dijkstra is now bleching fast
deleting from the grid is now bleaching fast added new helper methods many new test-cases many new methods for geo classes and others added a bunch of new grid-walkers
This commit is contained in:
128
grid/Grid.h
128
grid/Grid.h
@@ -250,61 +250,123 @@ public:
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}
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/**
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* remove all nodes, marked for deletion.
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* BEWARE: this will invalidate all indices used externally!
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*/
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void cleanup() {
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Log::add(name, "running grid cleanup");
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// check every single node
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for (size_t i = 0; i < nodes.size(); ++i) {
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// is this node marked as "deleted"? (idx == -1)
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if (nodes[i]._idx == -1) {
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// remove this node
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deleteNode(i);
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--i;
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Log::add(name, "running grid cleanup", false);
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Log::tick();
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// generate a look-up-table for oldIndex (before deletion) -> newIndex (after deletion)
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std::vector<int> oldToNew; oldToNew.resize(nodes.size());
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int newIdx = 0;
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for (size_t oldIdx = 0; oldIdx < nodes.size(); ++oldIdx) {
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if (nodes[oldIdx].getIdx() != -1) {
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oldToNew[oldIdx] = newIdx;
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++newIdx;
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}
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}
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// rebuild hashes
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Log::add(name, "rebuilding UID hashes");
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// adjust all indices from the old to the new mapping
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for (size_t i = 0; i < nodes.size(); ++i) {
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// skip the nodes actually marked for deletion
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if (nodes[i]._idx == -1) {continue;}
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// adjust the node's index
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nodes[i]._idx = oldToNew[nodes[i]._idx];
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// adjust its neighbor's indices
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for (int j = 0; j < nodes[i]._numNeighbors; ++j) {
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nodes[i]._neighbors[j] = oldToNew[nodes[i]._neighbors[j]];
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}
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}
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// MUCH(!!!) faster than deleting nodes from the existing node-vector
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// is to build a new one and swap those two
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std::vector<T> newNodes;
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for (size_t i = 0; i < nodes.size(); ++i) {
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if (nodes[i]._idx != -1) {newNodes.push_back(nodes[i]);}
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}
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std::swap(nodes, newNodes);
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Log::tock();
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rebuildHashes();
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}
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/** rebuild the UID-hash-list */
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void rebuildHashes() {
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Log::add(name, "rebuilding UID hashes", false);
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Log::tick();
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hashes.clear();
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for (size_t idx = 0; idx < nodes.size(); ++idx) {
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hashes[getUID(nodes[idx])] = idx;
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}
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Log::tock();
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}
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// /**
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// * remove all nodes, marked for deletion.
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// * BEWARE: this will invalidate all indices used externally!
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// */
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// void cleanupOld() {
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// Log::add(name, "running grid cleanup");
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// // check every single node
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// for (size_t i = 0; i < nodes.size(); ++i) {
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// // is this node marked as "deleted"? (idx == -1)
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// if (nodes[i]._idx == -1) {
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// // remove this node
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// deleteNode(i);
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// --i;
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// }
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// }
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// // rebuild hashes
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// Log::add(name, "rebuilding UID hashes", false);
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// Log::tick();
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// hashes.clear();
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// for (size_t idx = 0; idx < nodes.size(); ++idx) {
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// hashes[getUID(nodes[idx])] = idx;
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// }
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// Log::tock();
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// }
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private:
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/** hard-delete the given node */
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void deleteNode(const int idx) {
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// /** hard-delete the given node */
