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:
2016-01-26 18:13:30 +01:00
parent b503fb9bdc
commit e6329e1db4
26 changed files with 824 additions and 179 deletions

7
Defines.h Normal file
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@@ -0,0 +1,7 @@
#ifndef DEFINES_H
#define DEFINES_H
#define likely(x) __builtin_expect((x),1)
#define unlikely(x) __builtin_expect((x),0)
#endif // DEFINES_H

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@@ -184,11 +184,12 @@ private:
Stair s;
Line2 dir = scaler.scale(line);
s.dir = (dir.p2 - dir.p1);
const float d = 9;
s.from.add(start.p1 + Point2(-d,-d));
s.from.add(start.p1 + Point2(+d,+d));
s.from.add(start.p2 + Point2(-d,-d));
s.from.add(start.p2 + Point2(+d,+d));
// const float d = 50;
s.start = start;
// s.from.add(start.p1 + Point2(-d,-d));
// s.from.add(start.p1 + Point2(+d,+d));
// s.from.add(start.p2 + Point2(-d,-d));
// s.from.add(start.p2 + Point2(+d,+d));
stairs.push_back(s);
}
}

17
floorplan/PlatformStair.h Normal file
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@@ -0,0 +1,17 @@
#ifndef PLATFORMSTAIR_H
#define PLATFORMSTAIR_H
#include "Stair.h";
class PlatformStair {
Stair s1;
BBox2 platform;
Stair s2;
};
#endif // PLATFORMSTAIR_H

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@@ -4,10 +4,11 @@
#include "../geo/BBox2.h"
#include "../geo/Point2.h"
/** a simple stair with a slope from A to B */
struct Stair {
/** bbox with all starting points */
BBox2 from;
/** starting line of the stair */
Line2 start;
/** the direction to move all the starting points to */
Point2 dir;

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@@ -27,13 +27,10 @@ public:
* - as a change-in-direction between [0:PI]
*/
static float getDiffRAD_2PI_PI(const float r1, const float r2) {
_assertBetween(r1, 0, 2*M_PI, "r1 out of bounds");
_assertBetween(r2, 0, 2*M_PI, "r2 out of bounds");
_assertBetween(r1, 0, (float)(2*M_PI), "r1 out of bounds");
_assertBetween(r2, 0, (float)(2*M_PI), "r2 out of bounds");
float tmp = std::abs(r1-r2);
return (tmp <= M_PI) ? (tmp) : (2*M_PI-tmp);
//float tmp2 = fmod(tmp, M_PI);
//return fmod(std::abs(r2 - r1), M_PI);
}
/** convert degrees to radians */

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@@ -2,6 +2,7 @@
#define HEADING_H
#include <cmath>
#include <random>
#include "Angle.h"
@@ -35,11 +36,16 @@ public:
Heading& operator += (const float _rad) {
_assertBetween(_rad, -_2PI*0.99, +_2PI*0.99, "radians out of bounds");
rad += _rad;
if (rad > _2PI) {rad -= _2PI;}
if (rad < 0) {rad += _2PI;}
if (rad >= _2PI) {rad -= _2PI;}
else if (rad < 0) {rad += _2PI;}
return *this;
}
/** update the angle but ensure we stay within [0:2PI] */
Heading operator + (const float _rad) const {
return (Heading(*this) += _rad);
}
/** get an inverted version of this heading (upwards -> downwards, left -> right, ...) */
Heading getInverted() const {
Heading out(rad);
@@ -49,6 +55,13 @@ public:
float getRAD() const {return rad;}
/** get a random heading */
static Heading rnd() {
static std::minstd_rand gen; gen.seed(1234);
static std::uniform_real_distribution<float> dist(0, _2PI);
return Heading(dist(gen));
}
#undef _2PI
};

