeshobj->GetNavMesh();
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if (navmesh)
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{
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int npoly = navmesh->getPolyCount();
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for (int pi=0; pi<npoly; pi++)
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{
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const dtStatPoly* poly = navmesh->getPoly(pi);
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for (int i = 0, j = (int)poly->nv-1; i < (int)poly->nv; j = i++)
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{
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if (poly->n[j]) continue;
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const float* vj = navmesh->getVertex(poly->v[j]);
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const float* vi = navmesh->getVertex(poly->v[i]);
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KX_Obstacle* obstacle = CreateObstacle();
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obstacle->m_type = KX_OBSTACLE_NAV_MESH;
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obstacle->m_shape = KX_OBSTACLE_SEGMENT;
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obstacle->m_gameObj = navmeshobj;
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obstacle->m_pos = MT_Vector3(vj[0], vj[2], vj[1]);
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obstacle->m_pos2 = MT_Vector3(vi[0], vi[2], vi[1]);
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obstacle->m_rad = 0;
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obstacle->m_vel = MT_Vector2(0,0);
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}
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}
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}
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}
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void KX_ObstacleSimulation::UpdateObstacles()
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{
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for (size_t i=0; i<m_obstacles.size(); i++)
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{
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if (m_obstacles[i]->m_shape==KX_OBSTACLE_NAV_MESH || m_obstacles[i]->m_shape==KX_OBSTACLE_SEGMENT)
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continue;
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KX_Obstacle* obs = m_obstacles[i];
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obs->m_pos = obs->m_gameObj->NodeGetWorldPosition();
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obs->m_vel.x() = obs->m_gameObj->GetLinearVelocity().x();
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obs->m_vel.y() = obs->m_gameObj->GetLinearVelocity().y();
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}
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}
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KX_Obstacle* KX_ObstacleSimulation::GetObstacle(KX_GameObject* gameobj)
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{
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for (size_t i=0; i<m_obstacles.size(); i++)
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{
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if (m_obstacles[i]->m_gameObj == gameobj)
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return m_obstacles[i];
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}
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return NULL;
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}
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void KX_ObstacleSimulation::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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MT_Vector3& velocity)
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{
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}
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void KX_ObstacleSimulation::DrawObstacles()
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{
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static const MT_Vector3 bluecolor(0,0,1);
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static const MT_Vector3 normal(0.,0.,1.);
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static const int SECTORS_NUM = 32;
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for (size_t i=0; i<m_obstacles.size(); i++)
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{
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if (m_obstacles[i]->m_shape==KX_OBSTACLE_SEGMENT)
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{
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KX_RasterizerDrawDebugLine(m_obstacles[i]->m_pos, m_obstacles[i]->m_pos2, bluecolor);
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}
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/*
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else if (m_obstacles[i]->m_shape==KX_OBSTACLE_CIRCLE)
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{
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KX_RasterizerDrawDebugCircle(m_obstacles[i]->m_pos, m_obstacles[i]->m_rad, bluecolor,
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normal.normalized(), SECTORS_NUM);
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}*/
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}
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}
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KX_ObstacleSimulationTOI::KX_ObstacleSimulationTOI():
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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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m_toiWeight(1.0f),
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m_collisionWeight(100.0f)
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{
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}
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KX_ObstacleSimulationTOI::~KX_ObstacleSimulationTOI()
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{
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for (size_t i=0; i<m_toiCircles.size(); i++)
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{
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TOICircle* toi = m_toiCircles[i];
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delete toi;
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}
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m_toiCircles.clear();
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}
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KX_Obstacle* KX_ObstacleSimulationTOI::CreateObstacle()
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{
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KX_Obstacle* obstacle = KX_ObstacleSimulation::CreateObstacle();
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m_toiCircles.push_back(new TOICircle());
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return obstacle;
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}
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void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj, MT_Vector3& velocity)
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{
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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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TOICircle* tc = m_toiCircles[obstidx];
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MT_Vector2 vel(velocity.x(), velocity.y());
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float vmax = (float) velocity.length();
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float odir = (float) atan2(velocity.y(), velocity.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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tc->n = m_avoidSteps;
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tc->minToi = m_minToi;
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tc->maxToi = m_maxToi;
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const int iforw = m_avoidSteps/2;
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const float aoff = (float)iforw / (float)m_avoidSteps;
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for (int iter = 0; iter < m_avoidSteps; ++iter)
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{
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// Calculate sample velocity
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const float ndir = ((float)iter/(float)m_avoidSteps) - 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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if ( (ob==activeObst) ||
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(ob->m_type==KX_OBSTACLE_NAV_MESH && ob->m_gameObj!=activeNavMeshObj) )
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continue;
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float htmin,htmax;
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if (ob->m_type == KX_OBSTACLE_CIRCLE)
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{
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MT_Vector2 vab;
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if (ob->m_vel.length2() < 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->m_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_type == KX_OBSTACLE_SEGMENT)
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{
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if (!sweepCircleSegment(activeObst->m_pos, activeObst->m_rad, svel,
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ob->m_pos, ob->m_pos2, 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_angleWeight * 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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// 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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vel.x() = cosf(bestDir) * vmax;
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vel.y() = sinf(bestDir) * vmax;
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velocity.x() = vel.x();
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velocity.y() = vel.y();
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} |