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:
@@ -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) {
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res = w.walk(grid, GridWalkState<T>(start.node, start.heading.getInverted()), distance_m);
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}
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// still nothing found? -> modify and try again
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if (res.node == nullptr) {
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// start.node = &(*grid.neighbors(*start.node).begin());
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// start.heading += 0.25;
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// goto again;
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res.node = &(*grid.neighbors(*start.node).begin());
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res.heading = start.heading;
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}
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return res;
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}
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};
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#endif // GRIDWALKHELPER_H
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@@ -18,10 +18,12 @@
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*/
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template <typename T> class GridWalkLightAtTheEndOfTheTunnel {
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friend class GridWalkHelper;
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private:
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/** per-edge: change heading with this sigma */
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static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(3);
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static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(5);
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/** per-edge: allowed heading difference */
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static constexpr float HEADING_DIFF_SIGMA = Angle::degToRad(30);
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@@ -62,23 +64,7 @@ public:
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GridWalkState<T> getDestination(Grid<T>& grid, GridWalkState<T> start, float distance_m) {
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int retries = 2;
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GridWalkState<T> res;
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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 = 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) {
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res = walk(grid, GridWalkState<T>(start.node, start.heading.getInverted()), distance_m);
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}
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// still nothing found? -> keep the start as-is
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return (res.node == nullptr) ? (start) : (res);
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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}
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@@ -102,7 +88,17 @@ private:
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// perfer locations reaching the target
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const double shortening = cur.node->distToTarget - neighbor.distToTarget;
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if (shortening > 0) {prob *= 30;} // << importance factor!!
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if (shortening >= 0) {prob *= 5;} // << importance factor!!
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// prob = 0.1;
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// if (diff < Angle::degToRad(40)) {prob += 0.2;}
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// else if (diff < Angle::degToRad(20)) {prob += 0.5;}
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// if (shortening >= 0) {prob += 0.5;}
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//prob *= std::pow(neighbor.imp, 5);
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//prob = (shortening >= 0) ? (2) : (0.75);
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drawer.add(neighbor, prob);
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@@ -114,34 +110,38 @@ private:
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T& nDir = drawer.get();
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const Heading hDir = GridWalkHelper::getHeading(*cur.node, nDir);
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//next.heading += (cur.heading.getRAD() - hDir.getRAD()) * -0.5;
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//next.heading = Heading( cur.heading.getRAD() * 0.2 + hDir.getRAD() * 0.8 );
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next.heading = hDir;
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next.heading += headingChangeDist(gen);
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next.node = &nDir;
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// compare two neighbors according to their implied heading change
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auto compp = [&] (const T& n1, const T& n2) {
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Heading h1 = GridWalkHelper::getHeading(*cur.node, n1);
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Heading h2 = GridWalkHelper::getHeading(*cur.node, n2);
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const float d1 = next.heading.getDiffHalfRAD(h1);
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const float d2 = next.heading.getDiffHalfRAD(h2);
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// same heading -> prefer nodes nearer to the target. needed for stairs!!!
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// BAD: leads to straight lines in some palces. see solution B (below)
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//return (d1 < d2) && (n1.distToTarget < n2.distToTarget);
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//// // compare two neighbors according to their implied heading change
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//// auto compp = [&] (const T& n1, const T& n2) {
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//// Heading h1 = GridWalkHelper::getHeading(*cur.node, n1);
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//// Heading h2 = GridWalkHelper::getHeading(*cur.node, n2);
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//// const float d1 = next.heading.getDiffHalfRAD(h1);
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//// const float d2 = next.heading.getDiffHalfRAD(h2);
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//// // same heading -> prefer nodes nearer to the target. needed for stairs!!!
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//// // BAD: leads to straight lines in some palces. see solution B (below)
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//// //return (d1 < d2) && (n1.distToTarget < n2.distToTarget);
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// VERY IMPORTANT!
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// pick the node with the smallest heading change.
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// if the heading change is the same for two nodes, pick a random one!
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return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2);
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};
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//// // VERY IMPORTANT!
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//// // pick the node with the smallest heading change.
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//// // if the heading change is the same for two nodes, pick a random one!