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@@ -26,23 +26,23 @@ public:
bool getSegmentIntersection(const Line2& other) const {
const double bx = p2.x - p1.x;
const double by = p2.y - p1.y;
const float bx = p2.x - p1.x;
const float by = p2.y - p1.y;
const double dx = other.p2.x - other.p1.x;
const double dy = other.p2.y - other.p1.y;
const float dx = other.p2.x - other.p1.x;
const float dy = other.p2.y - other.p1.y;
const double b_dot_d_perp = bx*dy - by*dx;
const float b_dot_d_perp = bx*dy - by*dx;
if (b_dot_d_perp == 0) {return false;}
const double cx = other.p1.x - p1.x;
const double cy = other.p1.y - p1.y;
const float cx = other.p1.x - p1.x;
const float cy = other.p1.y - p1.y;
const double t = (cx * dy - cy * dx) / b_dot_d_perp;
const float t = (cx * dy - cy * dx) / b_dot_d_perp;
if(t < 0 || t > 1) {return false;}
const double u = (cx * by - cy * bx) / b_dot_d_perp;
const float u = (cx * by - cy * bx) / b_dot_d_perp;
if(u < 0 || u > 1) {return false;}
return true;

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@@ -2,6 +2,7 @@
#define POINT3_H
#include <KLib/Assertions.h>
#include <cmath>
/**
* 3D Point
@@ -28,6 +29,12 @@ struct Point3 {
Point3& operator /= (const float v) {x/=v; y/=v; z/=v; return *this;}
Point3& operator += (const Point3& o) {x+=o.x; y+=o.y; z+=o.z; return *this;}
Point3& operator -= (const Point3& o) {x-=o.x; y-=o.y; z-=o.z; return *this;}
bool operator == (const Point3& o) const {return x==o.x && y==o.y && z==o.z;}
/** read-only array access */
float operator [] (const int idx) const {
_assertBetween(idx, 0, 2, "index out of bounds");
@@ -36,6 +43,14 @@ struct Point3 {
return z;
}
/** get the distance between this point and the other one */
float getDistance(const Point3& o) const {
const float dx = x - o.x;
const float dy = y - o.y;
const float dz = z - o.z;
return std::sqrt(dx*dx + dy*dy + dz*dz);
}
float length() const {return std::sqrt(x*x + y*y + z*z);}
float length(const float norm) const {

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@@ -250,61 +250,123 @@ public:
}
/**
* remove all nodes, marked for deletion.
* BEWARE: this will invalidate all indices used externally!
*/
void cleanup() {
Log::add(name, "running grid cleanup");
Log::add(name, "running grid cleanup", false);
Log::tick();
// check every single node
// generate a look-up-table for oldIndex (before deletion) -> newIndex (after deletion)
std::vector<int> oldToNew; oldToNew.resize(nodes.size());
int newIdx = 0;
for (size_t oldIdx = 0; oldIdx < nodes.size(); ++oldIdx) {
if (nodes[oldIdx].getIdx() != -1) {
oldToNew[oldIdx] = newIdx;
++newIdx;
}
}
// adjust all indices from the old to the new mapping
for (size_t i = 0; i < nodes.size(); ++i) {
// is this node marked as "deleted"? (idx == -1)
if (nodes[i]._idx == -1) {
// skip the nodes actually marked for deletion
if (nodes[i]._idx == -1) {continue;}
// remove this node
deleteNode(i);
--i;
// adjust the node's index
nodes[i]._idx = oldToNew[nodes[i]._idx];
}
// adjust its neighbor's indices
for (int j = 0; j < nodes[i]._numNeighbors; ++j) {
nodes[i]._neighbors[j] = oldToNew[nodes[i]._neighbors[j]];
}
// rebuild hashes
Log::add(name, "rebuilding UID hashes");
}
// MUCH(!!!) faster than deleting nodes from the existing node-vector
// is to build a new one and swap those two
std::vector<T> newNodes;
for (size_t i = 0; i < nodes.size(); ++i) {
if (nodes[i]._idx != -1) {newNodes.push_back(nodes[i]);}
}
std::swap(nodes, newNodes);
Log::tock();
rebuildHashes();
}
/** rebuild the UID-hash-list */
void rebuildHashes() {
Log::add(name, "rebuilding UID hashes", false);
Log::tick();
hashes.clear();
for (size_t idx = 0; idx < nodes.size(); ++idx) {
hashes[getUID(nodes[idx])] = idx;
}
Log::tock();
}
// /**
// * remove all nodes, marked for deletion.
// * BEWARE: this will invalidate all indices used externally!
// */
// void cleanupOld() {
// Log::add(name, "running grid cleanup");
// // check every single node
// for (size_t i = 0; i < nodes.size(); ++i) {
// // is this node marked as "deleted"? (idx == -1)
// if (nodes[i]._idx == -1) {
// // remove this node
// deleteNode(i);
// --i;
// }
// }
// // rebuild hashes
// Log::add(name, "rebuilding UID hashes", false);
// Log::tick();
// hashes.clear();
// for (size_t idx = 0; idx < nodes.size(); ++idx) {
// hashes[getUID(nodes[idx])] = idx;
// }
// Log::tock();
// }
private:
/** hard-delete the given node */
void deleteNode(const int idx) {
// /** hard-delete the given node */
// void deleteNode(const int idx) {
_assertBetween(idx, 0, nodes.size()-1, "index out of bounds");
// _assertBetween(idx, 0, nodes.size()-1, "index out of bounds");
// COMPLEX AND SLOW AS HELL.. BUT UGLY TO REWIRTE TO BE CORRECT
// // COMPLEX AND SLOW AS HELL.. BUT UGLY TO REWIRTE TO BE CORRECT
// remove him from the node list (reclaim its memory and its index)
nodes.erase(nodes.begin()+idx);
// // remove him from the node list (reclaim its memory and its index)
// nodes.erase(nodes.begin()+idx);
// decrement the index for all of the following nodes and adjust neighbor references
for (size_t i = 0; i < nodes.size(); ++i) {
// // decrement the index for all of the following nodes and adjust neighbor references
// for (size_t i = 0; i < nodes.size(); ++i) {
// decrement the higher indices (reclaim the free one)
if (nodes[i]._idx >= idx) { --nodes[i]._idx;}
// // decrement the higher indices (reclaim the free one)
// if (nodes[i]._idx >= idx) { --nodes[i]._idx;}
// adjust the neighbor references (decrement by one)
for (int n = 0; n < nodes[i]._numNeighbors; ++n) {
if (nodes[i]._neighbors[n] >= idx) {--nodes[i]._neighbors[n];}
}
// // adjust the neighbor references (decrement by one)
// for (int n = 0; n < nodes[i]._numNeighbors; ++n) {
// if (nodes[i]._neighbors[n] >= idx) {--nodes[i]._neighbors[n];}
// }
}
}
// }
// }
public:

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@@ -42,7 +42,7 @@ public:
for (int y_cm = 0; y_cm < floor.getDepth_cm(); y_cm += gridSize_cm) {
// check intersection with the floorplan
GridNodeBBox bbox(GridPoint(x_cm, y_cm, z_cm), gridSize_cm);
const GridNodeBBox bbox(GridPoint(x_cm, y_cm, z_cm), gridSize_cm);
if (intersects(bbox, floor)) {continue;}
// add to the grid
@@ -101,20 +101,19 @@ public:
void addStairs(const Stairs& stairs, const float z1_cm, const float z2_cm) {
Log::add(name, "adding stairs between " + std::to_string(z1_cm) + " and " + std::to_string(z2_cm));
Log::add(name, "adding stairs between " + std::to_string(z1_cm) + " and " + std::to_string(z2_cm), false);
Log::tick();
for (const Stair& s : stairs) {
for (int i = 0; i < grid.getNumNodes(); ++i) {
// potential starting-point for the stair
T& n = (T&) grid[i];
for (T& n : grid) {
// real starting point for the stair?
if (s.from.contains( Point2(n.x_cm, n.y_cm) )) {
// node lies on the stair's starting edge?
if (n.z_cm == z1_cm && grid.getBBox(n).intersects(s.start)) {
// construct end-point by using the stair's direction
const Point3 end = Point3(n.x_cm, n.y_cm, n.z_cm) + Point3(s.dir.x, s.dir.y, (z2_cm-z1_cm));
const Point3 end = Point3(n.x_cm, n.y_cm, z2_cm) + Point3(s.dir.x, s.dir.y, 0);
GridPoint gp(end.x, end.y, end.z);
// does such and end-point exist within the grap? -> construct stair
@@ -130,6 +129,8 @@ public:
}
Log::tock();
}
/** build a stair (z-transition) from n1 to n2 */
@@ -147,14 +148,15 @@ public:
const int gridSize_cm = grid.getGridSize_cm();
// move upards in gridSize steps
for (int z = gridSize_cm; z < zDiff; z+= gridSize_cm) {
for (int _z = gridSize_cm; _z < zDiff; _z+= gridSize_cm) {
// calculate the percentage of reached upwards-distance
const float percent = z/zDiff;
const float percent = _z/zDiff;
// adjust (x,y) accordingly (interpolate)
int x = n1.x_cm + xDiff * percent;
int y = n1.y_cm + yDiff * percent;
int z = n1.z_cm + _z;
// snap (x,y) to the grid???
x = std::round(x / gridSize_cm) * gridSize_cm;
@@ -218,7 +220,7 @@ public:
const int idxStart = rand() % grid.getNumNodes();
set.clear();
Log::add(name, "getting connected region starting at " + (std::string) grid[idxStart]);
getConnected(idxStart, set);
getConnected(grid[idxStart], set);
Log::add(name, "region size is " + std::to_string(set.size()) + " nodes");
} while (set.size() < 0.5 * grid.getNumNodes());
@@ -234,30 +236,94 @@ public:
}
/** remove all nodes not connected to n1 */
void removeIsolated(T& n1) {
// get the connected region around n1
Log::add(name, "getting set of all nodes connected to " + (std::string) n1, false);
Log::tick();
std::unordered_set<int> set;
getConnected(n1, set);
Log::tock();
// remove all other
Log::add(name, "removing all nodes NOT connected to " + (std::string) n1, false);
Log::tick();
for (T& n2 : grid) {
if (set.find(n2.getIdx()) == set.end()) {grid.remove(n2);}
}
Log::tock();
// clean the grid (physically delete the removed nodes)
grid.cleanup();
}
private:
/** recursively get all connected nodes and add them to the set */
void getConnected(const int idx, std::unordered_set<int>& set) {
void getConnected(T& n1, std::unordered_set<int>& visited) {
// get the node behind idx
const T& n1 = (T&) grid[idx];
std::unordered_set<int> toVisit;
toVisit.insert(n1.getIdx());
// add him to the current region
set.insert(n1.getIdx());
// run while there are new nodes to visit
while(!toVisit.empty()) {
// get the next node
int nextIdx = *toVisit.begin();
toVisit.erase(nextIdx);
visited.insert(nextIdx);
T& next = grid[nextIdx];
// get all his (unprocessed) neighbors and add them to the region
for (const T& n2 : grid.neighbors(n1)) {
if (set.find(n2.getIdx()) == set.end()) {
getConnected(n2.getIdx(), set);
for (const T& n2 : grid.neighbors(next)) {
if (visited.find(n2.getIdx()) == visited.end()) {
toVisit.insert(n2.getIdx());
}
}
}
}
// /** recursively get all connected nodes and add them to the set */
// void getConnected(const int idx, std::unordered_set<int>& set) {
// // get the node behind idx
// const T& n1 = (T&) grid[idx];
// // add him to the current region
// set.insert(n1.getIdx());
// // get all his (unprocessed) neighbors and add them to the region
// for (const T& n2 : grid.neighbors(n1)) {
// if (set.find(n2.getIdx()) == set.end()) {
// getConnected(n2.getIdx(), set);
// }
// }
// }
// /** recursively get all connected nodes and add them to the set */
// void getConnected(const T& n1, std::unordered_set<int>& set) {
// // add him to the current region
// set.insert(n1.getIdx());
// // get all his (unprocessed) neighbors and add them to the region
// for (const T& n2 : grid.neighbors(n1)) {
// if (set.find(n2.getIdx()) == set.end()) {
// getConnected(n2, set);
// }
// }
// }
private:
/** does the bbox intersect with any of the floor's walls? */
bool intersects(const GridNodeBBox& bbox, const Floor& floor) {
static inline bool intersects(const GridNodeBBox& bbox, const Floor& floor) {
for (const Line2& l : floor.getObstacles()) {
if (bbox.intersects(l)) {return true;}
}

