huge commit

- worked on about everything
- grid walker using plugable modules
- wifi models
- new distributions
- worked on geometric data-structures
- added typesafe timestamps
- worked on grid-building
- added sensor-classes
- added sensor analysis (step-detection, turn-detection)
- offline data reader
- many test-cases
This commit is contained in:
2016-08-29 08:18:44 +02:00
parent 99ee95ce7b
commit a2c9e575a2
94 changed files with 8298 additions and 257 deletions

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@@ -0,0 +1,18 @@
#ifndef GRIDNODEIMPORTANCE_H
#define GRIDNODEIMPORTANCE_H
struct GridNodeImportance {
/** importance-weight for dijkstra calculation */
float navImportance;
/** get the node's nav importance */
float getNavImportance() const {return navImportance;}
/** ctor */
GridNodeImportance() : navImportance(1.0f) {;}
};
#endif // GRIDNODEIMPORTANCE_H

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@@ -1,6 +1,7 @@
#ifndef IMPORTANCE_H
#define IMPORTANCE_H
#include "../../../geo/Units.h"
#include "../../Grid.h"
#include "../../../misc/KNN.h"
@@ -10,6 +11,8 @@
#include "../../../math/Distributions.h"
class Importance {
private:
@@ -32,9 +35,9 @@ public:
}
/** attach importance-factors to the grid */
template <typename T> static void addImportance(Grid<T>& g, const float z_cm) {
template <typename T> static void addImportance(Grid<T>& g) {
Log::add(name, "adding importance information to all nodes at height " + std::to_string(z_cm));
Log::add(name, "adding importance information to all nodes");// at height " + std::to_string(z_cm));
// get an inverted version of the grid
Grid<T> inv(g.getGridSize_cm());
@@ -70,7 +73,7 @@ public:
KNNArray<std::vector<T>> knnArrDoors(doors);
KNN<KNNArray<std::vector<T>>, 3> knnDoors(knnArrDoors);
Distribution::Normal<float> favorDoors(0.0f, 0.6f);
Distribution::Normal<float> favorDoors(0.0f, 0.5f);
// process each node again
for (T& n1 : g) {
@@ -90,7 +93,7 @@ public:
neighbors.push_back(&inv[indices[i]]);
}
n1.imp = 1.0f;
n1.navImportance = 1.0f;
//if (n1.getType() == GridNode::TYPE_FLOOR) {
@@ -100,20 +103,20 @@ public:
// get the distance to the nearest door
const float distToDoor_m = Units::cmToM(knnDoors.getNearestDistance( {n1.x_cm, n1.y_cm, n1.z_cm} ));
n1.imp =
n1.navImportance =
1 +
getWallImportance( distToWall_m ) +
favorDoors.getProbability(distToDoor_m);
favorDoors.getProbability(distToDoor_m) * 1.5f;
//}
//addDoor(n1, neighbors);
// importance for this node (based on the distance from the next door)
//n1.imp += favorDoors.getProbability(dist_m) * 0.30;
//n1.navImportance += favorDoors.getProbability(dist_m) * 0.30;
//n1.imp = (dist_m < 0.2) ? (1) : (0.5);
//n1.navImportance = (dist_m < 0.2) ? (1) : (0.5);
}
}
@@ -131,73 +134,73 @@ public:
}
/** is the given node (and its inverted neighbors) a door? */
template <typename T> static bool isDoor( T& nSrc, std::vector<T*> neighbors ) {
// /** is the given node (and its inverted neighbors) a door? */
// template <typename T> static bool isDoor( T& nSrc, std::vector<T*> neighbors ) {
if (nSrc.getType() != GridNode::TYPE_FLOOR) {return false;}
// if (nSrc.getType() != GridNode::TYPE_FLOOR) {return false;}
MiniMat2 m1;
// MiniMat2 m2;
Point3 center = nSrc;
// MiniMat2 m1;
//// MiniMat2 m2;
// Point3 center = nSrc;
// calculate the centroid of the nSrc's nearest-neighbors
Point3 centroid(0,0,0);
for (const T* n : neighbors) {
