integrated adaptive sampling algorithm for obstacle avoidance

This commit is contained in:
Nick Samarin
2010-08-04 19:32:37 +00:00
parent dbc8d4274f
commit a2372308d7
6 changed files with 365 additions and 637 deletions

View File

@@ -1,413 +0,0 @@
/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "NavMeshConversion.h"
extern "C"{
#include "BLI_math.h"
}
int polyNumVerts(const unsigned short* p, const int vertsPerPoly)
{
int nv = 0;
for (int i=0; i<vertsPerPoly; i++)
{
if (p[i]==0xffff)
break;
nv++;
}
return nv;
}
bool polyIsConvex(const unsigned short* p, const int vertsPerPoly, const float* verts)
{
int nv = polyNumVerts(p, vertsPerPoly);
if (nv<3)
return false;
for (int j=0; j<nv; j++)
{
const float* v = &verts[3*p[j]];
const float* v_next = &verts[3*p[(j+1)%nv]];
const float* v_prev = &verts[3*p[(nv+j-1)%nv]];
if (!left(v_prev, v, v_next))
return false;
}
return true;
}
float distPointToSegmentSq(const float* point, const float* a, const float* b)
{
float abx[3], dx[3];
vsub(abx, b,a);
vsub(dx, point,a);
float d = abx[0]*abx[0]+abx[2]*abx[2];
float t = abx[0]*dx[0]+abx[2]*dx[2];
if (d > 0)
t /= d;
if (t < 0)
t = 0;
else if (t > 1)
t = 1;
dx[0] = a[0] + t*abx[0] - point[0];
dx[2] = a[2] + t*abx[2] - point[2];
return dx[0]*dx[0] + dx[2]*dx[2];
}
bool buildRawVertIndicesData(DerivedMesh* dm, int &nverts, float *&verts,
int &ntris, unsigned short *&tris, int *&trisToFacesMap,
int *&recastData)
{
nverts = dm->getNumVerts(dm);
verts = new float[3*nverts];
dm->getVertCos(dm, (float(*)[3])verts);
//flip coordinates
for (int vi=0; vi<nverts; vi++)
{
SWAP(float, verts[3*vi+1], verts[3*vi+2]);
}
//calculate number of tris
int nfaces = dm->getNumFaces(dm);
MFace *faces = dm->getFaceArray(dm);
ntris = nfaces;
for (int fi=0; fi<nfaces; fi++)
{
MFace* face = &faces[fi];
if (face->v4)
ntris++;
}
//copy and transform to triangles (reorder on the run)
trisToFacesMap = new int[ntris];
tris = new unsigned short[3*ntris];
unsigned short* tri = tris;
int triIdx = 0;
for (int fi=0; fi<nfaces; fi++)
{
MFace* face = &faces[fi];
tri[3*triIdx+0] = face->v1;
tri[3*triIdx+1] = face->v3;
tri[3*triIdx+2] = face->v2;
trisToFacesMap[triIdx++]=fi;
if (face->v4)
{
tri[3*triIdx+0] = face->v1;
tri[3*triIdx+1] = face->v4;
tri[3*triIdx+2] = face->v3;
trisToFacesMap[triIdx++]=fi;
}
}
//carefully, recast data is just reference to data in derived mesh
recastData = (int*)CustomData_get_layer(&dm->faceData, CD_PROP_INT);
return true;
}
bool buildPolygonsByDetailedMeshes(const int vertsPerPoly, const int npolys,
unsigned short* polys, const unsigned short* dmeshes,
const float* verts, const unsigned short* dtris,
const int* dtrisToPolysMap)
{
bool res = false;
int capacity = vertsPerPoly;
unsigned short* newPoly = new unsigned short[capacity];
memset(newPoly, 0xff, sizeof(unsigned short)*capacity);
for (int polyidx=0; polyidx<npolys; polyidx++)
{
int nv = 0;
//search border
int btri = -1;
int bedge = -1;
for (int j=0; j<dmeshes[polyidx*4+3] && btri==-1;j++)
{
int curpolytri = dmeshes[polyidx*4+2]+j;
for (int k=0; k<3; k++)
{
unsigned short neighbortri = dtris[curpolytri*3*2+3+k];
if ( neighbortri==0xffff || dtrisToPolysMap[neighbortri]!=polyidx+1)
{
btri = curpolytri;
bedge = k;
break;
}
}
}
if (btri==-1 || bedge==-1)
{
//can't find triangle with border edge
return false;
}
newPoly[nv++] = dtris[btri*3*2+bedge];
int tri = btri;
int edge = (bedge+1)%3;
