refactoring to add nav mesh
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123
nav/grid/NodeResampling.h
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123
nav/grid/NodeResampling.h
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#ifndef NODERESAMPLING_H
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#define NODERESAMPLING_H
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#include <algorithm>
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#include <random>
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#include <Indoor/grid/Grid.h>
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#include <KLib/math/filter/particles/resampling/ParticleFilterResampling.h>
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/**
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* uses simple probability resampling by drawing particles according
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* to their current weight.
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* HOWEVER: after drawing them, do NOT use them directly, but replace them with a neighbor
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* O(log(n)) per particle
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*/
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template <typename State, typename Node>
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class NodeResampling : public K::ParticleFilterResampling<State> {
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private:
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/** this is a copy of the particle-set to draw from it */
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std::vector<K::Particle<State>> particlesCopy;
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/** random number generator */
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std::minstd_rand gen;
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Grid<Node>& grid;
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public:
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/** ctor */
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NodeResampling(Grid<Node>& grid) : grid(grid) {
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gen.seed(1234);
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}
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void resample(std::vector<K::Particle<State>>& particles) override {
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// compile-time sanity checks
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// TODO: this solution requires EXPLICIT overloading which is bad...
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//static_assert( HasOperatorAssign<State>::value, "your state needs an assignment operator!" );
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const uint32_t cnt = (uint32_t) particles.size();
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// equal weight for all particles. sums up to 1.0
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const double equalWeight = 1.0 / (double) cnt;
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// ensure the copy vector has the same size as the real particle vector
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particlesCopy.resize(cnt);
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// swap both vectors
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particlesCopy.swap(particles);
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// calculate cumulative weight
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double cumWeight = 0;
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for (uint32_t i = 0; i < cnt; ++i) {
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cumWeight += particlesCopy[i].weight;
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particlesCopy[i].weight = cumWeight;
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}
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std::uniform_real_distribution<float> distNewOne(0.0, 1.0);
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std::uniform_int_distribution<int> distRndNode(0, grid.getNumNodes()-1);
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std::normal_distribution<float> distTurn(0.0, +0.03);
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// now draw from the copy vector and fill the original one
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// with the resampled particle-set
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for (uint32_t i = 0; i < cnt; ++i) {
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// slight chance to get a truely random node as particle
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// mainly for testing
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if (distNewOne(gen) < 0.005) {
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particles[i].state.position = grid[distRndNode(gen)];
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particles[i].weight = equalWeight;
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continue;
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}
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// normal redraw procedure
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particles[i] = draw(cumWeight);
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particles[i].weight = equalWeight;
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const Node* n = grid.getNodePtrFor(particles[i].state.position);
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if (n == nullptr) {continue;} // should not happen!
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for (int j = 0; j < 2; ++j) {
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std::uniform_int_distribution<int> distIdx(0, n->getNumNeighbors()-1);
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const int idx = distIdx(gen);
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n = &grid.getNeighbor(*n, idx);
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}
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particles[i].state.position = *n;
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particles[i].state.heading.direction += distTurn(gen);
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}
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}
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private:
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/** draw one particle according to its weight from the copy vector */
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const K::Particle<State>& draw(const double cumWeight) {
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// generate random values between [0:cumWeight]
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std::uniform_real_distribution<float> dist(0, cumWeight);
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// draw a random value between [0:cumWeight]
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const float rand = dist(gen);
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// search comparator (cumWeight is ordered -> use binary search)
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auto comp = [] (const K::Particle<State>& s, const float d) {return s.weight < d;};
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auto it = std::lower_bound(particlesCopy.begin(), particlesCopy.end(), rand, comp);
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return *it;
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}
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};
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#endif // NODERESAMPLING_H
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