191 lines
5.7 KiB
C++
191 lines
5.7 KiB
C++
/*
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* © Copyright 2014 – Urheberrechtshinweis
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* Alle Rechte vorbehalten / All Rights Reserved
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*
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* Programmcode ist urheberrechtlich geschuetzt.
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* Das Urheberrecht liegt, soweit nicht ausdruecklich anders gekennzeichnet, bei Frank Ebner.
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* Keine Verwendung ohne explizite Genehmigung.
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* (vgl. § 106 ff UrhG / § 97 UrhG)
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*/
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#ifndef GRIDWALKLIGHTATTHEENDOFTHETUNNEL_H
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#define GRIDWALKLIGHTATTHEENDOFTHETUNNEL_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 "../../math/distribution/Normal.h"
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#include "../../math/DrawList.h"
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#include "../../nav/dijkstra/Dijkstra.h"
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#include "GridWalk.h"
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#include "GridWalkState.h"
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#include "GridWalkHelper.h"
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/**
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* perform walks on the grid based on some sort of weighting
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* and drawing from the weighted elements
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*/
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template <typename T> class GridWalkLightAtTheEndOfTheTunnel : public GridWalk<T> {
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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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/** per-edge: allowed heading difference */
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static constexpr float HEADING_DIFF_SIGMA = Angle::degToRad(30);
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/** allows drawing elements according to their probability */
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DrawList<T&> drawer;
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/** fast random-number-generator */
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Random::RandomGenerator 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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Dijkstra<T> dijkstra;
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public:
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/** ctor with the target you want to reach */
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template <typename Access> GridWalkLightAtTheEndOfTheTunnel(Grid<T>& grid, const Access& acc, const T& target) {
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gen.seed(1234);
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// build all shortest path to reach th target
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dijkstra.build(&target, acc);
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// attach a corresponding weight-information to each user-grid-node
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for (T& node : grid) {
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const DijkstraNode<T>* dn = dijkstra.getNode(node);
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// should never be null as all nodes were evaluated
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if (dn != nullptr) {
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node.distToTarget = dn->cumWeight/2000;
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}
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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, const float headChange_rad, Activity act) override {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m, headChange_rad);
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}
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private:
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GridWalkState<T> walk(Grid<T>& grid, GridWalkState<T>& cur, float distRest_m, const float headChange_rad) {
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drawer.reset();
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// calculate the weight for all possible destinations from "cur"
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for (T& neighbor : grid.neighbors(*cur.node)) {
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// heading when walking from cur to neighbor
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const Heading potentialHeading = GridWalkHelper::getHeading(*cur.node, neighbor);
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// angular difference
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const float diff = cur.heading.getDiffHalfRAD(potentialHeading);
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// probability for this direction change?
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double prob = Distribution::Normal<float>::getProbability(0, HEADING_DIFF_SIGMA, diff);
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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 *= 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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}
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//GridWalkState<T> next(nullptr, cur.heading);
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// create a copy (to keep heading and walked distance)
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GridWalkState<T> next = cur;
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// pick a random destination
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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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//// // 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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// 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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const float walked_m = next.node->getDistanceInMeter(*cur.node);
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distRest_m -= walked_m;
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// update the heading-change and walked-distance
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next.headingChange_rad += next.heading.getRAD() - cur.heading.getRAD();
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next.distanceWalked_m += walked_m;
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++((T*)next.node)->cnt; // TODO: eval only
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// if (next.node->z_cm != cur.node->z_cm) {
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// int i = 0;
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// }
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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, headChange_rad);
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}
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};
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#endif // GRIDWALKLIGHTATTHEENDOFTHETUNNEL_H
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