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Indoor/grid/walk/v2/modules/WalkModuleButterActivity.h

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1.6 KiB
C++

#ifndef WALKMODULEBUTTERACTIVITY_H
#define WALKMODULEBUTTERACTIVITY_H
#include "WalkModule.h"
#include "WalkStateHeading.h"
#include "../../../../geo/Heading.h"
#include "../../../../math/Distributions.h"
#include "../../../../sensors/pressure/ActivityButterPressure.h"
/** favor z-transitions */
template <typename Node, typename WalkState> class WalkModuleButterActivity : public WalkModule<Node, WalkState> {
public:
/** ctor */
WalkModuleButterActivity() {
;
}
virtual void updateBefore(WalkState& state) override {
(void) state;
}
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 {
(void) state;
(void) curNode;
(void) nextNode;
}
double getProbability(const WalkState& state, const Node& startNode, const Node& curNode, const Node& potentialNode) const override {
(void) state;
(void) startNode;
const int deltaZ_cm = curNode.z_cm - potentialNode.z_cm;
if(state.act == ActivityButterPressure::Activity::DOWN){
if (deltaZ_cm < 0) {return 0;}
if (deltaZ_cm == 0) {return 0.1;}
return 0.9;
} else if (state.act == ActivityButterPressure::Activity::UP){
if (deltaZ_cm > 0) {return 0;}
if (deltaZ_cm == 0) {return 0.1;}
return 0.9;
} else {
if (deltaZ_cm == 0) {return 0.9;}
return 0.1;
}
}
};
#endif // WALKMODULEBUTTERACTIVITY_H