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@@ -52,6 +52,9 @@ public:
// process each node
for (T& n1 : g) {
// skip nodes on other than the requested floor-level
if (n1.z_cm != z_cm) {continue;}
// get the 10 nearest neighbors and their distance
size_t indices[numNeighbors];
float squaredDist[numNeighbors];
@@ -64,7 +67,9 @@ public:
neighbors.push_back(&inv[indices[i]]);
}
addImportance(n1, Units::cmToM(std::sqrt(squaredDist[0])) );
n1.imp = 1.0f;
n1.imp += getWallImportance(n1, Units::cmToM(std::sqrt(squaredDist[0])) );
//addDoor(n1, neighbors);
// is the current node a door?
@@ -81,20 +86,16 @@ public:
// process each node again
for (T& n1 : g) {
static K::NormalDistribution favorDoors(0.0, 0.6);
static K::NormalDistribution favorDoors(0.0, 1.0);
// get the distance to the nearest door
const float dist_m = Units::cmToM(knnDoors.getNearestDistance( {n1.x_cm, n1.y_cm, n1.z_cm} ));
// importance for this node (based on the distance from the next door)
const float imp = 1.0 + favorDoors.getProbability(dist_m) * 0.35;
// adjust
n1.imp *= imp;
n1.imp += favorDoors.getProbability(dist_m) * 0.30;
}
}
/** is the given node connected to a staircase? */
@@ -190,10 +191,10 @@ public:
}
/** get the importance of the given node depending on its nearest wall */
template <typename T> void addImportance(T& nSrc, float dist_m) {
template <typename T> float getWallImportance(T& nSrc, float dist_m) {
// avoid sticking too close to walls (unlikely)
static K::NormalDistribution avoidWalls(0.0, 0.3);
static K::NormalDistribution avoidWalls(0.0, 0.4);
// favour walking near walls (likely)
static K::NormalDistribution sticToWalls(0.9, 0.5);
@@ -203,10 +204,9 @@ public:
if (dist_m > 2.0) {dist_m = 2.0;}
// overall importance
nSrc.imp *= 1.0
- avoidWalls.getProbability(dist_m) * 0.35 // avoid walls
return - avoidWalls.getProbability(dist_m) * 0.30 // avoid walls
+ sticToWalls.getProbability(dist_m) * 0.15 // walk near walls
+ farAway.getProbability(dist_m) * 0.20 // walk in the middle
+ farAway.getProbability(dist_m) * 0.15 // walk in the middle
;

