132 lines
3.7 KiB
C++
132 lines
3.7 KiB
C++
#ifndef GRIDWALKRANDOMHEADINGUPDATEADV_H
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#define GRIDWALKRANDOMHEADINGUPDATEADV_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/Distributions.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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* for every walked edge: slightly update (scatter) the current heading
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* pick the edge (neighbor) best matching the current heading
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* if this neighbor's heading highly differs from the requested heading: start over
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*
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* PROs
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* - simple
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* - fixes the issues of GridWalkRandomHeadingUpdate by incorporating floor information
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* - adds additional randomness which should be more stable
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*
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*/
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template <typename T> class GridWalkRandomHeadingUpdateAdv : 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(10);
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/** fast random-number-generator */
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std::minstd_rand 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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public:
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/** ctor */
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GridWalkRandomHeadingUpdateAdv() {
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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) override {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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}
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private:
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// NOTE: allocate >>ONCE<<! otherwise random numbers will NOT work!
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DrawList<T*> drawer;
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T>& cur, float distRest_m, float headChange = -1) {
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drawer.reset();
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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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// change the heading at the beginning of each walk
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if (headChange == -1) {headChange = headingChangeDist(gen);}
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// get a new random heading
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next.heading = cur.heading + headChange;
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// weight all neighbors based on this heading
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for (T& neighbor : grid.neighbors(*cur.node)) {
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// get the heading between the current node and its neighbor
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const Heading potentialHeading = GridWalkHelper::getHeading(*cur.node, neighbor);
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// calculate the difference from the requested heading
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const float diffRad = potentialHeading.getDiffHalfRAD(cur.heading);
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// weight this change
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const float prob1 = Distribution::Normal<float>::getProbability(0, Angle::degToRad(40), diffRad);
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// add the node's importance factor into the calculation
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//const float prob2 = Distribution::Logistic<float>::getCDF(neighbor.imp, 1.0, 0.05);
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const float prob2 = std::pow(neighbor.imp, 10);
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// final importance
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const float prob = prob1 * prob2;
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// add for drawing
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drawer.add(&neighbor, prob);
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}
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// all neighbors are unlikely? -> start over
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if (drawer.getCumProbability() < 0.01) {return GridWalkState<T>();}
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// pick the neighbor best matching this new heading
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next.node = drawer.get();
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// // if the best matching neighbor is far of this requested heading
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// // (e.g. no good neighbor due to walls) cancel the walk. to force a retry
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// const float diff = GridWalkHelper::getHeading(*cur.node, *next.node).getDiffHalfRAD(next.heading);
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// if (diff > Angle::degToRad(45)) {
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// return GridWalkState<T>();
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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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// 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);
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}
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};
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#endif // GRIDWALKRANDOMHEADINGUPDATEADV_H
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