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// void deleteNode(const int idx) {
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_assertBetween(idx, 0, nodes.size()-1, "index out of bounds");
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// _assertBetween(idx, 0, nodes.size()-1, "index out of bounds");
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// COMPLEX AND SLOW AS HELL.. BUT UGLY TO REWIRTE TO BE CORRECT
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// // COMPLEX AND SLOW AS HELL.. BUT UGLY TO REWIRTE TO BE CORRECT
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// remove him from the node list (reclaim its memory and its index)
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nodes.erase(nodes.begin()+idx);
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// // remove him from the node list (reclaim its memory and its index)
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// nodes.erase(nodes.begin()+idx);
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// decrement the index for all of the following nodes and adjust neighbor references
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for (size_t i = 0; i < nodes.size(); ++i) {
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// // decrement the index for all of the following nodes and adjust neighbor references
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// for (size_t i = 0; i < nodes.size(); ++i) {
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// decrement the higher indices (reclaim the free one)
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if (nodes[i]._idx >= idx) { --nodes[i]._idx;}
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// // decrement the higher indices (reclaim the free one)
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// if (nodes[i]._idx >= idx) { --nodes[i]._idx;}
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// adjust the neighbor references (decrement by one)
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for (int n = 0; n < nodes[i]._numNeighbors; ++n) {
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if (nodes[i]._neighbors[n] >= idx) {--nodes[i]._neighbors[n];}
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}
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// // adjust the neighbor references (decrement by one)
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// for (int n = 0; n < nodes[i]._numNeighbors; ++n) {
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// if (nodes[i]._neighbors[n] >= idx) {--nodes[i]._neighbors[n];}
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// }
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}
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}
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// }
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// }
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public:
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@@ -42,7 +42,7 @@ public:
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for (int y_cm = 0; y_cm < floor.getDepth_cm(); y_cm += gridSize_cm) {
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// check intersection with the floorplan
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GridNodeBBox bbox(GridPoint(x_cm, y_cm, z_cm), gridSize_cm);
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const GridNodeBBox bbox(GridPoint(x_cm, y_cm, z_cm), gridSize_cm);
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if (intersects(bbox, floor)) {continue;}
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// add to the grid
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@@ -101,20 +101,19 @@ public:
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void addStairs(const Stairs& stairs, const float z1_cm, const float z2_cm) {
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Log::add(name, "adding stairs between " + std::to_string(z1_cm) + " and " + std::to_string(z2_cm));
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Log::add(name, "adding stairs between " + std::to_string(z1_cm) + " and " + std::to_string(z2_cm), false);
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Log::tick();
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for (const Stair& s : stairs) {
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for (int i = 0; i < grid.getNumNodes(); ++i) {
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// potential starting-point for the stair
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for (T& n : grid) {
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// potential starting-point for the stair
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T& n = (T&) grid[i];
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// real starting point for the stair?
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if (s.from.contains( Point2(n.x_cm, n.y_cm) )) {
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// node lies on the stair's starting edge?
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if (n.z_cm == z1_cm && grid.getBBox(n).intersects(s.start)) {
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// construct end-point by using the stair's direction
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const Point3 end = Point3(n.x_cm, n.y_cm, n.z_cm) + Point3(s.dir.x, s.dir.y, (z2_cm-z1_cm));
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const Point3 end = Point3(n.x_cm, n.y_cm, z2_cm) + Point3(s.dir.x, s.dir.y, 0);
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GridPoint gp(end.x, end.y, end.z);
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// does such and end-point exist within the grap? -> construct stair
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@@ -130,6 +129,8 @@ public:
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}
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Log::tock();
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}
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/** build a stair (z-transition) from n1 to n2 */
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@@ -147,14 +148,15 @@ public:
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const int gridSize_cm = grid.getGridSize_cm();
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// move upards in gridSize steps
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for (int z = gridSize_cm; z < zDiff; z+= gridSize_cm) {
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for (int _z = gridSize_cm; _z < zDiff; _z+= gridSize_cm) {
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// calculate the percentage of reached upwards-distance
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const float percent = z/zDiff;
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const float percent = _z/zDiff;
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// adjust (x,y) accordingly (interpolate)
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int x = n1.x_cm + xDiff * percent;
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int y = n1.y_cm + yDiff * percent;
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int z = n1.z_cm + _z;
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// snap (x,y) to the grid???