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@@ -12,6 +12,67 @@ public:
return Heading(from.x_cm, from.y_cm, to.x_cm, to.y_cm);
}
/** get the neighbor of "from" best matching the given heading "h" */
template <typename T> static T& getBestNeighbor(Grid<T>& grid, const T& from, const Heading h) {
auto comp = [&] (const T& n1, const T& n2) {
const Heading h1 = getHeading(from, n1);
const Heading h2 = getHeading(from, n2);
const float d1 = h.getDiffHalfRAD(h1);
const float d2 = h.getDiffHalfRAD(h2);
//return (h.getDiffHalfRAD(h1) < h.getDiffHalfRAD(h2));
return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2); // same heading? > random decision
};
auto neighbors = grid.neighbors(from);
return *std::min_element(neighbors.begin(), neighbors.end(), comp);
}
/**
* try to walk the given distance from the provided node.
* if this fails (algorithm cancel walk e.g. due to detected wall collissions)
* - try again from the start
* if this also fails several times
* - try to walk in the opposite direction instead (bounce-back)
* if this also fails
* - add some randomness and try again
*/
template <typename T, typename Walker> static GridWalkState<T> retryOrInvert(Walker& w, const int numRetries, Grid<T>& grid, GridWalkState<T> start, float distance_m) {
_assertTrue(distance_m >= 0, "distance must not be negative!");
GridWalkState<T> res;
//again:
int retries = numRetries;
// 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 = w.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 = 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

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@@ -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);

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@@ -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

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@@ -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

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@@ -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

View File

@@ -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) {;}

View File

@@ -16,7 +16,7 @@ int main(int argc, char** argv) {
#ifdef WITH_TESTS
::testing::InitGoogleTest(&argc, argv);
//::testing::GTEST_FLAG(filter) = "*Importance*";
::testing::GTEST_FLAG(filter) = "*Length*";
//::testing::GTEST_FLAG(filter) = "*Walk*";
return RUN_ALL_TESTS();
#endif

View File

@@ -4,6 +4,8 @@
#include <vector>
#include <random>
#include <KLib/Assertions.h>
/**
* add elements of a certain probability
* and randomly draw from them
@@ -68,6 +70,11 @@ public:
// binary search for the matching entry O(log(n))
const auto tmp = std::lower_bound(elements.begin(), elements.end(), rndVal);
// sanity check
_assertFalse(tmp == elements.end(), "draw() did not find a valid element");
// done
return (*tmp).element;
}