while (tri!=btri || edge!=bedge)
{
int neighbortri = dtris[tri*3*2+3+edge];
if (neighbortri==0xffff || dtrisToPolysMap[neighbortri]!=polyidx+1)
{
if (nv==capacity)
{
capacity += vertsPerPoly;
unsigned short* newPolyBig = new unsigned short[capacity];
memset(newPolyBig, 0xff, sizeof(unsigned short)*capacity);
memcpy(newPolyBig, newPoly, sizeof(unsigned short)*nv);
delete newPoly;
newPoly = newPolyBig;
}
newPoly[nv++] = dtris[tri*3*2+edge];
//move to next edge
edge = (edge+1)%3;
}
else
{
//move to next tri
int twinedge = -1;
for (int k=0; k<3; k++)
{
if (dtris[neighbortri*3*2+3+k] == tri)
{
twinedge = k;
break;
}
}
if (twinedge==-1)
{
printf("Converting navmesh: Error! Can't find neighbor edge - invalid adjacency info\n");
goto returnLabel;
}
tri = neighbortri;
edge = (twinedge+1)%3;
}
}
unsigned short* adjustedPoly = new unsigned short[nv];
int adjustedNv = 0;
for (size_t i=0; i<(size_t)nv; i++)
{
unsigned short prev = newPoly[(nv+i-1)%nv];
unsigned short cur = newPoly[i];
unsigned short next = newPoly[(i+1)%nv];
float distSq = distPointToSegmentSq(&verts[3*cur], &verts[3*prev], &verts[3*next]);
static const float tolerance = 0.001f;
if (distSq>tolerance)
adjustedPoly[adjustedNv++] = cur;
}
memcpy(newPoly, adjustedPoly, adjustedNv*sizeof(unsigned short));
delete adjustedPoly;
nv = adjustedNv;
if (nv<=vertsPerPoly)
{
for (int i=0; i<nv; i++)
{
polys[polyidx*vertsPerPoly*2+i] = newPoly[i];
}
}
else
{
int a=0;
}
}
res = true;
returnLabel:
delete newPoly;
return true;
}
struct SortContext
{
const int* recastData;
const int* trisToFacesMap;
};
static int compareByData(void* data, const void * a, const void * b){
SortContext* context = (SortContext*)data;
return ( context->recastData[context->trisToFacesMap[*(int*)a]] -
context->recastData[context->trisToFacesMap[*(int*)b]] );
}
bool buildNavMeshData(const int nverts, const float* verts,
const int ntris, const unsigned short *tris,
const int* recastData, const int* trisToFacesMap,
int &ndtris, unsigned short *&dtris,
int &npolys, unsigned short *&dmeshes, unsigned short *&polys,
int &vertsPerPoly, int *&dtrisToPolysMap, int *&dtrisToTrisMap)
{
if (!recastData)
{
printf("Converting navmesh: Error! Can't find recast custom data\n");
return false;
}
//sort the triangles by polygon idx
int* trisMapping = new int[ntris];
for (int i=0; i<ntris; i++)
trisMapping[i]=i;
SortContext context;
context.recastData = recastData;
context.trisToFacesMap = trisToFacesMap;
qsort_s(trisMapping, ntris, sizeof(int), compareByData, &context);
//search first valid triangle - triangle of convex polygon
int validTriStart = -1;
for (int i=0; i< ntris; i++)
{
if (recastData[trisToFacesMap[trisMapping[i]]]>0)
{
validTriStart = i;
break;
}
}
if (validTriStart<0)
{
printf("Converting navmesh: Error! No valid polygons in mesh\n");
delete trisMapping;
return false;
}
ndtris = ntris-validTriStart;
//fill dtris to faces mapping
dtrisToTrisMap = new int[ndtris];
memcpy(dtrisToTrisMap, &trisMapping[validTriStart], ndtris*sizeof(int));
delete trisMapping; trisMapping=NULL;
//create detailed mesh triangles - copy only valid triangles
//and reserve memory for adjacency info
dtris = new unsigned short[3*2*ndtris];
memset(dtris, 0xffff, sizeof(unsigned short)*3*2*ndtris);
for (int i=0; i<ndtris; i++)
{
memcpy(dtris+3*2*i, tris+3*dtrisToTrisMap[i], sizeof(unsigned short)*3);
}
//create new recast data corresponded to dtris and renumber for continious indices
