deleting from the grid is now bleaching fast added new helper methods many new test-cases many new methods for geo classes and others added a bunch of new grid-walkers
121 lines
3.2 KiB
C++
121 lines
3.2 KiB
C++
#ifndef GRIDWALKPUSHFORWARD_H
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#define GRIDWALKPUSHFORWARD_H
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/**
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* todo
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*/
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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 <KLib/math/distribution/Normal.h>
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#include <KLib/math/distribution/Exponential.h>
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#include "../../nav/dijkstra/Dijkstra.h"
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#include "GridWalkState.h"
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#include "GridWalkHelper.h"
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/**
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* keeps something like an "average position within the last X steps"
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* and tries to move away from this point as fast as possible
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*
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*/
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template <typename T> class GridWalkPushForward {
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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(3);
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static constexpr float HEADING_ALLOWED_SIGMA = Angle::degToRad(20);
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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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GridWalkPushForward() {
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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) {
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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) {
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drawer.reset();
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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 = K::NormalDistribution::getProbability(0, HEADING_ALLOWED_SIGMA, diffRad);
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// distance from average? and previous distance from average
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const float distToAvg = Point3(neighbor.x_cm, neighbor.y_cm, neighbor.z_cm).getDistance(cur.avg);
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const float prevDistToAvg = Point3(cur.node->x_cm, cur.node->y_cm, cur.node->z_cm).getDistance(cur.avg);
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const float increase = distToAvg - prevDistToAvg;
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// the distance from the average MUST increase
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const float prob2 = (increase > 0) ? (1) : (0.1);
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// add floorplan importance information
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const float prob3 = std::pow(neighbor.imp, 1);
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const float prob = prob1*prob2*prob3;
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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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GridWalkState<T> next;
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// pick the neighbor best matching this new heading
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next.node = drawer.get();
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next.heading = GridWalkHelper::getHeading(*cur.node, *next.node) + headingChangeDist(gen);
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// weighted average.. moves over time
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next.avg = (cur.avg * 0.9) + (Point3(next.node->x_cm, next.node->y_cm, next.node->z_cm) * 0.1);
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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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);
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}
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};
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#endif // GRIDWALKPUSHFORWARD_H
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