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//// return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2);
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//// };
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// pick the neighbor best matching the new heading
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auto it = grid.neighbors(*cur.node);
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T& nn = *std::min_element(it.begin(), it.end(), compp);
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next.node = &nn;
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//// // pick the neighbor best matching the new heading
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//// auto it = grid.neighbors(*cur.node);
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//// T& nn = *std::min_element(it.begin(), it.end(), compp);
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//// next.node = &nn;
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// // pervent dramatic heading changes. instead: try again
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// if (cur.heading.getDiffHalfRAD(getHeading(*cur.node, nn)) > Angle::degToRad(60)) {
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// return State(nullptr, 0);
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// }
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// next.node = &GridWalkHelper::getBestNeighbor(grid, *cur.node, next.heading);
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//// // pervent dramatic heading changes. instead: try again
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//// if (cur.heading.getDiffHalfRAD(GridWalkHelper::getHeading(*cur.node, nn)) > Angle::degToRad(60)) {
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//// return GridWalkState<T>(nullptr, 0);
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//// }
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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120
grid/walk/GridWalkPushForward.h
Normal file
120
grid/walk/GridWalkPushForward.h
Normal file
@@ -0,0 +1,120 @@
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#ifndef GRIDWALKPUSHFORWARD_H
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#define GRIDWALKPUSHFORWARD_H
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/**
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* todo
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*/
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#include "../../geo/Heading.h"
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#include "../Grid.h"
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#include "../../math/DrawList.h"
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#include <KLib/math/distribution/Normal.h>
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#include <KLib/math/distribution/Exponential.h>
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#include "../../nav/dijkstra/Dijkstra.h"
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#include "GridWalkState.h"
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#include "GridWalkHelper.h"
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/**
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* keeps something like an "average position within the last X steps"
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* and tries to move away from this point as fast as possible
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*
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*/
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template <typename T> class GridWalkPushForward {
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friend class GridWalkHelper;
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private:
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/** per-edge: change heading with this sigma */
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static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(3);
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static constexpr float HEADING_ALLOWED_SIGMA = Angle::degToRad(20);
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/** fast random-number-generator */
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std::minstd_rand gen;
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/** 0-mean normal distribution */
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std::normal_distribution<float> headingChangeDist = std::normal_distribution<float>(0.0, HEADING_CHANGE_SIGMA);
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public:
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/** ctor */
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GridWalkPushForward() {
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;
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}
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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}
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private:
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// NOTE: allocate >>ONCE<<! otherwise random numbers will NOT work!
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DrawList<T*> drawer;
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
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drawer.reset();
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// weight all neighbors based on this heading
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for (T& neighbor : grid.neighbors(*cur.node)) {
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// get the heading between the current node and its neighbor
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const Heading potentialHeading = GridWalkHelper::getHeading(*cur.node, neighbor);
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// calculate the difference from the requested heading
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const float diffRad = potentialHeading.getDiffHalfRAD(cur.heading);
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// weight this change
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const float prob1 = K::NormalDistribution::getProbability(0, HEADING_ALLOWED_SIGMA, diffRad);
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// distance from average? and previous distance from average
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const float distToAvg = Point3(neighbor.x_cm, neighbor.y_cm, neighbor.z_cm).getDistance(cur.avg);
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const float prevDistToAvg = Point3(cur.node->x_cm, cur.node->y_cm, cur.node->z_cm).getDistance(cur.avg);
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const float increase = distToAvg - prevDistToAvg;
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// the distance from the average MUST increase
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const float prob2 = (increase > 0) ? (1) : (0.1);
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// add floorplan importance information
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const float prob3 = std::pow(neighbor.imp, 1);
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const float prob = prob1*prob2*prob3;
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// add for drawing
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drawer.add(&neighbor, prob);
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}
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// all neighbors are unlikely? -> start over
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if (drawer.getCumProbability() < 0.01) {return GridWalkState<T>();}
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GridWalkState<T> next;
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// pick the neighbor best matching this new heading
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next.node = drawer.get();
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next.heading = GridWalkHelper::getHeading(*cur.node, *next.node) + headingChangeDist(gen);
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// weighted average.. moves over time
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next.avg = (cur.avg * 0.9) + (Point3(next.node->x_cm, next.node->y_cm, next.node->z_cm) * 0.1);
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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// done?
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if (distRest_m <= 0) {return next;}
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// another round..
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return walk(grid, next, distRest_m);
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}
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};
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#endif // GRIDWALKPUSHFORWARD_H
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87
grid/walk/GridWalkRandomHeadingUpdate.h
Normal file
87
grid/walk/GridWalkRandomHeadingUpdate.h
Normal file
@@ -0,0 +1,87 @@
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#ifndef GRIDWALKRANDOMHEADINGUPDATE_H
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#define GRIDWALKRANDOMHEADINGUPDATE_H
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#include "../../geo/Heading.h"
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#include "../Grid.h"
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#include <KLib/math/distribution/Normal.h>
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#include "../../nav/dijkstra/Dijkstra.h"
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#include "GridWalkState.h"
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#include "GridWalkHelper.h"
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/**
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* for every walked edge: slightly update (scatter) the current heading
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* pick the edge (neighbor) best matching the current heading
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* if this neighbor's heading highly differs from the requested heading: start over
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*
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* PROs
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* - very simple
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*
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* CONs
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* - particles are bad at walking out of rooms for small grid sizes as there are too many options
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* to stay within the room..