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x = std::round(x / gridSize_cm) * gridSize_cm;
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@@ -218,7 +220,7 @@ public:
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const int idxStart = rand() % grid.getNumNodes();
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set.clear();
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Log::add(name, "getting connected region starting at " + (std::string) grid[idxStart]);
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getConnected(idxStart, set);
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getConnected(grid[idxStart], set);
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Log::add(name, "region size is " + std::to_string(set.size()) + " nodes");
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} while (set.size() < 0.5 * grid.getNumNodes());
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@@ -234,30 +236,94 @@ public:
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}
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private:
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/** remove all nodes not connected to n1 */
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void removeIsolated(T& n1) {
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/** recursively get all connected nodes and add them to the set */
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void getConnected(const int idx, std::unordered_set<int>& set) {
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// get the connected region around n1
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Log::add(name, "getting set of all nodes connected to " + (std::string) n1, false);
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Log::tick();
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std::unordered_set<int> set;
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getConnected(n1, set);
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Log::tock();
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// get the node behind idx
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const T& n1 = (T&) grid[idx];
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// add him to the current region
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set.insert(n1.getIdx());
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// get all his (unprocessed) neighbors and add them to the region
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for (const T& n2 : grid.neighbors(n1)) {
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if (set.find(n2.getIdx()) == set.end()) {
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getConnected(n2.getIdx(), set);
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}
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// remove all other
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Log::add(name, "removing all nodes NOT connected to " + (std::string) n1, false);
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Log::tick();
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for (T& n2 : grid) {
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if (set.find(n2.getIdx()) == set.end()) {grid.remove(n2);}
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}
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Log::tock();
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// clean the grid (physically delete the removed nodes)
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grid.cleanup();
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}
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private:
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/** recursively get all connected nodes and add them to the set */
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void getConnected(T& n1, std::unordered_set<int>& visited) {
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std::unordered_set<int> toVisit;
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toVisit.insert(n1.getIdx());
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// run while there are new nodes to visit
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while(!toVisit.empty()) {
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// get the next node
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int nextIdx = *toVisit.begin();
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toVisit.erase(nextIdx);
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visited.insert(nextIdx);
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T& next = grid[nextIdx];
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// get all his (unprocessed) neighbors and add them to the region
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for (const T& n2 : grid.neighbors(next)) {
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if (visited.find(n2.getIdx()) == visited.end()) {
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toVisit.insert(n2.getIdx());
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}
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}
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}
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}
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// /** recursively get all connected nodes and add them to the set */
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// void getConnected(const int idx, std::unordered_set<int>& set) {
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// // get the node behind idx
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// const T& n1 = (T&) grid[idx];
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// // add him to the current region
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// set.insert(n1.getIdx());
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// // get all his (unprocessed) neighbors and add them to the region
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// for (const T& n2 : grid.neighbors(n1)) {
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// if (set.find(n2.getIdx()) == set.end()) {
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// getConnected(n2.getIdx(), set);
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// }
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// }
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// }
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// /** recursively get all connected nodes and add them to the set */
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// void getConnected(const T& n1, std::unordered_set<int>& set) {
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// // add him to the current region
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// set.insert(n1.getIdx());
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// // get all his (unprocessed) neighbors and add them to the region
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// for (const T& n2 : grid.neighbors(n1)) {
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// if (set.find(n2.getIdx()) == set.end()) {
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// getConnected(n2, set);
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// }
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// }
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// }
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private:
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/** does the bbox intersect with any of the floor's walls? */
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bool intersects(const GridNodeBBox& bbox, const Floor& floor) {
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static inline bool intersects(const GridNodeBBox& bbox, const Floor& floor) {
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for (const Line2& l : floor.getObstacles()) {
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if (bbox.intersects(l)) {return true;}
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}
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@@ -52,6 +52,9 @@ public:
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// process each node
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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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@@ -64,7 +67,9 @@ public:
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neighbors.push_back(&inv[indices[i]]);
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}
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addImportance(n1, Units::cmToM(std::sqrt(squaredDist[0])) );
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n1.imp = 1.0f;
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n1.imp += getWallImportance(n1, Units::cmToM(std::sqrt(squaredDist[0])) );
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//addDoor(n1, neighbors);
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// is the current node a door?
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@@ -81,20 +86,16 @@ public:
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// process each node again
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for (T& n1 : g) {
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static K::NormalDistribution favorDoors(0.0, 0.6);
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static K::NormalDistribution favorDoors(0.0, 1.0);
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// get the distance to the nearest door
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const float dist_m = Units::cmToM(knnDoors.getNearestDistance( {n1.x_cm, n1.y_cm, n1.z_cm} ));
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// importance for this node (based on the distance from the next door)
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const float imp = 1.0 + favorDoors.getProbability(dist_m) * 0.35;
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// adjust
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n1.imp *= imp;
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n1.imp += favorDoors.getProbability(dist_m) * 0.30;
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}
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}
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/** is the given node connected to a staircase? */
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@@ -190,10 +191,10 @@ public:
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}
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/** get the importance of the given node depending on its nearest wall */
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template <typename T> void addImportance(T& nSrc, float dist_m) {
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template <typename T> float getWallImportance(T& nSrc, float dist_m) {
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// avoid sticking too close to walls (unlikely)
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static K::NormalDistribution avoidWalls(0.0, 0.3);
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static K::NormalDistribution avoidWalls(0.0, 0.4);
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// favour walking near walls (likely)
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static K::NormalDistribution sticToWalls(0.9, 0.5);
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@@ -203,10 +204,9 @@ public:
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if (dist_m > 2.0) {dist_m = 2.0;}
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// overall importance
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nSrc.imp *= 1.0
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- avoidWalls.getProbability(dist_m) * 0.35 // avoid walls
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return - avoidWalls.getProbability(dist_m) * 0.30 // avoid walls
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+ sticToWalls.getProbability(dist_m) * 0.15 // walk near walls
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+ farAway.getProbability(dist_m) * 0.20 // walk in the middle
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+ farAway.getProbability(dist_m) * 0.15 // walk in the middle
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;
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@@ -12,6 +12,67 @@ public:
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return Heading(from.x_cm, from.y_cm, to.x_cm, to.y_cm);
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}
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/** get the neighbor of "from" best matching the given heading "h" */
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template <typename T> static T& getBestNeighbor(Grid<T>& grid, const T& from, const Heading h) {
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auto comp = [&] (const T& n1, const T& n2) {
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const Heading h1 = getHeading(from, n1);
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const Heading h2 = getHeading(from, n2);
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const float d1 = h.getDiffHalfRAD(h1);
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const float d2 = h.getDiffHalfRAD(h2);
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//return (h.getDiffHalfRAD(h1) < h.getDiffHalfRAD(h2));
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return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2); // same heading? > random decision
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};
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auto neighbors = grid.neighbors(from);
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return *std::min_element(neighbors.begin(), neighbors.end(), comp);
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}
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/**
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* try to walk the given distance from the provided node.
