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-rw-r--r--thirdparty/rvo2/patches/rvo2-godot-changes.patch282
1 files changed, 282 insertions, 0 deletions
diff --git a/thirdparty/rvo2/patches/rvo2-godot-changes.patch b/thirdparty/rvo2/patches/rvo2-godot-changes.patch
new file mode 100644
index 0000000000..16dbc203ed
--- /dev/null
+++ b/thirdparty/rvo2/patches/rvo2-godot-changes.patch
@@ -0,0 +1,282 @@
+diff --git a/thirdparty/rvo2/Agent.cpp b/thirdparty/rvo2/Agent.cpp
+index 5e49a3554c..b35eee9c12 100644
+--- a/thirdparty/rvo2/Agent.cpp
++++ b/thirdparty/rvo2/Agent.cpp
+@@ -105,18 +105,17 @@ namespace RVO {
+ */
+ void linearProgram4(const std::vector<Plane> &planes, size_t beginPlane, float radius, Vector3 &result);
+
+- Agent::Agent(RVOSimulator *sim) : sim_(sim), id_(0), maxNeighbors_(0), maxSpeed_(0.0f), neighborDist_(0.0f), radius_(0.0f), timeHorizon_(0.0f) { }
++ Agent::Agent() : id_(0), maxNeighbors_(0), maxSpeed_(0.0f), neighborDist_(0.0f), radius_(0.0f), timeHorizon_(0.0f), ignore_y_(false) { }
+
+- void Agent::computeNeighbors()
++ void Agent::computeNeighbors(KdTree *kdTree_)
+ {
+ agentNeighbors_.clear();
+-
+ if (maxNeighbors_ > 0) {
+- sim_->kdTree_->computeAgentNeighbors(this, neighborDist_ * neighborDist_);
++ kdTree_->computeAgentNeighbors(this, neighborDist_ * neighborDist_);
+ }
+ }
+
+- void Agent::computeNewVelocity()
++ void Agent::computeNewVelocity(float timeStep)
+ {
+ orcaPlanes_.clear();
+ const float invTimeHorizon = 1.0f / timeHorizon_;
+@@ -124,10 +123,24 @@ namespace RVO {
+ /* Create agent ORCA planes. */
+ for (size_t i = 0; i < agentNeighbors_.size(); ++i) {
+ const Agent *const other = agentNeighbors_[i].second;
+- const Vector3 relativePosition = other->position_ - position_;
+- const Vector3 relativeVelocity = velocity_ - other->velocity_;
+- const float distSq = absSq(relativePosition);
++
++ Vector3 relativePosition = other->position_ - position_;
++ Vector3 relativeVelocity = velocity_ - other->velocity_;
+ const float combinedRadius = radius_ + other->radius_;
++
++ // This is a Godot feature that allow the agents to avoid the collision
++ // by moving only on the horizontal plane relative to the player velocity.
++ if (ignore_y_) {
++ // Skip if these are in two different heights
++#define ABS(m_v) (((m_v) < 0) ? (-(m_v)) : (m_v))
++ if (ABS(relativePosition[1]) > combinedRadius * 2) {
++ continue;
++ }
++ relativePosition[1] = 0;
++ relativeVelocity[1] = 0;
++ }
++
++ const float distSq = absSq(relativePosition);
+ const float combinedRadiusSq = sqr(combinedRadius);
+
+ Plane plane;
+@@ -165,7 +178,7 @@ namespace RVO {
+ }
+ else {
+ /* Collision. */
+- const float invTimeStep = 1.0f / sim_->timeStep_;
++ const float invTimeStep = 1.0f / timeStep;
+ const Vector3 w = relativeVelocity - invTimeStep * relativePosition;
+ const float wLength = abs(w);
+ const Vector3 unitW = w / wLength;
+@@ -183,6 +196,11 @@ namespace RVO {
+ if (planeFail < orcaPlanes_.size()) {
+ linearProgram4(orcaPlanes_, planeFail, maxSpeed_, newVelocity_);
+ }
++
++ if (ignore_y_) {
++ // Not 100% necessary, but better to have.
++ newVelocity_[1] = prefVelocity_[1];
++ }
+ }
+
+ void Agent::insertAgentNeighbor(const Agent *agent, float &rangeSq)
+@@ -211,12 +229,6 @@ namespace RVO {
+ }
+ }
+
+- void Agent::update()
+- {
+- velocity_ = newVelocity_;
+- position_ += velocity_ * sim_->timeStep_;
+- }
+-
+ bool linearProgram1(const std::vector<Plane> &planes, size_t planeNo, const Line &line, float radius, const Vector3 &optVelocity, bool directionOpt, Vector3 &result)
+ {
+ const float dotProduct = line.point * line.direction;
+diff --git a/thirdparty/rvo2/Agent.h b/thirdparty/rvo2/Agent.h
+index d3922ec645..45fbead2f5 100644
+--- a/thirdparty/rvo2/Agent.h
++++ b/thirdparty/rvo2/Agent.h
+@@ -41,30 +41,52 @@
+ #include <utility>
+ #include <vector>
+
+-#include "RVOSimulator.h"
+ #include "Vector3.h"
+
++// Note: Slightly modified to work better in Godot.
++// - The agent can be created by anyone.
++// - The simulator pointer is removed.
++// - The update function is removed.
++// - The compute velocity function now need the timeStep.
++// - Moved the `Plane` class here.
++// - 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.
+ namespace RVO {
++ /**
++ * \brief Defines a plane.
++ */
++ class Plane {
++ public:
++ /**
++ * \brief A point on the plane.