int prevPolyIdx=-1, curPolyIdx, newPolyIdx=0;
dtrisToPolysMap = new int[ndtris];
for (int i=0; i<ndtris; i++)
{
curPolyIdx = recastData[trisToFacesMap[dtrisToTrisMap[i]]];
if (curPolyIdx!=prevPolyIdx)
{
newPolyIdx++;
prevPolyIdx=curPolyIdx;
}
dtrisToPolysMap[i] = newPolyIdx;
}
//build adjacency info for detailed mesh triangles
buildMeshAdjacency(dtris, ntris, nverts, 3);
//create detailed mesh description for each navigation polygon
npolys = dtrisToPolysMap[ndtris-1];
dmeshes = new unsigned short[npolys*4];
memset(dmeshes, 0, npolys*4*sizeof(unsigned short));
unsigned short *dmesh = NULL;
int prevpolyidx = 0;
for (int i=0; i<ndtris; i++)
{
int curpolyidx = dtrisToPolysMap[i];
if (curpolyidx!=prevpolyidx)
{
if (curpolyidx!=prevpolyidx+1)
{
printf("Converting navmesh: Error! Wrong order of detailed mesh faces\n");
return false;
}
dmesh = dmesh==NULL ? dmeshes : dmesh+4;
dmesh[2] = i; //tbase
dmesh[3] = 0; //tnum
prevpolyidx = curpolyidx;
}
dmesh[3]++;
}
//create navigation polygons
vertsPerPoly = 6;
polys = new unsigned short[npolys*vertsPerPoly*2];
memset(polys, 0xff, sizeof(unsigned short)*vertsPerPoly*2*npolys);
buildPolygonsByDetailedMeshes(vertsPerPoly, npolys, polys, dmeshes, verts, dtris, dtrisToPolysMap);
return true;
}
bool buildNavMeshDataByDerivedMesh(DerivedMesh *dm, int& vertsPerPoly,
int &nverts, float *&verts,
int &ndtris, unsigned short *&dtris,
int& npolys, unsigned short *&dmeshes,
unsigned short*& polys, int *&dtrisToPolysMap,
int *&dtrisToTrisMap, int *&trisToFacesMap)
{
bool res = true;
int ntris =0, *recastData=NULL;
unsigned short *tris=NULL;
res = buildRawVertIndicesData(dm, nverts, verts, ntris, tris, trisToFacesMap, recastData);
if (!res)
{
printf("Converting navmesh: Error! Can't get vertices and indices from mesh\n");
goto exit;
}
res = buildNavMeshData(nverts, verts, ntris, tris, recastData, trisToFacesMap,
ndtris, dtris, npolys, dmeshes,polys, vertsPerPoly,
dtrisToPolysMap, dtrisToTrisMap);
if (!res)
{
printf("Converting navmesh: Error! Can't get vertices and indices from mesh\n");
goto exit;
}
exit:
if (tris)
delete tris;
return res;
}
int polyFindVertex(const unsigned short* p, const int vertsPerPoly, unsigned short vertexIdx)
{
int res = -1;
for(int i=0; i<vertsPerPoly; i++)
{
if (p[i]==0xffff)
break;
if (p[i]==vertexIdx)
{
res = i;
break;
}
}
return res;
}

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@@ -1,98 +0,0 @@
/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef NAVMESH_CONVERSION_H
#define NAVMESH_CONVERSION_H
#include <math.h>
#include "Recast.h"
extern "C"{
#include "DNA_meshdata_types.h"
#include "BKE_cdderivedmesh.h"
}
bool buildNavMeshDataByDerivedMesh(DerivedMesh *dm, int& vertsPerPoly,
int &nverts, float *&verts,
int &ndtris, unsigned short *&dtris,
int& npolys, unsigned short *&dmeshes,
unsigned short*& polys, int *&dtrisToPolysMap,
int *&dtrisToTrisMap, int *&trisToFacesMap);
bool buildRawVertIndicesData(DerivedMesh* dm, int &nverts, float *&verts,
int &ntris, unsigned short *&tris, int *&trisToFacesMap,
int *&recastData);
bool buildNavMeshData(const int nverts, const float* verts,
const int ntris, const unsigned short *tris,
const int* recastData, const int* trisToFacesMap,
int &ndtris, unsigned short *&dtris,
int &npolys, unsigned short *&dmeshes, unsigned short *&polys,
int &vertsPerPoly, int *&dtrisToPolysMap, int *&dtrisToTrisMap);
