282 lines
8.1 KiB
Diff
282 lines
8.1 KiB
Diff
diff --git a/thirdparty/rvo2/Agent.cpp b/thirdparty/rvo2/Agent.cpp
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index 5e49a3554c..b35eee9c12 100644
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--- a/thirdparty/rvo2/Agent.cpp
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+++ b/thirdparty/rvo2/Agent.cpp
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@@ -105,18 +105,17 @@ namespace RVO {
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*/
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void linearProgram4(const std::vector<Plane> &planes, size_t beginPlane, float radius, Vector3 &result);
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- Agent::Agent(RVOSimulator *sim) : sim_(sim), id_(0), maxNeighbors_(0), maxSpeed_(0.0f), neighborDist_(0.0f), radius_(0.0f), timeHorizon_(0.0f) { }
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+ Agent::Agent() : id_(0), maxNeighbors_(0), maxSpeed_(0.0f), neighborDist_(0.0f), radius_(0.0f), timeHorizon_(0.0f), ignore_y_(false) { }
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- void Agent::computeNeighbors()
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+ void Agent::computeNeighbors(KdTree *kdTree_)
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{
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agentNeighbors_.clear();
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-
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if (maxNeighbors_ > 0) {
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- sim_->kdTree_->computeAgentNeighbors(this, neighborDist_ * neighborDist_);
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+ kdTree_->computeAgentNeighbors(this, neighborDist_ * neighborDist_);
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}
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}
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- void Agent::computeNewVelocity()
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+ void Agent::computeNewVelocity(float timeStep)
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{
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orcaPlanes_.clear();
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const float invTimeHorizon = 1.0f / timeHorizon_;
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@@ -124,10 +123,24 @@ namespace RVO {
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/* Create agent ORCA planes. */
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for (size_t i = 0; i < agentNeighbors_.size(); ++i) {
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const Agent *const other = agentNeighbors_[i].second;
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- const Vector3 relativePosition = other->position_ - position_;
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- const Vector3 relativeVelocity = velocity_ - other->velocity_;
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- const float distSq = absSq(relativePosition);
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+
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+ Vector3 relativePosition = other->position_ - position_;
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+ Vector3 relativeVelocity = velocity_ - other->velocity_;
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const float combinedRadius = radius_ + other->radius_;
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+
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+ // This is a Godot feature that allow the agents to avoid the collision
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+ // by moving only on the horizontal plane relative to the player velocity.
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+ if (ignore_y_) {
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+ // Skip if these are in two different heights
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+#define ABS(m_v) (((m_v) < 0) ? (-(m_v)) : (m_v))
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+ if (ABS(relativePosition[1]) > combinedRadius * 2) {
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+ continue;
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+ }
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+ relativePosition[1] = 0;
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+ relativeVelocity[1] = 0;
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+ }
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+
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+ const float distSq = absSq(relativePosition);
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const float combinedRadiusSq = sqr(combinedRadius);
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Plane plane;
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@@ -165,7 +178,7 @@ namespace RVO {
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}
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else {
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/* Collision. */
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- const float invTimeStep = 1.0f / sim_->timeStep_;
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+ const float invTimeStep = 1.0f / timeStep;
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const Vector3 w = relativeVelocity - invTimeStep * relativePosition;
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const float wLength = abs(w);
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const Vector3 unitW = w / wLength;
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@@ -183,6 +196,11 @@ namespace RVO {
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if (planeFail < orcaPlanes_.size()) {
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linearProgram4(orcaPlanes_, planeFail, maxSpeed_, newVelocity_);
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}
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+
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+ if (ignore_y_) {
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+ // Not 100% necessary, but better to have.
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+ newVelocity_[1] = prefVelocity_[1];
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+ }
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}
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void Agent::insertAgentNeighbor(const Agent *agent, float &rangeSq)
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@@ -211,12 +229,6 @@ namespace RVO {
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}
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}
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- void Agent::update()
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- {
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- velocity_ = newVelocity_;
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- position_ += velocity_ * sim_->timeStep_;
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- }
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-
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bool linearProgram1(const std::vector<Plane> &planes, size_t planeNo, const Line &line, float radius, const Vector3 &optVelocity, bool directionOpt, Vector3 &result)
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{
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const float dotProduct = line.point * line.direction;
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diff --git a/thirdparty/rvo2/Agent.h b/thirdparty/rvo2/Agent.h
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index d3922ec645..45fbead2f5 100644
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--- a/thirdparty/rvo2/Agent.h
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+++ b/thirdparty/rvo2/Agent.h
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@@ -41,30 +41,52 @@
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#include <utility>
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#include <vector>
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-#include "RVOSimulator.h"
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#include "Vector3.h"
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+// Note: Slightly modified to work better in Godot.
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+// - The agent can be created by anyone.
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+// - The simulator pointer is removed.
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+// - The update function is removed.
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+// - The compute velocity function now need the timeStep.
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+// - Moved the `Plane` class here.
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+// - Added a new parameter `ignore_y_` in the `Agent`. This parameter is used to control a godot feature that allows to avoid collisions by moving on the horizontal plane.
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namespace RVO {
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+ /**
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+ * \brief Defines a plane.
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+ */
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+ class Plane {
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+ public:
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+ /**
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+ * \brief A point on the plane.
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+ */
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+ Vector3 point;
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+
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+ /**
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+ * \brief The normal to the plane.
