changes to improve readability
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0a49552c25
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@ -490,6 +490,16 @@ inline void dtNormalize2D(float* v)
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v[2] *= d;
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}
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// vector normalization that ignores the y-component.
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inline void dtRorate2D(float* dest, const float* v, float ang)
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{
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float c = cosf(ang);
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float s = sinf(ang);
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dest[0] = v[0]*c - v[2]*s;
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dest[2] = v[0]*s + v[2]*c;
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dest[1] = v[1];
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}
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int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const float rad, const float vmax,
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const float* vel, const float* dvel, float* nvel,
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@ -505,10 +515,6 @@ int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const flo
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dtVset(nvel, 0,0,0);
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float ddir[3];
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dtVcopy(ddir, dvel);
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dtNormalize2D(ddir);
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if (debug)
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debug->reset();
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@ -522,10 +528,16 @@ int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const flo
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const int nd = dtClamp(ndivs, 1, DT_MAX_PATTERN_DIVS);
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const int nr = dtClamp(nrings, 1, DT_MAX_PATTERN_RINGS);
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const int nd2 = nd / 2;
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const float da = (1.0f/nd) * DT_PI*2;
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const float ca = cosf(da);
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const float sa = sinf(da);
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const float ca = cosf(da), cha = cosf(da*0.5f);
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const float sa = sinf(da), sha = sinf(da*0.5f);
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// desired direction
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float ddir[6];
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dtVcopy(ddir, dvel);
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dtNormalize2D(ddir);
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dtRorate2D (ddir+3, ddir, da*0.5f); // rotated by da/2
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// Always add sample at zero
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pat[npat*2+0] = 0;
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@ -535,22 +547,13 @@ int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const flo
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for (int j = 0; j < nr; ++j)
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{
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const float r = (float)(nr-j)/(float)nr;
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if ((j&1) == 0)
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{
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pat[npat*2+0] = ddir[0] * r;
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pat[npat*2+1] = ddir[2] * r;
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}
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else // for odd j - rotate by half da angle
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{
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pat[npat*2+0] = (ddir[0]*cha - ddir[2]*sha) * r;
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pat[npat*2+1] = (ddir[0]*sha + ddir[2]*cha) * r;
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}
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pat[npat*2+0] = ddir[(j%1)*3] * r;
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pat[npat*2+1] = ddir[(j%1)*3+2] * r;
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float* last = pat + npat*2;
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npat++;
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for (int i = 1; i < nd; i++)
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{
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// rotate by angle da
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pat[npat*2+0] = last[0]*ca - last[1]*sa;
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pat[npat*2+1] = last[0]*sa + last[1]*ca;
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last = pat + npat*2;
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@ -559,6 +562,7 @@ int dtObstacleAvoidanceQuery::sampleVelocityAdaptive(const float* pos, const flo
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}
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// Start sampling.
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float cr = vmax * (1.0f - m_params.velBias);
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float res[3];
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