bool buildPolygonsByDetailedMeshes(const int vertsPerPoly, const int npolys,
unsigned short* polys, const unsigned short* dmeshes,
const float* verts, const unsigned short* dtris,
const int* dtrisToPolysMap);
int polyNumVerts(const unsigned short* p, const int vertsPerPoly);
bool polyIsConvex(const unsigned short* p, const int vertsPerPoly, const float* verts);
int polyFindVertex(const unsigned short* p, const int vertsPerPoly, unsigned short vertexIdx);
float distPointToSegmentSq(const float* point, const float* a, const float* b);
inline int abs2(int a)
{
return a>=0 ? a: -a;
}
inline int bit(int a, int b)
{
return (a & (1 << b)) >> b;
}
inline void intToCol(int i, float* col)
{
int r = bit(i, 0) + bit(i, 3) * 2 + 1;
int g = bit(i, 1) + bit(i, 4) * 2 + 1;
int b = bit(i, 2) + bit(i, 5) * 2 + 1;
col[0] = 1 - r*63.0f/255.0f;
col[1] = 1 - g*63.0f/255.0f;
col[2] = 1 - b*63.0f/255.0f;
}
inline float area2(const float* a, const float* b, const float* c)
{
return (b[0] - a[0]) * (c[2] - a[2]) - (c[0] - a[0]) * (b[2] - a[2]);
}
inline bool left(const float* a, const float* b, const float* c)
{
return area2(a, b, c) < 0;
}
#endif //NAVMESH_CONVERSION_H

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@@ -271,7 +271,7 @@
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\build\msvc_9\intern\soundsystem\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\build\msvc_9\extern\solid\include;..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include;..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include;..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\lib\windows\python\include\python3.1;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\python\generic;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x;..\..\..\source\blender\gpu;..\..\..\intern\audaspace\intern"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\build\msvc_9\intern\soundsystem\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\build\msvc_9\extern\solid\include;..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include;..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include;..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\lib\windows\python\include\python3.1;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\python\generic;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\blenkernel;..\..\..\source\blender\editors\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x;..\..\..\source\blender\gpu;..\..\..\intern\audaspace\intern"
PreprocessorDefinitions="NDEBUG;WIN32;_LIB;USE_SUMO_SOLID;WITH_GLEXT;GLEW_STATIC;WITH_FFMPEG"
StringPooling="true"
RuntimeLibrary="0"

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@@ -38,8 +38,65 @@
#include "DNA_object_types.h"
#include "BLI_math.h"
inline float perp(const MT_Vector2& a, const MT_Vector2& b) { return a.x()*b.y() - a.y()*b.x(); }
inline float lerp(float a, float b, float t) { return a + (b-a)*t; }
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 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]; }
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; }
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);
}
static int sweepCircleCircle(const MT_Vector3& pos0, const MT_Scalar r0, const MT_Vector2& v,
const MT_Vector3& pos1, const MT_Scalar r1,
@@ -152,20 +209,6 @@ static bool inBetweenAngle(float a, float amin, float amax, float& t)