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* if this fails (algorithm cancel walk e.g. due to detected wall collissions)
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* - try again from the start
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* if this also fails several times
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* - try to walk in the opposite direction instead (bounce-back)
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* if this also fails
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* - add some randomness and try again
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*/
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template <typename T, typename Walker> static GridWalkState<T> retryOrInvert(Walker& w, const int numRetries, Grid<T>& grid, GridWalkState<T> start, float distance_m) {
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_assertTrue(distance_m >= 0, "distance must not be negative!");
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GridWalkState<T> res;
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//again:
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int retries = numRetries;
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// try to walk the given distance from the start
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// if this fails (reached a dead end) -> restart (maybe the next try finds a better path)
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do {
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res = w.walk(grid, start, distance_m);
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} while (res.node == nullptr && --retries);
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// still reaching a dead end?
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// -> try a walk in the opposite direction instead
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if (res.node == nullptr) {
|
||||
res = w.walk(grid, GridWalkState<T>(start.node, start.heading.getInverted()), distance_m);
|
||||
}
|
||||
|
||||
// still nothing found? -> modify and try again
|
||||
if (res.node == nullptr) {
|
||||
// start.node = &(*grid.neighbors(*start.node).begin());
|
||||
// start.heading += 0.25;
|
||||
// goto again;
|
||||
res.node = &(*grid.neighbors(*start.node).begin());
|
||||
res.heading = start.heading;
|
||||
}
|
||||
|
||||
return res;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif // GRIDWALKHELPER_H
|
||||
|
||||
@@ -18,10 +18,12 @@
|
||||
*/
|
||||
template <typename T> class GridWalkLightAtTheEndOfTheTunnel {
|
||||
|
||||
friend class GridWalkHelper;
|
||||
|
||||
private:
|
||||
|
||||
/** per-edge: change heading with this sigma */
|
||||
static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(3);
|
||||
static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(5);
|
||||
|
||||
/** per-edge: allowed heading difference */
|
||||
static constexpr float HEADING_DIFF_SIGMA = Angle::degToRad(30);
|
||||
@@ -62,23 +64,7 @@ public:
|
||||
|
||||
GridWalkState<T> getDestination(Grid<T>& grid, GridWalkState<T> start, float distance_m) {
|
||||
|
||||
int retries = 2;
|
||||
GridWalkState<T> res;
|
||||
|
||||
// try to walk the given distance from the start
|
||||
// if this fails (reached a dead end) -> restart (maybe the next try finds a better path)
|
||||
do {
|
||||
res = walk(grid, start, distance_m);
|
||||
} while (res.node == nullptr && --retries);
|
||||
|
||||
// still reaching a dead end?
|
||||
// -> try a walk in the opposite direction instead
|
||||
if (res.node == nullptr) {
|
||||
res = walk(grid, GridWalkState<T>(start.node, start.heading.getInverted()), distance_m);
|
||||
}
|
||||
|
||||
// still nothing found? -> keep the start as-is
|
||||
return (res.node == nullptr) ? (start) : (res);
|
||||
return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
|
||||
|
||||
}
|
||||
|
||||
@@ -102,7 +88,17 @@ private:
|
||||
|
||||
// perfer locations reaching the target
|
||||
const double shortening = cur.node->distToTarget - neighbor.distToTarget;
|
||||
if (shortening > 0) {prob *= 30;} // << importance factor!!
