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Indoor/grid/walk/GridWalkWeighted.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

142 lines
3.8 KiB
C++

#ifndef GRIDWALKWEIGHTED_H
#define GRIDWALKWEIGHTED_H
#include "../../geo/Heading.h"
#include "../Grid.h"
#include "../../math/DrawList.h"
#include <KLib/math/distribution/Normal.h>
/**
* perform walks on the grid based on some sort of weighting
* and drawing from the weighted elements
*/
template <typename T> class GridWalkWeighted {
public:
struct State {
const T* node;
Heading heading;
State() : node(nullptr), heading(0) {;}
State(const T* node, Heading heading) : node(node), heading(heading) {;}
};
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);
public:
template <int gridSize_cm> State getDestination(Grid<gridSize_cm, T>& grid, State start, float distance_m) {
int retries = 2;
State 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, State(start.node, start.heading.getInverted()), distance_m);
}
// still nothing found? -> keep the start as-is
return (res.node == nullptr) ? (start) : (res);
}
private:
static Heading getHeading(const T& from, const T& to) {
return Heading(from.x_cm, from.y_cm, to.x_cm, to.y_cm);
}
template <int gridSize_cm> State walk(Grid<gridSize_cm, T>& grid, State 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 = 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 *= 5;}
drawer.add(neighbor, prob);
}
State next(nullptr, cur.heading);
// pick a random destination
T& nDir = drawer.get();
const Heading hDir = 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 = getHeading(*cur.node, n1);
Heading h2 = getHeading(*cur.node, n2);
const float d1 = next.heading.getDiffHalfRAD(h1);
const float d2 = next.heading.getDiffHalfRAD(h2);
return 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 // GRIDWALKWEIGHTED_H