/* * ***** 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. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file gameengine/Ketsji/KX_ObstacleSimulation.cpp * \ingroup ketsji * * Simulation for obstacle avoidance behavior */ #include "KX_ObstacleSimulation.h" #include "KX_NavMeshObject.h" #include "KX_PythonInit.h" #include "DNA_object_types.h" #include "BLI_math.h" 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 void vset(float v[2], float x, float y) { v[0] = x; v[1] = y; } } /* grr, seems moto provides no nice way to do this */ #define MT_3D_AS_2D(v) MT_Vector2((v)[0], (v)[1]) static int sweepCircleCircle( const MT_Vector2 &pos0, const MT_Scalar r0, const MT_Vector2 &v, const MT_Vector2 &pos1, const MT_Scalar r1, float& tmin, float& tmax) { static const float EPS = 0.0001f; MT_Vector2 c0(pos0.x(), pos0.y()); MT_Vector2 c1(pos1.x(), pos1.y()); MT_Vector2 s = c1 - c0; MT_Scalar r = r0+r1; float c = s.length2() - r*r; float a = v.length2(); if (a < EPS) return 0; // not moving // Overlap, calc time to exit. float b = MT_dot(v,s); float d = b*b - a*c; if (d < 0.0f) return 0; // no intersection. tmin = (b - sqrtf(d)) / a; tmax = (b + sqrtf(d)) / a; return 1; } static int sweepCircleSegment( const MT_Vector2 &pos0, const MT_Scalar r0, const MT_Vector2 &v, const MT_Vector2& pa, const MT_Vector2 &pb, const MT_Scalar sr, float& tmin, float &tmax) { // equation parameters MT_Vector2 c0(pos0.x(), pos0.y()); MT_Vector2 sa(pa.x(), pa.y()); MT_Vector2 sb(pb.x(), pb.y()); MT_Vector2 L = sb-sa; MT_Vector2 H = c0-sa; MT_Scalar radius = r0+sr; float l2 = L.length2(); float r2 = radius * radius; float dl = perp(v, L); float hl = perp(H, L); float a = dl * dl; float b = 2.0f * hl * dl; float c = hl * hl - (r2 * l2); float d = (b*b) - (4.0f * a * c); // infinite line missed by infinite ray. if (d < 0.0f) return 0; d = sqrtf(d); tmin = (-b - d) / (2.0f * a); tmax = (-b + d) / (2.0f * a); // line missed by ray range. /* if (tmax < 0.0f || tmin > 1.0f) return 0;*/ // find what part of the ray was collided. MT_Vector2 Pedge; Pedge = c0+v*tmin; H = Pedge - sa; float e0 = MT_dot(H, L) / l2; Pedge = c0 + v*tmax; H = Pedge - sa; float e1 = MT_dot(H, L) / l2; if (e0 < 0.0f || e1 < 0.0f) { float ctmin, ctmax; if (sweepCircleCircle(pos0, r0, v, pa, sr, ctmin, ctmax)) { if (e0 < 0.0f && ctmin > tmin) tmin = ctmin; if (e1 < 0.0f && ctmax < tmax) tmax = ctmax; } else { return 0; } } if (e0 > 1.0f || e1 > 1.0f) { float ctmin, ctmax; if (sweepCircleCircle(pos0, r0, v, pb, sr, ctmin, ctmax)) { if (e0 > 1.0f && ctmin > tmin) tmin = ctmin; if (e1 > 1.0f && ctmax < tmax) tmax = ctmax; } else { return 0; } } return 1; } static bool inBetweenAngle(float a, float amin, float amax, float& t) { if (amax < amin) amax += (float)M_PI*2; if (a < amin-(float)M_PI) a += (float)M_PI*2; if (a > amin+(float)M_PI) a -= (float)M_PI*2; if (a >= amin && a < amax) { t = (a-amin) / (amax-amin); return true; } 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) { } KX_ObstacleSimulation::~KX_ObstacleSimulation() { for (size_t i=0; im_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; } void KX_ObstacleSimulation::AddObstacleForObj(KX_GameObject* gameobj) { KX_Obstacle* obstacle = CreateObstacle(gameobj); struct Object* blenderobject = gameobj->GetBlenderObject(); obstacle->m_type = KX_OBSTACLE_OBJ; obstacle->m_shape = KX_OBSTACLE_CIRCLE; obstacle->m_rad = blenderobject->obstacleRad; } void KX_ObstacleSimulation::AddObstaclesForNavMesh(KX_NavMeshObject* navmeshobj) { dtStatNavMesh* navmesh = navmeshobj->GetNavMesh(); if (navmesh) { int npoly = navmesh->getPolyCount(); for (int pi=0; pigetPoly(pi); for (int i = 0, j = (int)poly->nv-1; i < (int)poly->nv; j = i++) { if (poly->n[j]) continue; const float* vj = navmesh->getVertex(poly->v[j]); const float* vi = navmesh->getVertex(poly->v[i]); KX_Obstacle* obstacle = CreateObstacle(navmeshobj); obstacle->m_type = KX_OBSTACLE_NAV_MESH; obstacle->m_shape = KX_OBSTACLE_SEGMENT; 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; } } } } void KX_ObstacleSimulation::DestroyObstacleForObj(KX_GameObject* gameobj) { for (size_t i=0; im_gameObj == gameobj) { KX_Obstacle* obstacle = m_obstacles[i]; obstacle->m_gameObj->UnregisterObstacle(); m_obstacles[i] = m_obstacles.back(); m_obstacles.pop_back(); delete obstacle; } else i++; } } void KX_ObstacleSimulation::UpdateObstacles() { for (size_t i=0; im_type==KX_OBSTACLE_NAV_MESH || m_obstacles[i]->m_shape==KX_OBSTACLE_SEGMENT) continue; KX_Obstacle* obs = m_obstacles[i]; obs->m_pos = obs->m_gameObj->NodeGetWorldPosition(); obs->vel[0] = obs->m_gameObj->GetLinearVelocity().x(); obs->vel[1] = obs->m_gameObj->GetLinearVelocity().y(); // Update velocity history and calculate perceived (average) velocity. 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) add_v2_v2v2(obs->pvel, obs->pvel, &obs->hvel[j * 2]); mul_v2_fl(obs->pvel, 1.0f / VEL_HIST_SIZE); } } KX_Obstacle* KX_ObstacleSimulation::GetObstacle(KX_GameObject* gameobj) { for (size_t i=0; im_gameObj == gameobj) return m_obstacles[i]; } return NULL; } void KX_ObstacleSimulation::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj, MT_Vector3& velocity, MT_Scalar maxDeltaSpeed,MT_Scalar maxDeltaAngle) { } void KX_ObstacleSimulation::DrawObstacles() { if (!m_enableVisualization) return; static const MT_Vector3 bluecolor(0,0,1); static const MT_Vector3 normal(0.0, 0.0, 1.0); static const int SECTORS_NUM = 32; for (size_t i=0; im_shape==KX_OBSTACLE_SEGMENT) { MT_Point3 p1 = m_obstacles[i]->m_pos; MT_Point3 p2 = m_obstacles[i]->m_pos2; //apply world transform if (m_obstacles[i]->m_type == KX_OBSTACLE_NAV_MESH) { KX_NavMeshObject* navmeshobj = static_cast(m_obstacles[i]->m_gameObj); p1 = navmeshobj->TransformToWorldCoords(p1); p2 = navmeshobj->TransformToWorldCoords(p2); } KX_RasterizerDrawDebugLine(p1, p2, bluecolor); } else if (m_obstacles[i]->m_shape==KX_OBSTACLE_CIRCLE) { KX_RasterizerDrawDebugCircle(m_obstacles[i]->m_pos, m_obstacles[i]->m_rad, bluecolor, normal, SECTORS_NUM); } } } static MT_Point3 nearestPointToObstacle(MT_Point3& pos ,KX_Obstacle* obstacle) { switch (obstacle->m_shape) { case KX_OBSTACLE_SEGMENT : { MT_Vector3 ab = obstacle->m_pos2 - obstacle->m_pos; if (!ab.fuzzyZero()) { const MT_Scalar dist = ab.length(); MT_Vector3 abdir = ab.normalized(); MT_Vector3 v = pos - obstacle->m_pos; MT_Scalar proj = abdir.dot(v); CLAMP(proj, 0, dist); MT_Point3 res = obstacle->m_pos + abdir*proj; return res; } } case KX_OBSTACLE_CIRCLE : default: return obstacle->m_pos; } } static bool filterObstacle(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj, KX_Obstacle* otherObst, float levelHeight) { //filter obstacles by type if ( (otherObst == activeObst) || (otherObst->m_type==KX_OBSTACLE_NAV_MESH && otherObst->m_gameObj!=activeNavMeshObj) ) return false; //filter obstacles by position MT_Point3 p = nearestPointToObstacle(activeObst->m_pos, otherObst); if ( fabs(activeObst->m_pos.z() - p.z()) > levelHeight) return false; return true; } ///////////*********TOI_rays**********///////////////// KX_ObstacleSimulationTOI::KX_ObstacleSimulationTOI(MT_Scalar levelHeight, bool enableVisualization) : KX_ObstacleSimulation(levelHeight, enableVisualization), m_maxSamples(32), m_minToi(0.0f), m_maxToi(0.0f), m_velWeight(1.0f), m_curVelWeight(1.0f), m_toiWeight(1.0f), m_collisionWeight(1.0f) { } 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 