return false;
}
static float interpolateToi(float a, const float* dir, const float* toi, const int ntoi)
{
for (int i = 0; i < ntoi; ++i)
{
int next = (i+1) % ntoi;
float t;
if (inBetweenAngle(a, dir[i], dir[next], t))
{
return lerp(toi[i], toi[next], t);
}
}
return 0;
}
KX_ObstacleSimulation::KX_ObstacleSimulation(MT_Scalar levelHeight, bool enableVisualization)
: m_levelHeight(levelHeight)
, m_enableVisualization(enableVisualization)
@@ -186,6 +229,15 @@ KX_Obstacle* KX_ObstacleSimulation::CreateObstacle(KX_GameObject* gameobj)
{
KX_Obstacle* obstacle = new KX_Obstacle();
obstacle->m_gameObj = gameobj;
vset(obstacle->vel, 0,0);
vset(obstacle->pvel, 0,0);
vset(obstacle->dvel, 0,0);
vset(obstacle->nvel, 0,0);
for (int i = 0; i < VEL_HIST_SIZE; ++i)
vset(&obstacle->hvel[i*2], 0,0);
obstacle->hhead = 0;
gameobj->RegisterObstacle(this);
m_obstacles.push_back(obstacle);
return obstacle;
@@ -222,7 +274,6 @@ void KX_ObstacleSimulation::AddObstaclesForNavMesh(KX_NavMeshObject* navmeshobj)
obstacle->m_pos = MT_Point3(vj[0], vj[2], vj[1]);
obstacle->m_pos2 = MT_Point3(vi[0], vi[2], vi[1]);
obstacle->m_rad = 0;
obstacle->m_vel = MT_Vector2(0,0);
}
}
}
@@ -254,8 +305,16 @@ void KX_ObstacleSimulation::UpdateObstacles()
KX_Obstacle* obs = m_obstacles[i];
obs->m_pos = obs->m_gameObj->NodeGetWorldPosition();
obs->m_vel.x() = obs->m_gameObj->GetLinearVelocity().x();
obs->m_vel.y() = obs->m_gameObj->GetLinearVelocity().y();
obs->vel[0] = obs->m_gameObj->GetLinearVelocity().x();
obs->vel[1] = obs->m_gameObj->GetLinearVelocity().y();
// Update velocity history and calculate perceived (average) velocity.
vcpy(&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);
}
}
@@ -329,7 +388,8 @@ static MT_Point3 nearestPointToObstacle(MT_Point3& pos ,KX_Obstacle* obstacle)
}
}
bool KX_ObstacleSimulation::FilterObstacle(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj, KX_Obstacle* otherObst)
static bool filterObstacle(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj, KX_Obstacle* otherObst,
float levelHeight)
{
//filter obstacles by type
if ( (otherObst == activeObst) ||
@@ -338,7 +398,7 @@ bool KX_ObstacleSimulation::FilterObstacle(KX_Obstacle* activeObst, KX_NavMeshOb
//filter obstacles by position
MT_Point3 p = nearestPointToObstacle(activeObst->m_pos, otherObst);
if ( fabs(activeObst->m_pos.z() - p.z()) > m_levelHeight)
if ( fabs(activeObst->m_pos.z() - p.z()) > levelHeight)
return false;
return true;
@@ -373,71 +433,100 @@ KX_Obstacle* KX_ObstacleSimulationTOI::CreateObstacle(KX_GameObject* gameobj)
return obstacle;
}
void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
MT_Vector3& velocity, MT_Scalar maxDeltaSpeed, MT_Scalar maxDeltaAngle)
static const float VEL_WEIGHT = 2.0f;
static const float CUR_VEL_WEIGHT = 0.75f;
static const float SIDE_WEIGHT = 0.75f;
static const float TOI_WEIGHT = 2.5f;
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)
{
int nobs = m_obstacles.size();
int obstidx = std::find(m_obstacles.begin(), m_obstacles.end(), activeObst) - m_obstacles.begin();
if (obstidx == nobs)
return;
TOICircle* tc = m_toiCircles[obstidx];
vset(res, 0,0);
MT_Vector2 vel(velocity.x(), velocity.y());
float vmax = (float) velocity.length();
float odir = (float) atan2(velocity.y(), velocity.x());
const float ivmax = 1.0f / vmax;
MT_Vector2 ddir = vel;
ddir.normalize();
// Max time of collision to be considered.
