many changes and updates
- changed the wifi-estimation api - adjusted test-cases - worked on grid-bulding and grid-importance - new walking modules - fixed some minor issues
This commit is contained in:
18
grid/Grid.h
18
grid/Grid.h
@@ -221,13 +221,14 @@ public:
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Assert::isBetween((int32_t)p.y_cm, -max, +max, "y out of bounds");
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Assert::isBetween((int32_t)p.z_cm, -max, +max, "z out of bounds");
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// shift by half of the allowed width of 20 bit to allow negative regions
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// shift by half of the allowed width of 20 bit to allow negative regions:
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// -> 19 bit positive and 19 bit negative
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const uint64_t center = 1 << 19;
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// build
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const uint64_t x = std::round((p.x_cm+center) / (float)gridSize_cm);
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const uint64_t y = std::round((p.y_cm+center) / (float)gridSize_cm);
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const uint64_t z = std::round((p.z_cm+center) / (float)gridSize_cm * 5); // z is usually much lower and not always aligned -> allow more room for hashes
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const uint64_t x = center + (int64_t) std::round((p.x_cm) / (float)gridSize_cm);
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const uint64_t y = center + (int64_t) std::round((p.y_cm) / (float)gridSize_cm);
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const uint64_t z = center + (int64_t) std::round((p.z_cm) / (float)gridSize_cm * 5); // z is usually much lower and not always aligned -> allow more room for hashes
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return (z << 40) | (y << 20) | (x << 0);
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@@ -256,6 +257,11 @@ public:
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disconnectUniDir(n2, n1);
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}
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/** remove the connection from n1 to n2 (not the other way round!) */
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void disconnectUniDir(const int idx1, const int idx2) {
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disconnectUniDir(nodes[idx1], nodes[idx2]);
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}
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/** remove the connection from n1 to n2 (not the other way round!) */
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void disconnectUniDir(T& n1, T& n2) {
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for (int n = 0; n < n1._numNeighbors; ++n) {
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@@ -291,7 +297,11 @@ public:
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// disconnect from all neighbors
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while (node._numNeighbors) {
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// by removing one neighbor, all others are shifted to close the gap within the array
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// its therefor ok to always delete array index [0]
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disconnectBiDir(node._idx, node._neighbors[0]);
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}
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// remove from hash-list
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@@ -54,166 +54,63 @@ public:
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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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// create list of all door-nodes
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std::vector<T> doors;
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// create list of all stair-nodes
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std::vector<T> stairs;
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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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switch(n1.getType()) {
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case GridNode::TYPE_DOOR: doors.push_back(n1); break;
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case GridNode::TYPE_STAIR: stairs.push_back(n1); break;
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}
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}
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// KNN for doors
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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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// KNN for stairs
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KNNArray<std::vector<T>> knnArrStairs(stairs);
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KNN<KNNArray<std::vector<T>>, 3> knnStairs(knnArrStairs);
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// probability adjustments
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Distribution::Normal<float> avoidWalls(0.0, 0.35);
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Distribution::Normal<float> favorDoors(0.0f, 0.5f);
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Distribution::Normal<float> favorStairs(0.0f, 3.5f);
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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.navImportance = 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 wall
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const float distToWall_m = Units::cmToM(knn.getNearestDistance( {n1.x_cm, n1.y_cm, n1.z_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.navImportance =
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1 +
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getWallImportance( distToWall_m ) +
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favorDoors.getProbability(distToDoor_m) * 1.5f;
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// get the distance to the nearest stair
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const float distToStair_m = Units::cmToM(knnStairs.getNearestDistance( {n1.x_cm, n1.y_cm, n1.z_cm} ));
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const bool useNormal = (distToWall_m < distToDoor_m && distToWall_m < distToStair_m);
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//}
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//addDoor(n1, neighbors);
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// final probability
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n1.navImportance = 1.0f;
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n1.navImportance += favorDoors.getProbability(distToDoor_m) * 1.25f;
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n1.navImportance += favorStairs.getProbability(distToStair_m) * 3.5f;
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// importance for this node (based on the distance from the next door)
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//n1.navImportance += favorDoors.getProbability(dist_m) * 0.30;
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if (useNormal) {
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n1.navImportance -= avoidWalls.getProbability(distToWall_m);
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}
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//n1.navImportance = (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, 0.35);
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// favour walking near walls (likely)
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//static Distribution::Normal<float> stickToWalls(0.9, 0.7);
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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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@@ -8,7 +8,7 @@
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#include "Helper.h"
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#include "../../../floorplan/v2/Floorplan.h"
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#include <fstream>
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@@ -23,6 +23,10 @@ private:
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Helper<T> helper;
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std::ofstream outStairs;
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std::ofstream outDelete;
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private:
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// struct Entry {
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@@ -68,10 +72,14 @@ public:
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/** ctor */
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Stairs(Grid<T>& grid) : grid(grid), helper(grid) {
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;
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outStairs.open("/tmp/quads.dat");
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outDelete.open("/tmp/delete.dat");
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}
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~Stairs() {
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outStairs.close();
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outDelete.close();
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}
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@@ -87,6 +95,7 @@ public:
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const std::vector<Floorplan::StairPart> parts = stair->getParts();
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const std::vector<Floorplan::Quad3> quads = Floorplan::getQuads(parts, floor);
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for (int i = 0; i < (int)parts.size(); ++i) {
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//const Floorplan::StairPart& part = parts[i];
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@@ -97,6 +106,13 @@ public:
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const Point3 p3 = quad.p3;
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const Point3 p4 = quad.p4;
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outStairs << p1.x << " " << p1.y << " " << p1.z << "\n";
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outStairs << p2.x << " " << p2.y << " " << p2.z << "\n";
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outStairs << p3.x << " " << p3.y << " " << p3.z << "\n";
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outStairs << p4.x << " " << p4.y << " " << p4.z << "\n";
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outStairs << p1.x << " " << p1.y << " " << p1.z << "\n\n\n";
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HelperPoly poly; poly.add(p1.xy()); poly.add(p2.xy()); poly.add(p3.xy()); poly.add(p4.xy());
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const int x1 = helper.align(poly.bbox_cm.getMin().x); // ALIGNF?