sampleRVO(activeObst, activeNavMeshObj, maxDeltaAngle); // Fake dynamic constraint. float dv[2]; float vel[2]; sub_v2_v2v2(dv, activeObst->nvel, activeObst->vel); float ds = len_v2(dv); if (ds > maxDeltaSpeed || ds<-maxDeltaSpeed) mul_v2_fl(dv, fabs(maxDeltaSpeed / ds)); add_v2_v2v2(vel, activeObst->vel, dv); velocity.x() = vel[0]; velocity.y() = vel[1]; } ///////////*********TOI_rays**********///////////////// static const int AVOID_MAX_STEPS = 128; struct TOICircle { TOICircle() : n(0), minToi(0), maxToi(1) {} float toi[AVOID_MAX_STEPS]; // Time of impact (seconds) float toie[AVOID_MAX_STEPS]; // Time of exit (seconds) float dir[AVOID_MAX_STEPS]; // Direction (radians) int n; // Number of samples float minToi, maxToi; // Min/max TOI (seconds) }; KX_ObstacleSimulationTOI_rays::KX_ObstacleSimulationTOI_rays(MT_Scalar levelHeight, bool enableVisualization): KX_ObstacleSimulationTOI(levelHeight, enableVisualization) { m_maxSamples = 32; m_minToi = 0.5f; m_maxToi = 1.2f; m_velWeight = 4.0f; m_toiWeight = 1.0f; m_collisionWeight = 100.0f; } void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj, const float maxDeltaAngle) { MT_Vector2 vel(activeObst->dvel[0], activeObst->dvel[1]); float vmax = (float) vel.length(); float odir = (float) atan2(vel.y(), vel.x()); MT_Vector2 ddir = vel; ddir.normalize(); float bestScore = FLT_MAX; float bestDir = odir; float bestToi = 0; TOICircle tc; tc.n = m_maxSamples; tc.minToi = m_minToi; tc.maxToi = m_maxToi; const int iforw = m_maxSamples/2; const float aoff = (float)iforw / (float)m_maxSamples; size_t nobs = m_obstacles.size(); for (int iter = 0; iter < m_maxSamples; ++iter) { // Calculate sample velocity const float ndir = ((float)iter/(float)m_maxSamples) - aoff; const float dir = odir+ndir*M_PI*2; MT_Vector2 svel; svel.x() = cosf(dir) * vmax; svel.y() = sinf(dir) * vmax; // Find min time of impact and exit amongst all obstacles. float tmin = m_maxToi; float tmine = 0; for (int i = 0; i < nobs; ++i) { KX_Obstacle* ob = m_obstacles[i]; bool res = filterObstacle(activeObst, activeNavMeshObj, ob, m_levelHeight); if (!res) continue; float htmin,htmax; if (ob->m_shape == KX_OBSTACLE_CIRCLE) { MT_Vector2 vab; if (len_v2(ob->vel) < 0.01f * 0.01f) { // Stationary, use VO vab = svel; } else { // Moving, use RVO vab = 2*svel - vel - ob->vel; } if (!sweepCircleCircle(MT_3D_AS_2D(activeObst->m_pos), activeObst->m_rad, vab, MT_3D_AS_2D(ob->m_pos), ob->m_rad, htmin, htmax)) { continue; } } else if (ob->m_shape == KX_OBSTACLE_SEGMENT) { MT_Point3 p1 = ob->m_pos; MT_Point3 p2 = ob->m_pos2; //apply world transform if (ob->m_type == KX_OBSTACLE_NAV_MESH) { KX_NavMeshObject* navmeshobj = static_cast(ob->m_gameObj); p1 = navmeshobj->TransformToWorldCoords(p1); p2 = navmeshobj->TransformToWorldCoords(p2); } if (!sweepCircleSegment(MT_3D_AS_2D(activeObst->m_pos), activeObst->m_rad, svel, MT_3D_AS_2D(p1), MT_3D_AS_2D(p2), ob->m_rad, htmin, htmax)) { continue; } } else { continue; } 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_velWeight * 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; // Update best score. if (score < bestScore) { bestDir = dir; bestToi = tmin; bestScore = score; } tc.dir[iter] = dir; tc.toi[iter] = tmin; tc.toie[iter] = tmine; } if (len_v2(activeObst->vel) > 0.1f) { // Constrain max turn rate. float cura = atan2(activeObst->vel[1],activeObst->vel[0]); 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)); } } // Adjust speed when time of impact is less than min TOI. if (bestToi < m_minToi) vmax *= bestToi/m_minToi; // New steering velocity. activeObst->nvel[0] = cosf(bestDir) * vmax; activeObst->nvel[1] = sinf(bestDir) * vmax; } ///////////********* 