const float maxToi = 1.5f;
float bestScore = FLT_MAX;
float bestDir = odir;
float bestToi = 0;
float adir[2], adist;
vcpy(adir, activeObst->pvel);
if (vlen(adir) > 0.01f)
vnorm(adir);
else
vset(adir,0,0);
float activeObstPos[2];
vset(activeObstPos, activeObst->m_pos.x(), activeObst->m_pos.y());
adist = vdot(adir, activeObstPos);
tc->n = m_avoidSteps;
tc->minToi = m_minToi;
tc->maxToi = m_maxToi;
float minPenalty = FLT_MAX;
const int iforw = m_avoidSteps/2;
const float aoff = (float)iforw / (float)m_avoidSteps;
for (int iter = 0; iter < m_avoidSteps; ++iter)
for (int n = 0; n < nspos; ++n)
{
// Calculate sample velocity
const float ndir = ((float)iter/(float)m_avoidSteps) - aoff;
const float dir = odir+ndir*M_PI*2;
MT_Vector2 svel;
svel.x() = cosf(dir) * vmax;
svel.y() = sinf(dir) * vmax;
float vcand[2];
vcpy(vcand, &spos[n*2]);
// Find min time of impact and exit amongst all obstacles.
float tmin = m_maxToi;
float tmine = 0;
for (int i = 0; i < nobs; ++i)
float tmin = maxToi;
float side = 0;
int nside = 0;
for (int i = 0; i < obstacles.size(); ++i)
{
KX_Obstacle* ob = m_obstacles[i];
bool res = FilterObstacle(activeObst, activeNavMeshObj, ob);
KX_Obstacle* ob = obstacles[i];
bool res = filterObstacle(activeObst, activeNavMeshObj, ob, levelHeight);
if (!res)
continue;
float htmin,htmax;
float htmin, htmax;
if (ob->m_shape == KX_OBSTACLE_CIRCLE)
if (ob->m_shape==KX_OBSTACLE_CIRCLE)
{
MT_Vector2 vab;
if (ob->m_vel.length2() < 0.01f*0.01f)
float vab[2];
// Moving, use RVO
vscale(vab, vcand, 2);
vsub(vab, vab, activeObst->vel);
vsub(vab, vab, ob->vel);
// Side
// NOTE: dp, and dv are constant over the whole calculation,
// they can be precomputed per object.
const float* pa = activeObstPos;
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 a = triarea(orig, dp,dv);
if (a < 0.01f)
{
// Stationary, use VO
vab = svel;
np[0] = -dp[1];
np[1] = dp[0];
}
else
{
// Moving, use RVO
vab = 2*svel - vel - ob->m_vel;
np[0] = dp[1];
np[1] = -dp[0];
}
if (!sweepCircleCircle(activeObst->m_pos, activeObst->m_rad,
vab, ob->m_pos, ob->m_rad, htmin, htmax))
side += clamp(min(vdot(dp,vab)*2,vdot(np,vab)*2), 0.0f, 1.0f);
nside++;
if (!sweepCircleCircle(activeObst->m_pos, activeObst->m_rad, vab, ob->m_pos, ob->m_rad,
htmin, htmax))
continue;
// Handle overlapping obstacles.
if (htmin < 0.0f && htmax > 0.0f)
{
// Avoid more when overlapped.
htmin = -htmin * 0.5f;
}
}
else if (ob->m_shape == KX_OBSTACLE_SEGMENT)
{
@@ -450,77 +539,193 @@ void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, K
p1 = navmeshobj->TransformToWorldCoords(p1);
p2 = navmeshobj->TransformToWorldCoords(p2);
}
if (!sweepCircleSegment(activeObst->m_pos, activeObst->m_rad, svel,
p1, p2, ob->m_rad, htmin, htmax))
continue;
float p[2], q[2];
vset(p, p1.x(), p1.y());
vset(q, p2.x(), p2.y());
// NOTE: the segments are assumed to come from a navmesh which is shrunken by
// the agent radius, hence the use of really small radius.