++ */
++ Vector3 point;
++
++ /**
++ * \brief The normal to the plane.
++ */
++ Vector3 normal;
++ };
++
+ /**
+ * \brief Defines an agent in the simulation.
+ */
+ class Agent {
+- private:
++ public:
+ /**
+ * \brief Constructs an agent instance.
+ * \param sim The simulator instance.
+ */
+- explicit Agent(RVOSimulator *sim);
++ explicit Agent();
+
+ /**
+ * \brief Computes the neighbors of this agent.
+ */
+- void computeNeighbors();
++ void computeNeighbors(class KdTree *kdTree_);
+
+ /**
+ * \brief Computes the new velocity of this agent.
+ */
+- void computeNewVelocity();
++ void computeNewVelocity(float timeStep);
+
+ /**
+ * \brief Inserts an agent neighbor into the set of neighbors of this agent.
+@@ -73,16 +95,10 @@ namespace RVO {
+ */
+ void insertAgentNeighbor(const Agent *agent, float &rangeSq);
+
+- /**
+- * \brief Updates the three-dimensional position and three-dimensional velocity of this agent.
+- */
+- void update();
+-
+ Vector3 newVelocity_;
+ Vector3 position_;
+ Vector3 prefVelocity_;
+ Vector3 velocity_;
+- RVOSimulator *sim_;
+ size_t id_;
+ size_t maxNeighbors_;
+ float maxSpeed_;
+@@ -91,9 +107,11 @@ namespace RVO {
+ float timeHorizon_;
+ std::vector<std::pair<float, const Agent *> > agentNeighbors_;
+ std::vector<Plane> orcaPlanes_;
++ /// This is a godot feature that allows the Agent to avoid collision by mooving
++ /// on the horizontal plane.
++ bool ignore_y_;
+
+ friend class KdTree;
+- friend class RVOSimulator;
+ };
+ }
+
+diff --git a/thirdparty/rvo2/KdTree.cpp b/thirdparty/rvo2/KdTree.cpp
+index 5e9e9777a6..c857f299df 100644
+--- a/thirdparty/rvo2/KdTree.cpp
++++ b/thirdparty/rvo2/KdTree.cpp
+@@ -36,16 +36,15 @@
+
+ #include "Agent.h"
+ #include "Definitions.h"
+-#include "RVOSimulator.h"
+
+ namespace RVO {
+ const size_t RVO3D_MAX_LEAF_SIZE = 10;
+
+- KdTree::KdTree(RVOSimulator *sim) : sim_(sim) { }
++ KdTree::KdTree() { }
+
+- void KdTree::buildAgentTree()
++ void KdTree::buildAgentTree(std::vector<Agent *> agents)
+ {
+- agents_ = sim_->agents_;
++ agents_.swap(agents);
+
+ if (!agents_.empty()) {
+ agentTree_.resize(2 * agents_.size() - 1);
+diff --git a/thirdparty/rvo2/KdTree.h b/thirdparty/rvo2/KdTree.h
+index a09384c20f..69d8920ce0 100644
+--- a/thirdparty/rvo2/KdTree.h
++++ b/thirdparty/rvo2/KdTree.h
+@@ -41,6 +41,9 @@
+
+ #include "Vector3.h"
+
++// Note: Slightly modified to work better with Godot.
++// - Removed `sim_`.
++// - KdTree things are public
+ namespace RVO {
+ class Agent;
+ class RVOSimulator;
+@@ -49,7 +52,7 @@ namespace RVO {
+ * \brief Defines <i>k</i>d-trees for agents in the simulation.
+ */
+ class KdTree {
+- private:
++ public:
+ /**
+ * \brief Defines an agent <i>k</i>d-tree node.
+ */
+@@ -90,12 +93,12 @@ namespace RVO {
+ * \brief Constructs a <i>k</i>d-tree instance.
+ * \param sim The simulator instance.
+ */
+- explicit KdTree(RVOSimulator *sim);
++ explicit KdTree();
+
+ /**
+ * \brief Builds an agent <i>k</i>d-tree.
+ */
+- void buildAgentTree();
++ void buildAgentTree(std::vector<Agent *> agents);
+
+ void buildAgentTreeRecursive(size_t begin, size_t end, size_t node);
+
+@@ -110,7 +113,6 @@ namespace RVO {
+
+ std::vector<Agent *> agents_;
+ std::vector<AgentTreeNode> agentTree_;
+- RVOSimulator *sim_;
+
+ friend class Agent;
+ friend class RVOSimulator;
+diff --git a/thirdparty/rvo2/Vector3.h b/thirdparty/rvo2/Vector3.h
+index 6c3223bb87..f44e311f29 100644
+--- a/thirdparty/rvo2/Vector3.h
++++ b/thirdparty/rvo2/Vector3.h
+@@ -41,7 +41,7 @@
+ #include <cstddef>
+ #include <ostream>
+
+-#include "Export.h"
++#define RVO3D_EXPORT
+
+ namespace RVO {
+ /**
+@@ -59,17 +59,6 @@ namespace RVO {
+ val_[2] = 0.0f;
+ }
+
+- /**
+- * \brief Constructs and initializes a three-dimensional vector from the specified three-dimensional vector.
+- * \param vector The three-dimensional vector containing the xyz-coordinates.
+- */
+- inline Vector3(const Vector3 &vector)
+- {
+- val_[0] = vector[0];
+- val_[1] = vector[1];
+- val_[2] = vector[2];
+- }
+-
+ /**
+ * \brief Constructs and initializes a three-dimensional vector from the specified three-element array.
+ * \param val The three-element array containing the xyz-coordinates.