|
||||
if (shortening >= 0) {prob *= 5;} // << importance factor!!
|
||||
|
||||
// prob = 0.1;
|
||||
// if (diff < Angle::degToRad(40)) {prob += 0.2;}
|
||||
// else if (diff < Angle::degToRad(20)) {prob += 0.5;}
|
||||
|
||||
// if (shortening >= 0) {prob += 0.5;}
|
||||
|
||||
//prob *= std::pow(neighbor.imp, 5);
|
||||
|
||||
//prob = (shortening >= 0) ? (2) : (0.75);
|
||||
|
||||
drawer.add(neighbor, prob);
|
||||
|
||||
@@ -114,34 +110,38 @@ private:
|
||||
T& nDir = drawer.get();
|
||||
const Heading hDir = GridWalkHelper::getHeading(*cur.node, nDir);
|
||||
//next.heading += (cur.heading.getRAD() - hDir.getRAD()) * -0.5;
|
||||
//next.heading = Heading( cur.heading.getRAD() * 0.2 + hDir.getRAD() * 0.8 );
|
||||
next.heading = hDir;
|
||||
next.heading += headingChangeDist(gen);
|
||||
next.node = &nDir;
|
||||
|
||||
// compare two neighbors according to their implied heading change
|
||||
auto compp = [&] (const T& n1, const T& n2) {
|
||||
Heading h1 = GridWalkHelper::getHeading(*cur.node, n1);
|
||||
Heading h2 = GridWalkHelper::getHeading(*cur.node, n2);
|
||||
const float d1 = next.heading.getDiffHalfRAD(h1);
|
||||
const float d2 = next.heading.getDiffHalfRAD(h2);
|
||||
// same heading -> prefer nodes nearer to the target. needed for stairs!!!
|
||||
// BAD: leads to straight lines in some palces. see solution B (below)
|
||||
//return (d1 < d2) && (n1.distToTarget < n2.distToTarget);
|
||||
//// // compare two neighbors according to their implied heading change
|
||||
//// auto compp = [&] (const T& n1, const T& n2) {
|
||||
//// Heading h1 = GridWalkHelper::getHeading(*cur.node, n1);
|
||||
//// Heading h2 = GridWalkHelper::getHeading(*cur.node, n2);
|
||||
//// const float d1 = next.heading.getDiffHalfRAD(h1);
|
||||
//// const float d2 = next.heading.getDiffHalfRAD(h2);
|
||||
//// // same heading -> prefer nodes nearer to the target. needed for stairs!!!
|
||||
//// // BAD: leads to straight lines in some palces. see solution B (below)
|
||||
//// //return (d1 < d2) && (n1.distToTarget < n2.distToTarget);
|
||||
|
||||
// VERY IMPORTANT!
|
||||
// pick the node with the smallest heading change.
|
||||
// if the heading change is the same for two nodes, pick a random one!
|
||||
return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2);
|
||||
};
|
||||
//// // VERY IMPORTANT!
|
||||
//// // pick the node with the smallest heading change.
|
||||
//// // if the heading change is the same for two nodes, pick a random one!