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*
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*/
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template <typename T> class GridWalkRandomHeadingUpdate {
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friend class GridWalkHelper;
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private:
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/** per-edge: change heading with this sigma */
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static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(4);
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/** fast random-number-generator */
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std::minstd_rand gen;
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/** 0-mean normal distribution */
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std::normal_distribution<float> headingChangeDist = std::normal_distribution<float>(0.0, HEADING_CHANGE_SIGMA);
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public:
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/** ctor */
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GridWalkRandomHeadingUpdate() {
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;
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}
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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}
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private:
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
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GridWalkState<T> next;
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// get a new random heading
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next.heading = cur.heading + headingChangeDist(gen);
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// pick the neighbor best matching this new heading
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next.node = &GridWalkHelper::getBestNeighbor(grid, *cur.node, next.heading);
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// if the best matching neighbor is far of this requested heading
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// (e.g. no good neighbor due to walls) cancel the walk. to force a retry
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const float diff = GridWalkHelper::getHeading(*cur.node, *next.node).getDiffHalfRAD(next.heading);
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if (diff > Angle::degToRad(45)) {
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return GridWalkState<T>();
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}
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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// done?
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if (distRest_m <= 0) {return next;}
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// another round..
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return walk(grid, next, distRest_m);
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}
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};
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#endif // GRIDWALKRANDOMHEADINGUPDATE_H
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126
grid/walk/GridWalkRandomHeadingUpdateAdv.h
Normal file
126
grid/walk/GridWalkRandomHeadingUpdateAdv.h
Normal file
@@ -0,0 +1,126 @@
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#ifndef GRIDWALKRANDOMHEADINGUPDATEADV_H
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#define GRIDWALKRANDOMHEADINGUPDATEADV_H
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#include "../../geo/Heading.h"
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#include "../Grid.h"
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#include "../../math/DrawList.h"
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#include <KLib/math/distribution/Normal.h>
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#include <KLib/math/distribution/Exponential.h>
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#include "../../nav/dijkstra/Dijkstra.h"
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#include "GridWalkState.h"
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#include "GridWalkHelper.h"
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/**
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* for every walked edge: slightly update (scatter) the current heading
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* pick the edge (neighbor) best matching the current heading
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* if this neighbor's heading highly differs from the requested heading: start over
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*
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* PROs
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* - simple
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* - fixes the issues of GridWalkRandomHeadingUpdate by incorporating floor information
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* - adds additional randomness which should be more stable
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*
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*/
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template <typename T> class GridWalkRandomHeadingUpdateAdv {
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friend class GridWalkHelper;
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private:
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/** per-edge: change heading with this sigma */
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static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(5);
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/** fast random-number-generator */
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std::minstd_rand gen;
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/** 0-mean normal distribution */
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std::normal_distribution<float> headingChangeDist = std::normal_distribution<float>(0.0, HEADING_CHANGE_SIGMA);
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public:
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/** ctor */
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GridWalkRandomHeadingUpdateAdv() {
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;
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}
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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}
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private:
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// https://de.wikipedia.org/wiki/Logistische_Verteilung
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/** alpha = move the center, beta = slope */
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const float logisticDist(const float x, const float alpha, const float beta) {
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return 1 / (1 + std::exp( -((x-alpha)/beta) ) );
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}
|
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|
||||
|
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// NOTE: allocate >>ONCE<<! otherwise random numbers will NOT work!
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||||
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 @@
|
||||
#define GRIDWALKSTATE_H
|
||||
|
||||
#include "../../geo/Heading.h"
|
||||
#include "../../geo/Point3.h"
|
||||
|
||||
template <typename T> struct GridWalkState {
|
||||
|
||||
@@ -14,6 +15,8 @@ template <typename T> struct GridWalkState {
|
||||
/** empty ctor */
|
||||
GridWalkState() : node(nullptr), heading(0) {;}
|
||||
|
||||
Point3 avg = Point3(0,0,0);
|
||||
|
||||
/** ctor with user-node and heading */
|
||||
GridWalkState(const T* node, const Heading heading) : node(node), heading(heading) {;}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user