/* * © Copyright 2014 – Urheberrechtshinweis * Alle Rechte vorbehalten / All Rights Reserved * * Programmcode ist urheberrechtlich geschuetzt. * Das Urheberrecht liegt, soweit nicht ausdruecklich anders gekennzeichnet, bei Frank Ebner. * Keine Verwendung ohne explizite Genehmigung. * (vgl. § 106 ff UrhG / § 97 UrhG) */ #ifndef GRIDWALKRANDOMHEADINGUPDATEADV_H #define GRIDWALKRANDOMHEADINGUPDATEADV_H #include "../../geo/Heading.h" #include "../Grid.h" #include "../../math/DrawList.h" #include "../../math/Distributions.h" #include "../../nav/dijkstra/Dijkstra.h" #include "../../math/Random.h" #include "GridWalk.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 class GridWalkRandomHeadingUpdateAdv : public GridWalk { friend class GridWalkHelper; private: /** per-edge: change heading with this sigma */ static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(10); /** fast random-number-generator */ Random::RandomGenerator gen; /** 0-mean normal distribution */ std::normal_distribution headingChangeDist = std::normal_distribution(0.0, HEADING_CHANGE_SIGMA); public: /** ctor */ GridWalkRandomHeadingUpdateAdv() { ; } GridWalkState getDestination(Grid& grid, const GridWalkState& start, const float distance_m) override { return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m); } private: // NOTE: allocate >>ONCE< drawer; GridWalkState walk(Grid& grid, const GridWalkState& cur, float distRest_m, float headChange = -1) { drawer.reset(); // create a copy (to keep heading and walked distance) GridWalkState next = cur; // change the heading at the beginning of each walk if (headChange == -1) {headChange = headingChangeDist(gen);} // get a new random heading next.heading = cur.heading + headChange; // 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 = Distribution::Normal::getProbability(0, Angle::degToRad(40), diffRad); // add the node's importance factor into the calculation //const float prob2 = Distribution::Logistic::getCDF(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();} // 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(); // } // get the distance up to this neighbor const float walked_m = next.node->getDistanceInMeter(*cur.node); distRest_m -= walked_m; // update the heading-change and walked-distance next.headingChange_rad += next.heading.getRAD() - cur.heading.getRAD(); next.distanceWalked_m += walked_m; // done? if (distRest_m <= 0) {return next;} // another round.. return walk(grid, next, distRest_m, headChange); } }; #endif // GRIDWALKRANDOMHEADINGUPDATEADV_H