worked on floorplan (v2)
worked on grid-generation (v2) new helper methods for geometry new test cases
This commit is contained in:
217
grid/factory/v2/Importance.h
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217
grid/factory/v2/Importance.h
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#ifndef IMPORTANCE_H
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#define IMPORTANCE_H
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#include "../../Grid.h"
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#include "../../../misc/KNN.h"
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#include "../../../misc/KNNArray.h"
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#include "../../../math/MiniMat2.h"
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#include "../../../math/Distributions.h"
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class Importance {
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private:
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static constexpr const char* name = "GridImp";
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public:
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template <typename T> static void addOutlineNodes(Grid<T>& dst, Grid<T>& src) {
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for (const T& n : src) {
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if (n.getNumNeighbors() < 8) {
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if (!dst.hasNodeFor(n)) {
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dst.add(n);
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}
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}
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}
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}
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/** attach importance-factors to the grid */
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template <typename T> static void addImportance(Grid<T>& g, const float z_cm) {
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Log::add(name, "adding importance information to all nodes at height " + std::to_string(z_cm));
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// get an inverted version of the grid
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Grid<T> inv(g.getGridSize_cm());
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addOutlineNodes(inv, g);
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//GridFactory<T> fac(inv);
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//fac.addInverted(g, z_cm);
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// sanity check
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Assert::isFalse(inv.getNumNodes() == 0, "inverted grid is empty!");
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// construct KNN search
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KNN<Grid<T>, 3> knn(inv);
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// the number of neighbors to use
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static constexpr int numNeighbors = 12;
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// create list of all doors
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std::vector<T> doors;
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// process each node
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for (T& n1 : g) {
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// is the current node a door?
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//if (isDoor(n1, neighbors)) {doors.push_back(n1);} // OLD
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if (n1.getType() == GridNode::TYPE_DOOR) {doors.push_back(n1);} // NEW!
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// favor stairs just like doors
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//if (isStaircase(g, n1)) {doors.push_back(n1);} // OLD
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if (n1.getType() == GridNode::TYPE_STAIR) {doors.push_back(n1);} // NEW
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}
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KNNArray<std::vector<T>> knnArrDoors(doors);
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KNN<KNNArray<std::vector<T>>, 3> knnDoors(knnArrDoors);
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Distribution::Normal<float> favorDoors(0.0f, 0.6f);
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// process each node again
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for (T& n1 : g) {
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// skip nodes on other than the requested floor-level
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//if (n1.z_cm != z_cm) {continue;}
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// get the 10 nearest neighbors and their distance
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size_t indices[numNeighbors];
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float squaredDist[numNeighbors];
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float point[3] = {n1.x_cm, n1.y_cm, n1.z_cm};
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knn.get(point, numNeighbors, indices, squaredDist);
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// get the neighbors
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std::vector<T*> neighbors;
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for (int i = 0; i < numNeighbors; ++i) {
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neighbors.push_back(&inv[indices[i]]);
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}
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n1.imp = 1.0f;
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//if (n1.getType() == GridNode::TYPE_FLOOR) {
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// get the distance to the nearest door
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const float distToWall_m = Units::cmToM(std::sqrt(squaredDist[0]) + g.getGridSize_cm());
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// get the distance to the nearest door
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const float distToDoor_m = Units::cmToM(knnDoors.getNearestDistance( {n1.x_cm, n1.y_cm, n1.z_cm} ));
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n1.imp =
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1 +
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getWallImportance( distToWall_m ) +
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favorDoors.getProbability(distToDoor_m);
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//}
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//addDoor(n1, neighbors);
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// importance for this node (based on the distance from the next door)
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//n1.imp += favorDoors.getProbability(dist_m) * 0.30;
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//n1.imp = (dist_m < 0.2) ? (1) : (0.5);
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}
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}
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/** is the given node connected to a staircase? */
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template <typename T> static bool isStaircase(Grid<T>& g, T& node) {
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return node.getType() == GridNode::TYPE_STAIR;
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// // if this node has a neighbor with a different z, this is a stair
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// for (T& neighbor : g.neighbors(node)) {
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// if (neighbor.z_cm != node.z_cm) {return true;}
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// }
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// return false;
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}
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/** is the given node (and its inverted neighbors) a door? */
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template <typename T> static bool isDoor( T& nSrc, std::vector<T*> neighbors ) {
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if (nSrc.getType() != GridNode::TYPE_FLOOR) {return false;}
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MiniMat2 m1;
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// MiniMat2 m2;
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Point3 center = nSrc;
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// calculate the centroid of the nSrc's nearest-neighbors
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Point3 centroid(0,0,0);
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for (const T* n : neighbors) {
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centroid = centroid + (Point3)*n;
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}
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centroid /= neighbors.size();
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// if nSrc is too far from the centroid, this does not make sense
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if ((centroid-center).length() > 40) {return false;}
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// build covariance of the nearest-neighbors
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int used = 0;
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for (const T* n : neighbors) {
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const Point3 d1 = (Point3)*n - centroid;
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if (d1.length() > 100) {continue;} // radius search
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m1.addSquared(d1.x, d1.y);
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// const Point3 d2 = (Point3)*n - center;
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// if (d2.length() > 100) {continue;} // radius search
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// m2.addSquared(d2.x, d2.y);
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++used;
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}
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// we need at least two points for the covariance
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if (used < 6) {return false;}
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// check eigenvalues
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MiniMat2::EV ev1 = m1.getEigenvalues();
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// MiniMat2::EV ev2 = m2.getEigenvalues();
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// ensure e1 > e2
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if (ev1.e1 < ev1.e2) {std::swap(ev1.e1, ev1.e2);}
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// if (ev2.e1 < ev2.e2) {std::swap(ev2.e1, ev2.e2);}
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// door?
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const float ratio1 = (ev1.e2/ev1.e1);
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// const float ratio2 = (ev2.e2/ev2.e1);
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// const float ratio3 = std::max(ratio1, ratio2) / std::min(ratio1, ratio2);
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return (ratio1 < 0.30 && ratio1 > 0.05) ;
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}
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/** get the importance of the given node depending on its nearest wall */
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static float getWallImportance(float dist_m) {
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// avoid sticking too close to walls (unlikely)
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static Distribution::Normal<float> avoidWalls(0.0, 0.5);
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// favour walking near walls (likely)
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static Distribution::Normal<float> stickToWalls(0.9, 0.5);
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// favour walking far away (likely)
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static Distribution::Normal<float> farAway(2.2, 0.5);
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if (dist_m > 2.0) {dist_m = 2.0;}
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// overall importance
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// return - avoidWalls.getProbability(dist_m) * 0.30 // avoid walls
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// + stickToWalls.getProbability(dist_m) * 0.15 // walk near walls
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// + farAway.getProbability(dist_m) * 0.15 // walk in the middle
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return - avoidWalls.getProbability(dist_m) // avoid walls
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//+ stickToWalls.getProbability(dist_m) // walk near walls
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//+ farAway.getProbability(dist_m) // walk in the middle
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;
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}
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};
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#endif // IMPORTANCE_H
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