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Indoor/grid/walk/v2/modules/WalkModuleFavorZ.h
2018-10-25 11:50:12 +02:00

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/*
* © 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 WALKMODULEFAVORZ_H
#define WALKMODULEFAVORZ_H
#include "WalkModule.h"
#include "WalkStateHeading.h"
#include "../../../../geo/Heading.h"
#include "../../../../math/distribution/Normal.h"
#include "../../../../Assertions.h"
/** state-parameter needed for WalkModuleFavorZ */
struct WalkStateFavorZ {
/** nested struct to prevent name clashes */
struct {
/**
* 0 = up / down / stay is legal
* > 0 force states to walk upwards
* < 0 force states to walk downwards
*
* shifted towards 0 after every taken edge
* so: we force states to walk into the same z-direction for some time
*/
int zTendence = 0;
} favorZ;
};
/** favor z-transitions */
template <typename Node, typename WalkState> class WalkModuleFavorZ : public WalkModule<Node, WalkState> {
private:
// force states to walk into the same z-direction for 30 edges
const int keepForXEdges = 8;
public:
/** ctor */
WalkModuleFavorZ() {
// ensure the template WalkState inherits from 'WalkStateFavorZ'
StaticAssert::AinheritsB<WalkState, WalkStateFavorZ>();
}
virtual void updateBefore(WalkState& state, const Node& startNode) override {
(void) state;
(void) startNode;
}
virtual void updateAfter(WalkState& state, const Node& startNode, const Node& endNode) override {
(void) state;
(void) startNode;
(void) endNode;
}
virtual void step(WalkState& state, const Node& curNode, const Node& nextNode) override {
// currently no walk-tendence configured
if (state.favorZ.zTendence == 0) {
// does the taken edge indicate a z-change?
const int diff = nextNode.z_cm - curNode.z_cm;
// if so, keep this z-direction for the next few edges to come!
if (diff != 0) {
state.favorZ.zTendence = (diff > 0) ? (+keepForXEdges) : (-keepForXEdges);
}
// currently there IS a walk-tendence configured
} else {
// update the tendence (shift towards 0)
if (state.favorZ.zTendence < 0) {++state.favorZ.zTendence;}
else if (state.favorZ.zTendence > 0) {--state.favorZ.zTendence;}
}
}
double getProbability(const WalkState& state, const Node& startNode, const Node& curNode, const Node& potentialNode) const override {
(void) state;
(void) startNode;
const int tendence = state.favorZ.zTendence;
const int diff = potentialNode.z_cm - curNode.z_cm;
// tendence available + tendence match? -> high score!
if (tendence > 0 && diff >= 0) {return 0.90;}
if (tendence < 0 && diff <= 0) {return 0.90;}
// tendence available + tendence mismatch? -> very low score!
if (tendence > 0 && diff < 0) {return 0.10;}
if (tendence < 0 && diff > 0) {return 0.10;}
// no tendence available -> just favor z-transitions over non-z-transitions
return (diff != 0) ? (0.75) : (0.25);
}
};
#endif // WALKMODULEFAVORZ_H