optimized the pattern building to use rotations (1MUL+2ADD) instead of cosf, sinf

This commit is contained in:
axelrodR 2014-06-29 12:54:12 +03:00
parent 942001b0f9
commit 0a49552c25

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@ -479,6 +479,18 @@ int dtObstacleAvoidanceQuery::sampleVelocityGrid(const float* pos, const float r
}
// vector normalization that ignores the y-component.
inline void dtNormalize2D(float* v)
{
float d = dtSqrt(v[0]*v[0]+v[2]*v[2]);
if (d==0)
return;
d = 1.0f / d;
v[0] *= d;
v[2] *= d;
}
int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const float rad, const float vmax,
const float* vel, const float* dvel, float* nvel,
const dtObstacleAvoidanceParams* params,
@ -493,6 +505,10 @@ int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const flo
dtVset(nvel, 0,0,0);
float ddir[3];
dtVcopy(ddir, dvel);
dtNormalize2D(ddir);
if (debug)
debug->reset();
@ -507,8 +523,10 @@ int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const flo
const int nd = dtClamp(ndivs, 1, DT_MAX_PATTERN_DIVS);
const int nr = dtClamp(nrings, 1, DT_MAX_PATTERN_RINGS);
const float da = (1.0f/nd) * DT_PI*2;
const float dang = dtMathAtan2f(dvel[2], dvel[0]);
const float ca = cosf(da), cha = cosf(da*0.5f);
const float sa = sinf(da), sha = sinf(da*0.5f);
// Always add sample at zero
pat[npat*2+0] = 0;
pat[npat*2+1] = 0;
@ -517,14 +535,28 @@ int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const flo
for (int j = 0; j < nr; ++j)
{
const float r = (float)(nr-j)/(float)nr;
float a = dang + (j&1)*0.5f*da;
for (int i = 0; i < nd; ++i)
if ((j&1) == 0)
{
pat[npat*2+0] = cosf(a)*r;
pat[npat*2+1] = sinf(a)*r;
npat++;
a += da;
pat[npat*2+0] = ddir[0] * r;
pat[npat*2+1] = ddir[2] * r;
}
else // for odd j - rotate by half da angle
{
pat[npat*2+0] = (ddir[0]*cha - ddir[2]*sha) * r;
pat[npat*2+1] = (ddir[0]*sha + ddir[2]*cha) * r;
}
float* last = pat + npat*2;
npat++;
for (int i = 1; i < nd; i++)
{
// rotate by angle da
pat[npat*2+0] = last[0]*ca - last[1]*sa;
pat[npat*2+1] = last[0]*sa + last[1]*ca;
last = pat + npat*2;
npat++;
}
}
// Start sampling.