// 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))
{
float sdir[2], snorm[2];
vsub(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)
continue;
// Else immediate collision.
htmin = 0.0f;
htmax = 10.0f;
}
else
{
if (!sweepCircleSegment(activeObstPos, r, vcand, p, q, ob->m_rad, htmin, htmax))
continue;
}
// Avoid less when facing walls.
htmin *= 2.0f;
}
if (htmin > 0.0f)
if (htmin >= 0.0f)
{
// The closest obstacle is somewhere ahead of us, keep track of nearest obstacle.
if (htmin < tmin)
tmin = htmin;
}
else if (htmax > 0.0f)
}
// Normalize side bias, to prevent it dominating too much.
if (nside)
side /= nside;
const float vpen = VEL_WEIGHT * (vdist(vcand, activeObst->dvel) * ivmax);
const float vcpen = CUR_VEL_WEIGHT * (vdist(vcand, activeObst->vel) * ivmax);
const float spen = SIDE_WEIGHT * side;
const float tpen = TOI_WEIGHT * (1.0f/(0.1f+tmin/maxToi));
const float penalty = vpen + vcpen + spen + tpen;
if (penalty < minPenalty)
{
minPenalty = penalty;
vcpy(res, vcand);
}
}
}
static const int RVO_SAMPLE_RAD = 15;
static const int MAX_RVO_SAMPLES = (RVO_SAMPLE_RAD*2+1)*(RVO_SAMPLE_RAD*2+1) + 100;
static void sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
KX_Obstacles& obstacles, const float levelHeight,const float bias)
{
float spos[2*MAX_RVO_SAMPLES];
int nspos = 0;
const float cvx = activeObst->dvel[0]*bias;
const float cvy = activeObst->dvel[1]*bias;
float vmax = vlen(activeObst->dvel);
const float vrange = vmax*(1-bias);
const float cs = 1.0f / (float)RVO_SAMPLE_RAD*vrange;
for (int y = -RVO_SAMPLE_RAD; y <= RVO_SAMPLE_RAD; ++y)
{
for (int x = -RVO_SAMPLE_RAD; x <= RVO_SAMPLE_RAD; ++x)
{
if (nspos < MAX_RVO_SAMPLES)
{
// The agent overlaps the obstacle, keep track of first safe exit.
if (htmax > tmine)
tmine = htmax;
const float vx = cvx + (float)(x+0.5f)*cs;
const float vy = cvy + (float)(y+0.5f)*cs;
if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
spos[nspos*2+0] = vx;
spos[nspos*2+1] = vy;
nspos++;
}
}
}
processSamples(activeObst, activeNavMeshObj, obstacles, levelHeight, vmax, spos, cs/2,
nspos, activeObst->nvel);
}
static void sampleRVOAdaptive(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
KX_Obstacles& obstacles, const float levelHeight,const float bias)
{
vset(activeObst->nvel, 0.f, 0.f);
float vmax = vlen(activeObst->dvel);
float spos[2*MAX_RVO_SAMPLES];
int nspos = 0;
int rad;
float res[2];
float cs;
// First sample location.
rad = 4;
res[0] = activeObst->dvel[0]*bias;
res[1] = activeObst->dvel[1]*bias;
cs = vmax*(2-bias*2) / (float)(rad-1);
for (int k = 0; k < 5; ++k)
{
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++;
}
}
// Calculate sample penalties and final score.
const float apen = m_angleWeight * fabsf(ndir);
const float tpen = m_toiWeight * (1.0f/(0.0001f+tmin/m_maxToi));
const float cpen = m_collisionWeight * (tmine/m_minToi)*(tmine/m_minToi);
const float score = apen + tpen + cpen;
processSamples(activeObst, activeNavMeshObj, obstacles, levelHeight, vmax, spos, cs/2,
nspos, res);
// Update best score.