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@@ -111,6 +127,9 @@ public:
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for (int y = y1; y <= y2; y+=gs_cm) {
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if (!poly.contains( Point2(x,y) )) {continue;}
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points.push_back(XYZ(x,y,-1));
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if (y < 500) {
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int i = 0; (void) i;
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}
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}
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}
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@@ -185,6 +204,7 @@ public:
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// keep a list of all vertices below stairwells and remove them hereafter
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std::vector<T*> toDelete;
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// add all stair nodes or replace them with already existing ones
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for (Intermediate& iNode : stairNodes) {
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@@ -192,7 +212,9 @@ public:
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const float minDiff = gs_cm * 0.49;
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// nearer than maxDiff? -> delete as this one is unreachable below the stair
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const float maxDiff = 150;
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// to prevent errors (e.g. a platform at 1.0 meter) we use 0.98 meter as deleting threshold
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// otherwise we get problems in some places
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const float maxDiff = 98;
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// distance between the stair node and the floor above / below
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const float zDiff1 = std::abs(iNode.node.z_cm - 100*floor->getStartingZ());
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@@ -223,11 +245,19 @@ public:
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// remove nodes directly below the stair
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} else if (zDiff1 < maxDiff) {
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T* n2 = (T*) grid.getNodePtrFor(GridPoint(iNode.node.x_cm, iNode.node.y_cm, 100*floor->getStartingZ()));
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outDelete << n2->x_cm << " " << n2->y_cm << " " << n2->z_cm << "\n";
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if (n2->y_cm < 500) {
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int i = 0; (void) i;
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}
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if (n2) {toDelete.push_back(n2);}
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// remove nodes directly above the stair
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} else if (zDiff2 < maxDiff) {
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T* n2 = (T*) grid.getNodePtrFor(GridPoint(iNode.node.x_cm, iNode.node.y_cm, 100*floor->getEndingZ()));
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outDelete << n2->x_cm << " " << n2->y_cm << " " << n2->z_cm << "\n";
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if (n2->y_cm < 500) {
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int i = 0; (void) i;
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}
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if (n2) {toDelete.push_back(n2);}
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}
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54
grid/walk/v2/modules/WalkModuleFavorZ.h
Normal file
54
grid/walk/v2/modules/WalkModuleFavorZ.h
Normal file
@@ -0,0 +1,54 @@
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#ifndef WALKMODULEFAVORZ_H
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#define WALKMODULEFAVORZ_H
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#include "WalkModule.h"
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#include "WalkStateHeading.h"
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#include "../../../../geo/Heading.h"
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#include "../../../../math/Distributions.h"
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/** favor z-transitions */
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template <typename Node, typename WalkState> class WalkModuleFavorZ : public WalkModule<Node, WalkState> {
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public:
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/** ctor */
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WalkModuleFavorZ() {
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;
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}
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virtual void updateBefore(WalkState& state) override {
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(void) state;
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}
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virtual void updateAfter(WalkState& state, const Node& startNode, const Node& endNode) override {
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(void) state;
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(void) startNode;
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(void) endNode;
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}
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virtual void step(WalkState& state, const Node& curNode, const Node& nextNode) override {
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(void) state;
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(void) curNode;
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(void) nextNode;
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}
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double getProbability(const WalkState& state, const Node& startNode, const Node& curNode, const Node& potentialNode) const override {
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(void) state;
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(void) startNode;
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if (curNode.z_cm != potentialNode.z_cm) {
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return 8;
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} else {
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return 1;
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}
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}
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};
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#endif // WALKMODULEFAVORZ_H
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@@ -26,14 +26,14 @@ private:
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public:
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/** ctor 3.0 should be OK! */
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WalkModuleHeadingControl(Control* ctrl) : dist(Distribution::VonMises<double>(0.0f, 1.5).getLUT()), draw(dist.getDrawList()), ctrl(ctrl) {
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WalkModuleHeadingControl(Control* ctrl) : dist(Distribution::VonMises<double>(0.0f, 2.0).getLUT()), draw(dist.getDrawList()), ctrl(ctrl) {
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;
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}
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virtual void updateBefore(WalkState& state) override {
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const float var = draw.get() * 0.15;//0.05;
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const float var = draw.get() * 0.20;//0.05;
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//const float var = 0;
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state.startHeading += ctrl->turnAngle + var;
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@@ -44,8 +44,8 @@ public:
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(void) curNode;
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const double prob = potentialNode.getNavImportance();
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return std::pow(prob, 10);
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//return prob;
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//return std::pow(prob, 10);
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return prob;
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}
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Reference in New Issue
Block a user