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authorNick Samarin <nicks1987@bigmir.net>2010-08-04 23:32:37 +0400
committerNick Samarin <nicks1987@bigmir.net>2010-08-04 23:32:37 +0400
commita2372308d739879e99423851bc1e1dcd82cf19bf (patch)
treecc3bb7217585e77f8506f7a030f1f51e8b9c677e /source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
parentdbc8d4274fa47f429084f653008a14980432a65d (diff)
integrated adaptive sampling algorithm for obstacle avoidance
Diffstat (limited to 'source/gameengine/Ketsji/KX_ObstacleSimulation.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ObstacleSimulation.cpp435
1 files changed, 320 insertions, 115 deletions
diff --git a/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp b/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
index dcaadd23e3f..4a1ea59e12c 100644
--- a/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
+++ b/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
@@ -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)
-{
- 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];
+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;
- MT_Vector2 vel(velocity.x(), velocity.y());
- float vmax = (float) velocity.length();
- float odir = (float) atan2(velocity.y(), velocity.x());
+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)
+{
+ vset(res, 0,0);
- MT_Vector2 ddir = vel;
- ddir.normalize();
+ const float ivmax = 1.0f / vmax;
- float bestScore = FLT_MAX;
- float bestDir = odir;
- float bestToi = 0;
+ // Max time of collision to be considered.
+ const float maxToi = 1.5f;
- tc->n = m_avoidSteps;
- tc->minToi = m_minToi;
- tc->maxToi = m_maxToi;
+ 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);
- const int iforw = m_avoidSteps/2;
- const float aoff = (float)iforw / (float)m_avoidSteps;
+ float minPenalty = FLT_MAX;
- 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)
- {
- // The agent overlaps the obstacle, keep track of first safe exit.
- if (htmax > tmine)
- tmine = htmax;
- }
}
- // 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;
+ // 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));
- // Update best score.
- if (score < bestScore)
+ const float penalty = vpen + vcpen + spen + tpen;
+
+ if (penalty < minPenalty)
{
- bestDir = dir;
- bestToi = tmin;
- bestScore = score;
+ minPenalty = penalty;
+ vcpy(res, vcand);
}
-
- tc->dir[iter] = dir;
- tc->toi[iter] = tmin;
- tc->toie[iter] = tmine;
}
+}
+
+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;
- if (activeObst->m_vel.length() > 0.1)
+ for (int y = -RVO_SAMPLE_RAD; y <= RVO_SAMPLE_RAD; ++y)
{
- // 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)
+ for (int x = -RVO_SAMPLE_RAD; x <= RVO_SAMPLE_RAD; ++x)
{
- bestDir = cura - maxDeltaAngle;
- bestToi = min(bestToi, interpolateToi(bestDir, tc->dir, tc->toi, tc->n));
+ if (nspos < MAX_RVO_SAMPLES)
+ {
+ 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++;
+ }
}
- else if (da > maxDeltaAngle)
+ }
+ 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)
{
- bestDir = cura + maxDeltaAngle;
- bestToi = min(bestToi, interpolateToi(bestDir, tc->dir, tc->toi, tc->n));
+ for (int x = 0; x < rad; ++x)
+ {
+ const float vx = res[0] + x*cs - half;
+ const float vy = res[1] + y*cs - half;
+ if (vx*vx+vy*vy > sqr(vmax+cs/2)) continue;
+ spos[nspos*2+0] = vx;
+ spos[nspos*2+1] = vy;
+ nspos++;
+ }
}
+
+ processSamples(activeObst, activeNavMeshObj, obstacles, levelHeight, vmax, spos, cs/2,
+ nspos, res);
+
+ cs *= 0.5f;
}
- // Adjust speed when time of impact is less than min TOI.
- if (bestToi < m_minToi)
- vmax *= bestToi/m_minToi;
+ vcpy(activeObst->nvel, res);
+}
- // Constrain velocity change.
- const float curSpeed = (float) activeObst->m_vel.length();
- float deltaSpeed = vmax - curSpeed;
- CLAMP(deltaSpeed, -maxDeltaSpeed, maxDeltaSpeed);
- vmax = curSpeed + deltaSpeed;
- // New steering velocity.
- vel.x() = cosf(bestDir) * vmax;
- vel.y() = sinf(bestDir) * vmax;
+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());
+
+ //apply RVO
+ const float bias = 0.4f;
+ //sampleRVO(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, bias);
+ sampleRVOAdaptive(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, bias);
+
+ // Fake dynamic constraint.
+ float dv[2];
+ float vel[2];
+ vsub(dv, activeObst->nvel, activeObst->vel);
+ float ds = vlen(dv);
+ if (ds > maxDeltaSpeed || ds<-maxDeltaSpeed)
+ vscale(dv, dv, fabs(maxDeltaSpeed/ds));
+ vadd(vel, activeObst->vel, dv);
+
+ velocity.x() = vel[0];
+ velocity.y() = vel[1];
+/* printf("dvel: %f, nvel: %f, vel: %f\n", vlen(activeObst->dvel), vlen(activeObst->nvel),
+ vlen(vel));*/
- velocity.x() = vel.x();
- velocity.y() = vel.y();
-} \ No newline at end of file
+}
+/*
+#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();
+
+}*/ \ No newline at end of file