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Indoor/grid/walk/GridWalkLightAtTheEndOfTheTunnel.h
kazu 9947dced15 added several grid-walks
added new helper methods/classes (e.g. for heading)
new test cases
optimize the dijkstra
cleanups/refactoring
added timed-benchmarks to the log
many more...
2016-01-24 18:59:06 +01:00

161 lines
4.8 KiB
C++

#ifndef GRIDWALKLIGHTATTHEENDOFTHETUNNEL_H
#define GRIDWALKLIGHTATTHEENDOFTHETUNNEL_H
#include "../../geo/Heading.h"
#include "../Grid.h"
#include "../../math/DrawList.h"
#include <KLib/math/distribution/Normal.h>
#include "../../nav/dijkstra/Dijkstra.h"
#include "GridWalkState.h"
#include "GridWalkHelper.h"
/**
* perform walks on the grid based on some sort of weighting
* and drawing from the weighted elements
*/
template <typename T> class GridWalkLightAtTheEndOfTheTunnel {
private:
/** per-edge: change heading with this sigma */
static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(3);
/** per-edge: allowed heading difference */
static constexpr float HEADING_DIFF_SIGMA = Angle::degToRad(30);
/** allows drawing elements according to their probability */
DrawList<T&> drawer;
/** 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);
Dijkstra<T> dijkstra;
public:
/** ctor with the target you want to reach */
template <int gridSize_cm, typename Access> GridWalkLightAtTheEndOfTheTunnel(Grid<gridSize_cm, T>& grid, const Access& acc, const T& target) {
// build all shortest path to reach th target
dijkstra.build(target, target, acc);
// attach a corresponding weight-information to each user-grid-node
for (T& node : grid) {
const DijkstraNode<T>* dn = dijkstra.getNode(node);
// should never be null as all nodes were evaluated
if (dn != nullptr) {
node.distToTarget = dn->cumWeight/2000;
}
}
}
template <int gridSize_cm> GridWalkState<T> getDestination(Grid<gridSize_cm, 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);
}
private:
template <int gridSize_cm> GridWalkState<T> walk(Grid<gridSize_cm, T>& grid, GridWalkState<T> cur, float distRest_m) {
drawer.reset();;
// calculate the weight for all possible destinations from "cur"
for (T& neighbor : grid.neighbors(*cur.node)) {
// heading when walking from cur to neighbor
const Heading potentialHeading = GridWalkHelper::getHeading(*cur.node, neighbor);
// angular difference
const float diff = cur.heading.getDiffHalfRAD(potentialHeading);
// probability for this direction change?
double prob = K::NormalDistribution::getProbability(0, HEADING_DIFF_SIGMA, diff);
// perfer locations reaching the target
const double shortening = cur.node->distToTarget - neighbor.distToTarget;
if (shortening > 0) {prob *= 30;} // << importance factor!!
drawer.add(neighbor, prob);
}
GridWalkState<T> next(nullptr, cur.heading);
// pick a random destination
T& nDir = drawer.get();
const Heading hDir = GridWalkHelper::getHeading(*cur.node, nDir);
//next.heading += (cur.heading.getRAD() - hDir.getRAD()) * -0.5;
next.heading = hDir;
next.heading += headingChangeDist(gen);
// 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);
};
// 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);
// }
// 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 // GRIDWALKLIGHTATTHEENDOFTHETUNNEL_H