bool dtClosestHeightPointTriangle(const float* p, const float* a, const float* b, const float* c, float& h) { float v0[3], v1[3], v2[3]; dtVsub(v0, c,a); dtVsub(v1, b,a); dtVsub(v2, p,a); const float dot00 = dtVdot2D(v0, v0); const float dot01 = dtVdot2D(v0, v1); const float dot02 = dtVdot2D(v0, v2); const float dot11 = dtVdot2D(v1, v1); const float dot12 = dtVdot2D(v1, v2); // Compute barycentric coordinates const float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01); const float u = (dot11 * dot02 - dot01 * dot12) * invDenom; const float v = (dot00 * dot12 - dot01 * dot02) * invDenom; // The (sloppy) epsilon is needed to allow to get height of points which // are interpolated along the edges of the triangles. static const float EPS = 1e-4f; // If point lies inside the triangle, return interpolated ycoord. if (u >= -EPS && v >= -EPS && (u+v) <= 1+EPS) { h = a[1] + v0[1]*u + v1[1]*v; return true; } return false; }
static void projectPoly(const float* axis, const float* poly, const int npoly, float& rmin, float& rmax) { rmin = rmax = dtVdot2D(axis, &poly[0]); for (int i = 1; i < npoly; ++i) { const float d = dtVdot2D(axis, &poly[i*3]); rmin = dtMin(rmin, d); rmax = dtMax(rmax, d); } }
static int sweepCircleCircle(const float* c0, const float r0, const float* v, const float* c1, const float r1, float& tmin, float& tmax) { static const float EPS = 0.0001f; float s[3]; dtVsub(s,c1,c0); float r = r0+r1; float c = dtVdot2D(s,s) - r*r; float a = dtVdot2D(v,v); if (a < EPS) return 0; // not moving // Overlap, calc time to exit. float b = dtVdot2D(v,s); float d = b*b - a*c; if (d < 0.0f) return 0; // no intersection. a = 1.0f / a; const float rd = dtMathSqrtf(d); tmin = (b - rd) * a; tmax = (b + rd) * a; return 1; }
/* Calculate the collision penalty for a given velocity vector * * @param vcand sampled velocity * @param dvel desired velocity * @param minPenalty threshold penalty for early out */ float dtObstacleAvoidanceQuery::processSample(const float* vcand, const float cs, const float* pos, const float rad, const float* vel, const float* dvel, const float minPenalty, dtObstacleAvoidanceDebugData* debug) { // penalty for straying away from the desired and current velocities const float vpen = m_params.weightDesVel * (dtVdist2D(vcand, dvel) * m_invVmax); const float vcpen = m_params.weightCurVel * (dtVdist2D(vcand, vel) * m_invVmax); // find the threshold hit time to bail out based on the early out penalty // (see how the penalty is calculated below to understnad) float minPen = minPenalty - vpen - vcpen; float tThresold = ((double)m_params.weightToi/(double)minPen - 0.1) * (double)m_params.horizTime; if (tThresold - m_params.horizTime > -FLT_EPSILON) return minPenalty; // already too much // Find min time of impact and exit amongst all obstacles. float tmin = m_params.horizTime; float side = 0; int nside = 0; for (int i = 0; i < m_ncircles; ++i) { const dtObstacleCircle* cir = &m_circles[i]; // RVO float vab[3]; dtVscale(vab, vcand, 2); dtVsub(vab, vab, vel); dtVsub(vab, vab, cir->vel); // Side side += dtClamp(dtMin(dtVdot2D(cir->dp,vab)*0.5f+0.5f, dtVdot2D(cir->np,vab)*2), 0.0f, 1.0f); nside++; float htmin = 0, htmax = 0; if (!sweepCircleCircle(pos,rad, vab, cir->p,cir->rad, htmin, htmax)) continue; // Handle overlapping obstacles. if (htmin < 0.0f && htmax > 0.0f) { // Avoid more when overlapped. htmin = -htmin * 0.5f; } if (htmin >= 0.0f) { // The closest obstacle is somewhere ahead of us, keep track of nearest obstacle. if (htmin < tmin) { tmin = htmin; if (tmin < tThresold) return minPenalty; } } } for (int i = 0; i < m_nsegments; ++i) { const dtObstacleSegment* seg = &m_segments[i]; float htmin = 0; if (seg->touch) { // Special case when the agent is very close to the segment. float sdir[3], snorm[3]; dtVsub(sdir, seg->q, seg->p); snorm[0] = -sdir[2]; snorm[2] = sdir[0]; // If the velocity is pointing towards the segment, no collision. if (dtVdot2D(snorm, vcand) < 0.0f) continue; // Else immediate collision. htmin = 0.0f; } else { if (!isectRaySeg(pos, vcand, seg->p, seg->q, htmin)) continue; } // Avoid less when facing walls. htmin *= 2.0f; // The closest obstacle is somewhere ahead of us, keep track of nearest obstacle. if (htmin < tmin) { tmin = htmin; if (tmin < tThresold) return minPenalty; } } // Normalize side bias, to prevent it dominating too much. if (nside) side /= nside; const float spen = m_params.weightSide * side; const float tpen = m_params.weightToi * (1.0f/(0.1f+tmin*m_invHorizTime)); const float penalty = vpen + vcpen + spen + tpen; // Store different penalties for debug viewing if (debug) debug->addSample(vcand, cs, penalty, vpen, vcpen, spen, tpen); return penalty; }
float dtObstacleAvoidanceQuery::processSample(const float* vcand, const float cs, const float* pos, const float rad, const float vmax, const float* vel, const float* dvel, dtObstacleAvoidanceDebugData* debug) { // Find min time of impact and exit amongst all obstacles. float tmin = m_horizTime; float side = 0; int nside = 0; for (int i = 0; i < m_ncircles; ++i) { const dtObstacleCircle* cir = &m_circles[i]; // RVO float vab[3]; dtVscale(vab, vcand, 2); dtVsub(vab, vab, vel); dtVsub(vab, vab, cir->vel); // Side side += dtClamp(dtMin(dtVdot2D(cir->dp,vab)*0.5f+0.5f, dtVdot2D(cir->np,vab)*2), 0.0f, 1.0f); nside++; float htmin = 0, htmax = 0; if (!sweepCircleCircle(pos,rad, vab, cir->p,cir->rad, htmin, htmax)) continue; // Handle overlapping obstacles. if (htmin < 0.0f && htmax > 0.0f) { // Avoid more when overlapped. htmin = -htmin * 0.5f; } if (htmin >= 0.0f) { // The closest obstacle is somewhere ahead of us, keep track of nearest obstacle. if (htmin < tmin) tmin = htmin; } } for (int i = 0; i < m_nsegments; ++i) { const dtObstacleSegment* seg = &m_segments[i]; float htmin = 0; if (seg->touch) { // Special case when the agent is very close to the segment. float sdir[3], snorm[3]; dtVsub(sdir, seg->q, seg->p); snorm[0] = -sdir[2]; snorm[2] = sdir[0]; // If the velocity is pointing towards the segment, no collision. if (dtVdot2D(snorm, vcand) < 0.0f) continue; // Else immediate collision. htmin = 0.0f; } else { if (!isectRaySeg(pos, vcand, seg->p, seg->q, htmin)) continue; } // Avoid less when facing walls. htmin *= 2.0f; // 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 ivmax = 1.0f / vmax; const float vpen = m_weightDesVel * (dtVdist2D(vcand, dvel) * ivmax); const float vcpen = m_weightCurVel * (dtVdist2D(vcand, vel) * ivmax); const float spen = m_weightSide * side; const float tpen = m_weightToi * (1.0f/(0.1f+tmin / m_horizTime)); const float penalty = vpen + vcpen + spen + tpen; // Store different penalties for debug viewing if (debug) debug->addSample(vcand, cs, penalty, vpen, vcpen, spen, tpen); return penalty; }