|
||||
//// return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2);
|
||||
//// };
|
||||
|
||||
// pick the neighbor best matching the new heading
|
||||
auto it = grid.neighbors(*cur.node);
|
||||
T& nn = *std::min_element(it.begin(), it.end(), compp);
|
||||
next.node = &nn;
|
||||
//// // pick the neighbor best matching the new heading
|
||||
//// auto it = grid.neighbors(*cur.node);
|
||||
//// T& nn = *std::min_element(it.begin(), it.end(), compp);
|
||||
//// next.node = &nn;
|
||||
|
||||
// // pervent dramatic heading changes. instead: try again
|
||||
// if (cur.heading.getDiffHalfRAD(getHeading(*cur.node, nn)) > Angle::degToRad(60)) {
|
||||
// return State(nullptr, 0);
|
||||
// }
|
||||
// next.node = &GridWalkHelper::getBestNeighbor(grid, *cur.node, next.heading);
|
||||
|
||||
//// // pervent dramatic heading changes. instead: try again
|
||||
//// if (cur.heading.getDiffHalfRAD(GridWalkHelper::getHeading(*cur.node, nn)) > Angle::degToRad(60)) {
|
||||
//// return GridWalkState<T>(nullptr, 0);
|
||||
//// }
|
||||
|
||||
// get the distance up to this neighbor
|
||||
distRest_m -= next.node->getDistanceInMeter(*cur.node);
|
||||
|
||||
120
grid/walk/GridWalkPushForward.h
Normal file
120
grid/walk/GridWalkPushForward.h
Normal file
@@ -0,0 +1,120 @@
|
||||
#ifndef GRIDWALKPUSHFORWARD_H
|
||||
#define GRIDWALKPUSHFORWARD_H
|
||||
|
||||
/**
|
||||
* todo
|
||||
*/
|
||||
#include "../../geo/Heading.h"
|
||||
#include "../Grid.h"
|
||||
|
||||
#include "../../math/DrawList.h"
|
||||
#include <KLib/math/distribution/Normal.h>
|
||||
#include <KLib/math/distribution/Exponential.h>
|
||||
|
||||
#include "../../nav/dijkstra/Dijkstra.h"
|
||||
|
||||
#include "GridWalkState.h"
|
||||
#include "GridWalkHelper.h"
|
||||
|
||||
/**
|
||||
* keeps something like an "average position within the last X steps"
|
||||
* and tries to move away from this point as fast as possible
|
||||
*
|
||||
*/
|
||||
template <typename T> class GridWalkPushForward {
|
||||
|
||||
friend class GridWalkHelper;
|
||||
|
||||
private:
|
||||
|
||||
/** per-edge: change heading with this sigma */
|
||||
static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(3);
|
||||
|
||||
static constexpr float HEADING_ALLOWED_SIGMA = Angle::degToRad(20);
|
||||
|
||||
/** fast random-number-generator */
|
||||
std::minstd_rand gen;
|
||||
|
||||
/** 0-mean normal distribution */
|
||||
std::normal_distribution<float> headingChangeDist = std::normal_distribution<float>(0.0, HEADING_CHANGE_SIGMA);
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
GridWalkPushForward() {
|
||||
;
|
||||
}
|
||||
|
||||
GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) {
|
||||
|
||||
return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// NOTE: allocate >>ONCE<<! otherwise random numbers will NOT work!
|
||||
DrawList<T*> drawer;
|
||||
|
||||
GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
|
||||
|
||||
drawer.reset();
|
||||
|
||||
// weight all neighbors based on this heading
|
||||
for (T& neighbor : grid.neighbors(*cur.node)) {
|
||||
|
||||
// get the heading between the current node and its neighbor
|
||||
const Heading potentialHeading = GridWalkHelper::getHeading(*cur.node, neighbor);
|
||||
|
||||
// calculate the difference from the requested heading
|
||||
const float diffRad = potentialHeading.getDiffHalfRAD(cur.heading);
|
||||
|
||||
// weight this change
|
||||
const float prob1 = K::NormalDistribution::getProbability(0, HEADING_ALLOWED_SIGMA, diffRad);
|
||||
|
||||
|
||||
// distance from average? and previous distance from average
|
||||
const float distToAvg = Point3(neighbor.x_cm, neighbor.y_cm, neighbor.z_cm).getDistance(cur.avg);
|
||||
const float prevDistToAvg = Point3(cur.node->x_cm, cur.node->y_cm, cur.node->z_cm).getDistance(cur.avg);
|
||||
const float increase = distToAvg - prevDistToAvg;
|
||||
|
||||
// the distance from the average MUST increase
|
||||
const float prob2 = (increase > 0) ? (1) : (0.1);
|
||||
|
||||
// add floorplan importance information
|
||||
const float prob3 = std::pow(neighbor.imp, 1);
|
||||
|
||||
const float prob = prob1*prob2*prob3;
|
||||
|
||||
// add for drawing
|
||||
drawer.add(&neighbor, prob);
|
||||
|
||||
}
|
||||
|
||||
|
||||
// all neighbors are unlikely? -> start over
|
||||
if (drawer.getCumProbability() < 0.01) {return GridWalkState<T>();}
|
||||
|
||||
GridWalkState<T> next;
|
||||
|
||||
// pick the neighbor best matching this new heading
|
||||
next.node = drawer.get();
|
||||
next.heading = GridWalkHelper::getHeading(*cur.node, *next.node) + headingChangeDist(gen);
|
||||
|
||||
// weighted average.. moves over time
|
||||
next.avg = (cur.avg * 0.9) + (Point3(next.node->x_cm, next.node->y_cm, next.node->z_cm) * 0.1);
|
||||
|
||||
// get the distance up to this neighbor
|
||||
distRest_m -= next.node->getDistanceInMeter(*cur.node);
|
||||
|
||||
// done?