centroid = centroid + (Point3)*n;
}
centroid /= neighbors.size();
// // calculate the centroid of the nSrc's nearest-neighbors
// Point3 centroid(0,0,0);
// for (const T* n : neighbors) {
// centroid = centroid + (Point3)*n;
// }
// centroid /= neighbors.size();
// if nSrc is too far from the centroid, this does not make sense
if ((centroid-center).length() > 40) {return false;}
// // if nSrc is too far from the centroid, this does not make sense
// if ((centroid-center).length() > 40) {return false;}
// build covariance of the nearest-neighbors
int used = 0;
for (const T* n : neighbors) {
// // build covariance of the nearest-neighbors
// int used = 0;
// for (const T* n : neighbors) {
const Point3 d1 = (Point3)*n - centroid;
if (d1.length() > 100) {continue;} // radius search
m1.addSquared(d1.x, d1.y);
// const Point3 d1 = (Point3)*n - centroid;
// if (d1.length() > 100) {continue;} // radius search
// m1.addSquared(d1.x, d1.y);
// const Point3 d2 = (Point3)*n - center;
// if (d2.length() > 100) {continue;} // radius search
// m2.addSquared(d2.x, d2.y);
//// const Point3 d2 = (Point3)*n - center;
//// if (d2.length() > 100) {continue;} // radius search
//// m2.addSquared(d2.x, d2.y);
++used;
// ++used;
}
// }
// we need at least two points for the covariance
if (used < 6) {return false;}
// // we need at least two points for the covariance
// if (used < 6) {return false;}
// check eigenvalues
MiniMat2::EV ev1 = m1.getEigenvalues();
// MiniMat2::EV ev2 = m2.getEigenvalues();
// // check eigenvalues
// MiniMat2::EV ev1 = m1.getEigenvalues();
//// MiniMat2::EV ev2 = m2.getEigenvalues();
// ensure e1 > e2
if (ev1.e1 < ev1.e2) {std::swap(ev1.e1, ev1.e2);}
// if (ev2.e1 < ev2.e2) {std::swap(ev2.e1, ev2.e2);}
// // ensure e1 > e2
// if (ev1.e1 < ev1.e2) {std::swap(ev1.e1, ev1.e2);}
//// if (ev2.e1 < ev2.e2) {std::swap(ev2.e1, ev2.e2);}
// door?
const float ratio1 = (ev1.e2/ev1.e1);
// const float ratio2 = (ev2.e2/ev2.e1);
// const float ratio3 = std::max(ratio1, ratio2) / std::min(ratio1, ratio2);
// // door?
// const float ratio1 = (ev1.e2/ev1.e1);
//// const float ratio2 = (ev2.e2/ev2.e1);
//// const float ratio3 = std::max(ratio1, ratio2) / std::min(ratio1, ratio2);
return (ratio1 < 0.30 && ratio1 > 0.05) ;
// return (ratio1 < 0.30 && ratio1 > 0.05) ;
}
// }
/** get the importance of the given node depending on its nearest wall */
static float getWallImportance(float dist_m) {
// avoid sticking too close to walls (unlikely)
static Distribution::Normal<float> avoidWalls(0.0, 0.5);
static Distribution::Normal<float> avoidWalls(0.0, 0.35);
// favour walking near walls (likely)
static Distribution::Normal<float> stickToWalls(0.9, 0.5);
//static Distribution::Normal<float> stickToWalls(0.9, 0.7);
// favour walking far away (likely)
static Distribution::Normal<float> farAway(2.2, 0.5);
if (dist_m > 2.0) {dist_m = 2.0;}
//static Distribution::Normal<float> farAway(2.2, 0.5);
//if (dist_m > 2.0) {dist_m = 2.0;}
// overall importance
// return - avoidWalls.getProbability(dist_m) * 0.30 // avoid walls

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@@ -233,7 +233,8 @@ public:
// no matching node found -> add a new one to the grid
if (iNode.idx == -1) {
iNode.idx = grid.add(iNode.node);
const T* n2 = grid.getNodePtrFor(GridPoint(iNode.node.x_cm, iNode.node.y_cm, iNode.node.z_cm));
iNode.idx = (n2) ? (n2->getIdx()) : (grid.add(iNode.node));
}
// add semantic information