View File

@@ -18,13 +18,13 @@ public:
static void add(const char* comp, const std::string what, const bool nl = true) {
addComp(comp);
std::cout << what;
if (nl) {std::cout << std::endl;}
if (nl) {std::cout << std::endl;} else {std::cout << std::flush;}
}
static void add(const std::string& component, const std::string what, const bool nl = true) {
addComp(component.c_str());
std::cout << what;
if (nl) {std::cout << std::endl;}
if (nl) {std::cout << std::endl;} else {std::cout << std::flush;}
}

View File

@@ -37,9 +37,10 @@ public:
/** ctor */
KNN(DataStructure& data) : tree(dim, data, nanoflann::KDTreeSingleIndexAdaptorParams(maxLeafs)), data(data) {
Log::add(name, "building kd-tree for " + std::to_string(data.kdtree_get_point_count()) + " elements");
Log::add(name, "building kd-tree for " + std::to_string(data.kdtree_get_point_count()) + " elements", false);
Log::tick();
tree.buildIndex();
Log::add(name, "done");
Log::tock();
}

View File

@@ -6,10 +6,12 @@
#include <algorithm>
#include <unordered_set>
#include <list>
#include <set>
#include "DijkstraStructs.h"
#include "../../misc/Debug.h"
#include "../../misc/Time.h"
#include "../../Defines.h"
#include <KLib/Assertions.h>
@@ -18,12 +20,6 @@ template <typename T> class Dijkstra {
/** all allocated nodes for the user-data inputs */
std::unordered_map<const T*, DijkstraNode<T>*> nodes;
/** all already processed edges */
std::unordered_set<DijkstraEdge<T>> usedEdges;
/** to-be-processed nodes (NOTE: using std::list here was SLOWER!) */
std::vector<DijkstraNode<T>*> toBeProcessedNodes;
public:
/** get the dijkstra-pendant for the given user-node */
@@ -37,16 +33,18 @@ public:
// NOTE: end is currently ignored!
// runs until all nodes were evaluated
// compare two nodes by their distance from the start
static auto comp = [] (const DijkstraNode<T>* n1, const DijkstraNode<T>* n2) {return n1->cumWeight < n2->cumWeight;};
Log::add("Dijkstra", "calculating dijkstra from " + (std::string)start + " to ALL OTHER nodes", false);
Log::tick();
Log::add("Dijkstra", "calculating dijkstra from " + (std::string)start + " to ALL OTHER nodes");
// cleanup
toBeProcessedNodes.clear();
usedEdges.clear();
// cleanup previous runs
nodes.clear();
// sorted list of all to-be-processed nodes
ToProcess toBeProcessedNodes;
// all already processed edges
std::unordered_set<decltype(getEdge(nullptr,nullptr))> usedEdges;
// run from start
const T* cur = &start;
@@ -55,36 +53,29 @@ public:
dnStart->cumWeight = 0;
// add this node to the processing list
toBeProcessedNodes.push_back(dnStart);
toBeProcessedNodes.add(dnStart);
// until we are done
while(!toBeProcessedNodes.empty()) {
while(unlikely(!toBeProcessedNodes.empty())) {
// get the next to-be-processed node
const auto min = std::min_element(toBeProcessedNodes.begin(), toBeProcessedNodes.end(), comp);
DijkstraNode<T>* dnSrc = *min;
DijkstraNode<T>* dnSrc = toBeProcessedNodes.pop();
// stop when end was reached??
//if (dnSrc->element == &end) {break;}
// and remove him from the list
toBeProcessedNodes.erase(min);
// process each neighbor of the current element
for (int i = 0; i < acc.getNumNeighbors(*dnSrc->element); ++i) {
// get the neighbor itself
const T* dst = acc.getNeighbor(*dnSrc->element, i);
// get the distance-weight to the neighbor
const float weight = acc.getWeightBetween(*dnSrc->element, *dst);
_assertTrue(weight >= 0, "edge-weight must not be negative!");
// get-or-create a node for the neighbor
DijkstraNode<T>* dnDst = getNode(dst);
// get-or-create the edge describing the connection
const DijkstraEdge<T> edge = getEdge(dnSrc, dnDst);
//const DijkstraEdge<T> edge = getEdge(dnSrc, dnDst);
const auto edge = getEdge(dnSrc, dnDst);
// was this edge already processed? -> skip it
if (usedEdges.find(edge) != usedEdges.end()) {continue;}
@@ -92,10 +83,13 @@ public:
// otherwise: remember it
usedEdges.insert(edge);
// and add the node for later processing
toBeProcessedNodes.push_back(dnDst);
//toBeProcessedNodes.push_back(dnDst);
toBeProcessedNodes.add(dnDst);
// get the distance-weight to the neighbor
const float weight = acc.getWeightBetween(*dnSrc->element, *dst);
_assertTrue(weight >= 0, "edge-weight must not be negative!");
// update the weight to the destination?
const float potentialWeight = dnSrc->cumWeight + weight;
@@ -108,23 +102,56 @@ public:
}
// reclaim temporal memory
toBeProcessedNodes.clear();
usedEdges.clear();
Log::tock();
Log::add("Dijkstra", "processed " + std::to_string(nodes.size()) + " nodes");
}
private:
/** helper class to sort to-be-processed nodes by their distance from the start */
class ToProcess {
/** sort comparator */
struct setComp {
bool operator() (const DijkstraNode<T>* dn1, const DijkstraNode<T>* dn2) {
return dn1->cumWeight < dn2->cumWeight;
}
};
/** sorted list of to-be-processed nodes */
std::set<DijkstraNode<T>*, setComp> toBeProcessedNodes;
public:
/** add a new to-be-processed node */
void add(DijkstraNode<T>* node) {toBeProcessedNodes.insert(node);}
/** get the next to-be-processed node (smallest distance) */
DijkstraNode<T>* pop() {
DijkstraNode<T>* next = *toBeProcessedNodes.begin();
toBeProcessedNodes.erase(toBeProcessedNodes.begin());
return next;
}
/** set empty? */
bool empty() const {return toBeProcessedNodes.empty();}
};
/** get (or create) a new node for the given user-node */
inline DijkstraNode<T>* getNode(const T* userNode) {
if (nodes.find(userNode) == nodes.end()) {
auto it = nodes.find(userNode);
if (unlikely(it == nodes.end())) {
DijkstraNode<T>* dn = new DijkstraNode<T>(userNode);
nodes[userNode] = dn;
return dn;
} else {
return it->second;
}
return nodes[userNode];
}
/** get the edge (bi-directional) between the two given nodes */