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) { vset(res, 0,0); const float ivmax = 1.0f / vmax; float adir[2] /*, adist */; 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); */ float minPenalty = FLT_MAX; for (int n = 0; n < nspos; ++n) { float vcand[2]; copy_v2_v2(vcand, &spos[n * 2]); // Find min time of impact and exit amongst all obstacles. float tmin = maxToi; float side = 0; int nside = 0; for (int i = 0; i < obstacles.size(); ++i) { KX_Obstacle* ob = obstacles[i]; bool res = filterObstacle(activeObst, activeNavMeshObj, ob, levelHeight); if (!res) continue; float htmin, htmax; if (ob->m_shape==KX_OBSTACLE_CIRCLE) { float vab[2]; // Moving, use RVO 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, // 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]; sub_v2_v2v2(dp, pb, pa); normalize_v2(dp); sub_v2_v2v2(dv, ob->dvel, activeObst->dvel); /* 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 { np[0] = dp[1]; np[1] = -dp[0]; } side += clamp(min(dot_v2v2(dp, vab), dot_v2v2(np, vab)) * 2.0f, 0.0f, 1.0f); nside++; if (!sweepCircleCircle(MT_3D_AS_2D(activeObst->m_pos), activeObst->m_rad, vab, MT_3D_AS_2D(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) { MT_Point3 p1 = ob->m_pos; MT_Point3 p2 = ob->m_pos2; //apply world transform if (ob->m_type == KX_OBSTACLE_NAV_MESH) { KX_NavMeshObject* navmeshobj = static_cast(ob->m_gameObj); p1 = navmeshobj->TransformToWorldCoords(p1); p2 = navmeshobj->TransformToWorldCoords(p2); } 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 (dist_squared_to_line_segment_v2(activeObstPos, p, q) < sqr(r + ob->m_rad)) { float sdir[2], snorm[2]; 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 (dot_v2v2(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; } else { continue; } if (htmin >= 0.0f) { // The closest obstacle is somewhere ahead of us, keep track of nearest obstacle. if (htmin < tmin) tmin = htmin; } } // Normalize side bias, to prevent it dominating too much. if (nside) side /= nside; 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) { minPenalty = penalty; copy_v2_v2(res, vcand); } } } void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj, const float maxDeltaAngle) { vset(activeObst->nvel, 0.f, 0.f); float vmax = len_v2(activeObst->dvel); float* spos = new float[2*m_maxSamples]; int nspos = 0; if (!m_adaptive) { const float cvx = activeObst->dvel[0]*m_bias; const float cvy = activeObst->dvel[1]*m_bias; float vmax = len_v2(activeObst->dvel); const float vrange = vmax*(1-m_bias); const float cs = 1.0f / (float)m_sampleRadius*vrange; for (int y = -m_sampleRadius; y <= m_sampleRadius; ++y) { for (int x = -m_sampleRadius; x <= m_sampleRadius; ++x) { if (nspos < m_maxSamples) { 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, m_obstacles, m_levelHeight, vmax, spos, cs/2, nspos, activeObst->nvel, m_maxToi, m_velWeight, m_curVelWeight, m_collisionWeight, m_toiWeight); } else { int rad; float res[2]; float cs; // First sample location. rad = 4; res[0] = activeObst->dvel[0]*m_bias; res[1] = activeObst->dvel[1]*m_bias; cs = vmax*(2-m_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 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); cs *= 0.5f; } copy_v2_v2(activeObst->nvel, res); } delete [] spos; } KX_ObstacleSimulationTOI_cells::KX_ObstacleSimulationTOI_cells(MT_Scalar levelHeight, bool enableVisualization) : KX_ObstacleSimulationTOI(levelHeight, enableVisualization) , m_bias(0.4f) , m_adaptive(true) , m_sampleRadius(15) { m_maxSamples = (m_sampleRadius*2+1)*(m_sampleRadius*2+1) + 100; m_maxToi = 1.5f; m_velWeight = 2.0f; m_curVelWeight = 0.75f; m_toiWeight = 2.5f; m_collisionWeight = 0.75f; //side_weight }