|
||||
if (distRest_m <= 0) {return next;}
|
||||
|
||||
// another round..
|
||||
return walk(grid, next, distRest_m);
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif // GRIDWALKPUSHFORWARD_H
|
||||
87
grid/walk/GridWalkRandomHeadingUpdate.h
Normal file
87
grid/walk/GridWalkRandomHeadingUpdate.h
Normal file
@@ -0,0 +1,87 @@
|
||||
#ifndef GRIDWALKRANDOMHEADINGUPDATE_H
|
||||
#define GRIDWALKRANDOMHEADINGUPDATE_H
|
||||
|
||||
#include "../../geo/Heading.h"
|
||||
#include "../Grid.h"
|
||||
|
||||
#include <KLib/math/distribution/Normal.h>
|
||||
|
||||
#include "../../nav/dijkstra/Dijkstra.h"
|
||||
|
||||
#include "GridWalkState.h"
|
||||
#include "GridWalkHelper.h"
|
||||
|
||||
/**
|
||||
* for every walked edge: slightly update (scatter) the current heading
|
||||
* pick the edge (neighbor) best matching the current heading
|
||||
* if this neighbor's heading highly differs from the requested heading: start over
|
||||
*
|
||||
* PROs
|
||||
* - very simple
|
||||
*
|
||||
* CONs
|
||||
* - particles are bad at walking out of rooms for small grid sizes as there are too many options
|
||||
* to stay within the room..
|
||||
*
|
||||
*/
|
||||
template <typename T> class GridWalkRandomHeadingUpdate {
|
||||
|
||||
friend class GridWalkHelper;
|
||||
|
||||
private:
|
||||
|
||||
/** per-edge: change heading with this sigma */
|
||||
static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(4);
|
||||
|
||||
/** fast random-number-generator */
|
||||
std::minstd_rand gen;
|
||||
|
||||
/** 0-mean normal distribution */
|
||||
std::normal_distribution<float> headingChangeDist = std::normal_distribution<float>(0.0, HEADING_CHANGE_SIGMA);
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
GridWalkRandomHeadingUpdate() {
|
||||
;
|
||||
}
|
||||
|
||||
GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) {
|
||||
|
||||
return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
|
||||
|
||||
GridWalkState<T> next;
|
||||
|
||||
// get a new random heading
|
||||
next.heading = cur.heading + headingChangeDist(gen);
|
||||
|
||||
// pick the neighbor best matching this new heading
|
||||
next.node = &GridWalkHelper::getBestNeighbor(grid, *cur.node, next.heading);
|
||||
|
||||
// if the best matching neighbor is far of this requested heading
|
||||
// (e.g. no good neighbor due to walls) cancel the walk. to force a retry
|
||||
const float diff = GridWalkHelper::getHeading(*cur.node, *next.node).getDiffHalfRAD(next.heading);
|
||||
if (diff > Angle::degToRad(45)) {
|
||||
return GridWalkState<T>();
|
||||
}
|
||||
|
||||
// get the distance up to this neighbor
|
||||
distRest_m -= next.node->getDistanceInMeter(*cur.node);
|
||||
|
||||
// done?
|
||||
if (distRest_m <= 0) {return next;}
|
||||
|
||||
// another round..