if (score < bestScore)
{
bestDir = dir;
bestToi = tmin;
bestScore = score;
}
tc->dir[iter] = dir;
tc->toi[iter] = tmin;
tc->toie[iter] = tmine;
cs *= 0.5f;
}
if (activeObst->m_vel.length() > 0.1)
{
// Constrain max turn rate.
float cura = atan2(activeObst->m_vel.y(),activeObst->m_vel.x());
float da = bestDir - cura;
if (da < -M_PI) da += (float)M_PI*2;
if (da > M_PI) da -= (float)M_PI*2;
if (da < -maxDeltaAngle)
{
bestDir = cura - maxDeltaAngle;
bestToi = min(bestToi, interpolateToi(bestDir, tc->dir, tc->toi, tc->n));
}
else if (da > maxDeltaAngle)
{
bestDir = cura + maxDeltaAngle;
bestToi = min(bestToi, interpolateToi(bestDir, tc->dir, tc->toi, tc->n));
}
}
vcpy(activeObst->nvel, res);
}
// Adjust speed when time of impact is less than min TOI.
if (bestToi < m_minToi)
vmax *= bestToi/m_minToi;
// Constrain velocity change.
const float curSpeed = (float) activeObst->m_vel.length();
float deltaSpeed = vmax - curSpeed;
CLAMP(deltaSpeed, -maxDeltaSpeed, maxDeltaSpeed);
vmax = curSpeed + deltaSpeed;
void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
MT_Vector3& velocity, MT_Scalar maxDeltaSpeed, MT_Scalar maxDeltaAngle)
{
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());
// New steering velocity.
vel.x() = cosf(bestDir) * vmax;
vel.y() = sinf(bestDir) * vmax;
//apply RVO
const float bias = 0.4f;
//sampleRVO(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, bias);
sampleRVOAdaptive(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, bias);
velocity.x() = vel.x();
velocity.y() = vel.y();
}
// 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();
}*/

View File

@@ -56,6 +56,7 @@ enum KX_OBSTACLE_SHAPE
KX_OBSTACLE_SEGMENT,
};
#define VEL_HIST_SIZE 6
struct KX_Obstacle
{
KX_OBSTACLE_TYPE m_type;
@@ -63,26 +64,50 @@ struct KX_Obstacle
MT_Point3 m_pos;
MT_Point3 m_pos2;
MT_Scalar m_rad;
MT_Vector2 m_vel;
float vel[2];
float pvel[2];
float dvel[2];
float nvel[2];
float hvel[VEL_HIST_SIZE*2];
int hhead;
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
{
protected:
std::vector<KX_Obstacle*> m_obstacles;
KX_Obstacles m_obstacles;
MT_Scalar m_levelHeight;
bool m_enableVisualization;
virtual KX_Obstacle* CreateObstacle(KX_GameObject* gameobj);
bool FilterObstacle(KX_Obstacle* activeObstacle, KX_NavMeshObject* activeNavMeshObj, KX_Obstacle* otherObstacle);
public:
KX_ObstacleSimulation(MT_Scalar levelHeight, bool enableVisualization);
virtual ~KX_ObstacleSimulation();
void DrawObstacles();
//void DebugDraw();
void AddObstacleForObj(KX_GameObject* gameobj);
void DestroyObstacleForObj(KX_GameObject* gameobj);

View File

@@ -254,7 +254,7 @@ bool KX_SteeringActuator::Update(double curtime, bool frame)
MT_Vector3 newvel = m_velocity*steervec;
//adjust velocity to avoid obstacles
if (m_simulation && m_obstacle && !newvel.fuzzyZero())
if (m_simulation && m_obstacle /*&& !newvel.fuzzyZero()*/)
{
if (m_enableVisualization)
KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector3(1.,0.,0.));
@@ -278,6 +278,15 @@ bool KX_SteeringActuator::Update(double curtime, bool frame)
obj->ApplyMovement(movement, false);
}
}
else
{
if (m_simulation && m_obstacle)
{
m_obstacle->dvel[0] = 0.f;
m_obstacle->dvel[1] = 0.f;
}
}
if (terminate && m_isSelfTerminated)
return false;