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+ */
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+ Vector3 normal;
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+ };
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+
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/**
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* \brief Defines an agent in the simulation.
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*/
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class Agent {
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- private:
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+ public:
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/**
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* \brief Constructs an agent instance.
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* \param sim The simulator instance.
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*/
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- explicit Agent(RVOSimulator *sim);
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+ explicit Agent();
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/**
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* \brief Computes the neighbors of this agent.
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*/
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- void computeNeighbors();
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+ void computeNeighbors(class KdTree *kdTree_);
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/**
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* \brief Computes the new velocity of this agent.
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*/
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- void computeNewVelocity();
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+ void computeNewVelocity(float timeStep);
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/**
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* \brief Inserts an agent neighbor into the set of neighbors of this agent.
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@@ -73,16 +95,10 @@ namespace RVO {
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*/
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void insertAgentNeighbor(const Agent *agent, float &rangeSq);
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- /**
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- * \brief Updates the three-dimensional position and three-dimensional velocity of this agent.
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- */
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- void update();
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-
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Vector3 newVelocity_;
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Vector3 position_;
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Vector3 prefVelocity_;
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Vector3 velocity_;
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- RVOSimulator *sim_;
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size_t id_;
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size_t maxNeighbors_;
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float maxSpeed_;
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@@ -91,9 +107,11 @@ namespace RVO {
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float timeHorizon_;
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std::vector<std::pair<float, const Agent *> > agentNeighbors_;
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std::vector<Plane> orcaPlanes_;
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+ /// This is a godot feature that allows the Agent to avoid collision by mooving
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+ /// on the horizontal plane.
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+ bool ignore_y_;
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friend class KdTree;
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- friend class RVOSimulator;
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};
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}
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diff --git a/thirdparty/rvo2/KdTree.cpp b/thirdparty/rvo2/KdTree.cpp
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index 5e9e9777a6..c857f299df 100644
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--- a/thirdparty/rvo2/KdTree.cpp
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+++ b/thirdparty/rvo2/KdTree.cpp
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@@ -36,16 +36,15 @@
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#include "Agent.h"
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#include "Definitions.h"
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-#include "RVOSimulator.h"
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namespace RVO {
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const size_t RVO3D_MAX_LEAF_SIZE = 10;
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- KdTree::KdTree(RVOSimulator *sim) : sim_(sim) { }
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+ KdTree::KdTree() { }
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- void KdTree::buildAgentTree()
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+ void KdTree::buildAgentTree(std::vector<Agent *> agents)
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{
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- agents_ = sim_->agents_;
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+ agents_.swap(agents);
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if (!agents_.empty()) {
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agentTree_.resize(2 * agents_.size() - 1);
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diff --git a/thirdparty/rvo2/KdTree.h b/thirdparty/rvo2/KdTree.h
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index a09384c20f..69d8920ce0 100644
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--- a/thirdparty/rvo2/KdTree.h
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+++ b/thirdparty/rvo2/KdTree.h
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@@ -41,6 +41,9 @@
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#include "Vector3.h"
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+// Note: Slightly modified to work better with Godot.
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+// - Removed `sim_`.
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+// - KdTree things are public
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namespace RVO {
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class Agent;
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class RVOSimulator;
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@@ -49,7 +52,7 @@ namespace RVO {
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* \brief Defines <i>k</i>d-trees for agents in the simulation.
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*/
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class KdTree {
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- private:
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+ public:
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/**
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* \brief Defines an agent <i>k</i>d-tree node.
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*/
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@@ -90,12 +93,12 @@ namespace RVO {
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* \brief Constructs a <i>k</i>d-tree instance.
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* \param sim The simulator instance.
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*/
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- explicit KdTree(RVOSimulator *sim);
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+ explicit KdTree();
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/**
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* \brief Builds an agent <i>k</i>d-tree.
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*/
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- void buildAgentTree();
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+ void buildAgentTree(std::vector<Agent *> agents);
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void buildAgentTreeRecursive(size_t begin, size_t end, size_t node);
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@@ -110,7 +113,6 @@ namespace RVO {
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std::vector<Agent *> agents_;
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std::vector<AgentTreeNode> agentTree_;
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- RVOSimulator *sim_;
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friend class Agent;
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friend class RVOSimulator;
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diff --git a/thirdparty/rvo2/Vector3.h b/thirdparty/rvo2/Vector3.h
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index 6c3223bb87..f44e311f29 100644
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--- a/thirdparty/rvo2/Vector3.h
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+++ b/thirdparty/rvo2/Vector3.h
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@@ -41,7 +41,7 @@
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#include <cstddef>
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#include <ostream>
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-#include "Export.h"
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+#define RVO3D_EXPORT
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namespace RVO {
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/**
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@@ -59,17 +59,6 @@ namespace RVO {
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val_[2] = 0.0f;
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}
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- /**
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- * \brief Constructs and initializes a three-dimensional vector from the specified three-dimensional vector.
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- * \param vector The three-dimensional vector containing the xyz-coordinates.
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- */
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- inline Vector3(const Vector3 &vector)
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- {
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- val_[0] = vector[0];
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- val_[1] = vector[1];
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- val_[2] = vector[2];
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- }
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-
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/**
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* \brief Constructs and initializes a three-dimensional vector from the specified three-element array.
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* \param val The three-element array containing the xyz-coordinates.
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