|
||||
return walk(grid, next, distRest_m);
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif // GRIDWALKRANDOMHEADINGUPDATE_H
|
||||
126
grid/walk/GridWalkRandomHeadingUpdateAdv.h
Normal file
126
grid/walk/GridWalkRandomHeadingUpdateAdv.h
Normal file
@@ -0,0 +1,126 @@
|
||||
#ifndef GRIDWALKRANDOMHEADINGUPDATEADV_H
|
||||
#define GRIDWALKRANDOMHEADINGUPDATEADV_H
|
||||
|
||||
|
||||
#include "../../geo/Heading.h"
|
||||
#include "../Grid.h"
|
||||
|
||||
#include "../../math/DrawList.h"
|
||||
#include <KLib/math/distribution/Normal.h>
|
||||
#include <KLib/math/distribution/Exponential.h>
|
||||
|
||||
#include "../../nav/dijkstra/Dijkstra.h"
|
||||
|
||||
#include "GridWalkState.h"
|
||||
#include "GridWalkHelper.h"
|
||||
|
||||
/**
|
||||
* for every walked edge: slightly update (scatter) the current heading
|
||||
* pick the edge (neighbor) best matching the current heading
|
||||
* if this neighbor's heading highly differs from the requested heading: start over
|
||||
*
|
||||
* PROs
|
||||
* - simple
|
||||
* - fixes the issues of GridWalkRandomHeadingUpdate by incorporating floor information
|
||||
* - adds additional randomness which should be more stable
|
||||
*
|
||||
*/
|
||||
template <typename T> class GridWalkRandomHeadingUpdateAdv {
|
||||
|
||||
friend class GridWalkHelper;
|
||||
|
||||
private:
|
||||
|
||||
/** per-edge: change heading with this sigma */
|
||||
static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(5);
|
||||
|
||||
/** fast random-number-generator */
|
||||
std::minstd_rand gen;
|
||||
|
||||
/** 0-mean normal distribution */
|
||||
std::normal_distribution<float> headingChangeDist = std::normal_distribution<float>(0.0, HEADING_CHANGE_SIGMA);
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
GridWalkRandomHeadingUpdateAdv() {
|
||||
;
|
||||
}
|
||||
|
||||
GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) {
|
||||
|
||||
return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// https://de.wikipedia.org/wiki/Logistische_Verteilung
|
||||
/** alpha = move the center, beta = slope */
|
||||
const float logisticDist(const float x, const float alpha, const float beta) {
|
||||
return 1 / (1 + std::exp( -((x-alpha)/beta) ) );
|
||||
}
|
||||
|
||||
|
||||
// NOTE: allocate >>ONCE<<! otherwise random numbers will NOT work!
|
||||
DrawList<T*> drawer;
|
||||
|
||||
GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
|
||||
|
||||
drawer.reset();
|
||||
GridWalkState<T> next;
|
||||
|
||||
// get a new random heading
|
||||
next.heading = cur.heading + headingChangeDist(gen);
|
||||
|
||||
// weight all neighbors based on this heading
|
||||
for (T& neighbor : grid.neighbors(*cur.node)) {
|
||||
|
||||
// get the heading between the current node and its neighbor
|
||||
const Heading potentialHeading = GridWalkHelper::getHeading(*cur.node, neighbor);
|
||||
|
||||
// calculate the difference from the requested heading
|
||||
const float diffRad = potentialHeading.getDiffHalfRAD(cur.heading);
|
||||
|
||||
// weight this change
|
||||
const float prob1 = K::NormalDistribution::getProbability(0, Angle::degToRad(40), diffRad);
|
||||
|
||||
// add the node's importance factor into the calculation
|
||||
const float prob2 = logisticDist(neighbor.imp, 1.0, 0.05);
|
||||
//const float prob2 = std::pow(neighbor.imp, 10);
|
||||
|
||||
// final importance
|
||||
const float prob = prob1 * prob2;
|
||||
|
||||
// add for drawing
|
||||
drawer.add(&neighbor, prob);
|
||||
|
||||
}
|
||||
|
||||
// all neighbors are unlikely? -> start over
|
||||
if (drawer.getCumProbability() < 0.01) {return GridWalkState<T>();}
|
||||
|
||||
// pick the neighbor best matching this new heading
|
||||
next.node = drawer.get();
|
||||
|
||||
// // if the best matching neighbor is far of this requested heading
|
||||
// // (e.g. no good neighbor due to walls) cancel the walk. to force a retry
|
||||
// const float diff = GridWalkHelper::getHeading(*cur.node, *next.node).getDiffHalfRAD(next.heading);
|
||||
// if (diff > Angle::degToRad(45)) {
|
||||
// return GridWalkState<T>();
|
||||
// }
|
||||
|
||||
// get the distance up to this neighbor
|
||||
distRest_m -= next.node->getDistanceInMeter(*cur.node);
|
||||
|
||||
// done?
|
||||
if (distRest_m <= 0) {return next;}
|
||||
|
||||
// another round..
|
||||
return walk(grid, next, distRest_m);
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif // GRIDWALKRANDOMHEADINGUPDATEADV_H
|
||||
@@ -2,6 +2,7 @@
|
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#define GRIDWALKSTATE_H
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#include "../../geo/Heading.h"
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#include "../../geo/Point3.h"
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template <typename T> struct GridWalkState {
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@@ -14,6 +15,8 @@ template <typename T> struct GridWalkState {
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/** empty ctor */
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GridWalkState() : node(nullptr), heading(0) {;}
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Point3 avg = Point3(0,0,0);
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/** ctor with user-node and heading */
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GridWalkState(const T* node, const Heading heading) : node(node), heading(heading) {;}
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||||
|
||||
|
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