View File

@@ -52,13 +52,23 @@ template <typename T> struct DijkstraEdge {
((src == other.dst) && (dst == other.src));
}
// std::set was slower than std::unordered_set
// bool operator < (const DijkstraEdge& other) const {
// return ((size_t)src * (size_t)dst) < ((size_t)other.src * (size_t)other.dst);
// }
};
/** allows adding DijkstraEdge<T> to hash-maps */
namespace std {
template <typename T> struct hash<DijkstraEdge<T>>{
size_t operator()(const DijkstraEdge<T>& e) const {
return hash<size_t>()( (size_t)e.src^(size_t)e.dst);
// dunno why but this one provided the fastet results even though
// this should lead to the most hash-collissions?!
return hash<size_t>()( std::min((size_t)e.src, (size_t)e.dst) );
//return hash<size_t>()( (size_t)e.src * (size_t)e.dst );
}
};
}

24
tests/geo/TestPoint.cpp Normal file
View File

@@ -0,0 +1,24 @@
#ifdef WITH_TESTS
#include "../Tests.h"
#include "../../geo/Point3.h"
TEST(Point3, math) {
Point3 p1(1,2,3);
p1 += Point3(2,3,4);
ASSERT_EQ(p1, Point3(3,5,7));
Point3 p2 = Point3(-2,-1,-4) + p1;
ASSERT_EQ(p2, Point3(1, 4, 3));
p2 -= Point3(1, 2, 3);
ASSERT_EQ(p2, Point3(0,2,0));
Point3 p3 = Point3(1,2,3)*2;
ASSERT_EQ(p3, Point3(2,4,6));
}
#endif

View File

@@ -140,7 +140,7 @@ public:
Plot& fire() {
gp.draw(splot);
gp.flush();
sleep(1000);
//sleep(1000);
return *this;
}

View File

@@ -12,7 +12,7 @@
#include "../../grid/walk/GridWalkWeighted.h"
#include "../../grid/walk/GridWalkLightAtTheEndOfTheTunnel.h"
TEST(Walk, plot) {
TEST(Walk, DISABLED_plot) {
Grid<GP> g(20);
GridFactory<GP> gf(g);