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📄 worldmodel.h

📁 uva trilearn的robocup源程序
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  int           subtractOneFromGoalDiff    (                            );  int           getNrOfCommands            ( CommandT       c           ) const;  bool          setNrOfCommands            ( CommandT       c,                                             int            i           );  Time          getTimeCheckBall           (                            ) const;  bool          setTimeCheckBall           ( Time           time        );  BallStatusT   getCheckBallStatus         (                            ) const;  bool          setCheckBallStatus         ( BallStatusT    bs          );  // iterate over a specific object set  ObjectT       iterateObjectStart         ( int            &iIndex,                                             ObjectSetT     g,                                             double         dConf = -1.0      );  ObjectT       iterateObjectNext          ( int            &iIndex,                                             ObjectSetT     g,                                             double         dConf = -1.0      );  void          iterateObjectDone          ( int            &iIndex           );                // get and set methods for agent information  ObjectT       getAgentObjectType         (                            ) const;  bool          setAgentObjectType         ( ObjectT        o           );  AngDeg        getAgentBodyAngleRelToNeck (                            ) const;  AngDeg        getAgentGlobalNeckAngle    (                            ) const;  AngDeg        getAgentGlobalBodyAngle    (                            );  Stamina       getAgentStamina            (                            ) const;  TiredNessT    getAgentTiredNess          (                            ) const;    double        getAgentEffort             (                            ) const;  VecPosition   getAgentGlobalVelocity     (                            ) const;  double        getAgentSpeed              (                            ) const;  VecPosition   getAgentGlobalPosition     (                            ) const;  ViewAngleT    getAgentViewAngle          (                            ) const;  ViewQualityT  getAgentViewQuality        (                            ) const;  double        getAgentViewFrequency      ( ViewAngleT     va = VA_ILLEGAL,                                             ViewQualityT   vq = VQ_ILLEGAL   );                // get methods for ball information  VecPosition   getBallPos                 (                                  );  double        getBallSpeed               (                                  );  AngDeg        getBallDirection           (                                  );                // get method for different information about a specific object  Time          getTimeGlobalPosition      ( ObjectT        o                 );  VecPosition   getGlobalPosition          ( ObjectT        o                 );  Time          getTimeGlobalVelocity      ( ObjectT        o                 );  VecPosition   getGlobalVelocity          ( ObjectT        o                 );  double        getRelativeDistance        ( ObjectT        o                 );  VecPosition   getRelativePosition        ( ObjectT        o                 );  AngDeg        getRelativeAngle           ( ObjectT        o,                                             bool           bWithBody = false );  Time          getTimeGlobalAngles        ( ObjectT        o                 );  AngDeg        getGlobalBodyAngle         ( ObjectT        o                 );  AngDeg        getGlobalNeckAngle         ( ObjectT        o                 );  AngDeg        getGlobalAngle             ( ObjectT        o                 );  double        getConfidence              ( ObjectT        o                 );  bool          isKnownPlayer              ( ObjectT        o                 );  ObjectT       getOppGoalieType           (                                  );  ObjectT       getOwnGoalieType           (                                  );  Time          getTimeLastSeen            ( ObjectT        o                 );  Time          getTimeChangeInformation   ( ObjectT        o                 );                 // set methods for objects  bool          setIsKnownPlayer           ( ObjectT        o,                                             bool           isKnownPlayer     );  bool          setTimeLastSeen            ( ObjectT        o,                                             Time           time              );                 // get method for information about goals  VecPosition   getPosOpponentGoal         (                                  );  VecPosition   getPosOwnGoal              (                                  );  double        getRelDistanceOpponentGoal (                                  );  AngDeg        getRelAngleOpponentGoal    (                                  );                                // get methods about fixed specifications (heterogeneous players)  HeteroPlayerSettings getInfoHeteroPlayer ( int iIndex                       );                 // get method about previous commands  bool          isQueuedActionPerformed    (                                  );                 // methodst hat return truth values about current play mode  bool          isFreeKickUs               (  PlayModeT pm = PM_ILLEGAL       );  bool          isFreeKickThem             (  PlayModeT pm = PM_ILLEGAL       );  bool          isCornerKickUs             (  PlayModeT pm = PM_ILLEGAL       );  bool          isCornerKickThem           (  PlayModeT pm = PM_ILLEGAL       );  bool          isOffsideUs                (  PlayModeT pm = PM_ILLEGAL       );   bool          isOffsideThem              (  PlayModeT pm = PM_ILLEGAL       );   bool          isKickInUs                 (  PlayModeT pm = PM_ILLEGAL       );   bool          isKickInThem               (  PlayModeT pm = PM_ILLEGAL       );   bool          isFreeKickFaultUs          (  PlayModeT pm = PM_ILLEGAL       );   bool          isFreeKickFaultThem        (  PlayModeT pm = PM_ILLEGAL       );   bool          isKickOffUs                (  PlayModeT pm = PM_ILLEGAL       );  bool          isKickOffThem              (  PlayModeT pm = PM_ILLEGAL       );  bool          isBackPassUs               (  PlayModeT pm = PM_ILLEGAL       );  bool          isBackPassThem             (  PlayModeT pm = PM_ILLEGAL       );  bool          isGoalKickUs               (  PlayModeT pm = PM_ILLEGAL       );  bool          isGoalKickThem             (  PlayModeT pm = PM_ILLEGAL       );  bool          isBeforeKickOff            (  PlayModeT pm = PM_ILLEGAL       );   bool          isDeadBallUs               (  PlayModeT pm = PM_ILLEGAL       );   bool          isDeadBallThem             (  PlayModeT pm = PM_ILLEGAL       );   ////////////////////////// UPDATE METHODS (WorldModelUpdate.C) ////////////////  // processing new information about the objects (filling World Model).  void          processSeeGlobalInfo       ( ObjectT        o,                                             Time           time,                                             VecPosition    pos,                                             VecPosition    vel,                                             AngDeg         angBody,                                             AngDeg         angNeck           );  bool          processNewAgentInfo        ( ViewQualityT   vq,                                             ViewAngleT     va,                                             double         dStamina,                                             double         dEffort,                                             double         dSpeed,                                             AngDeg         angSpeed,                                             AngDeg         angHeadAngle      ); void           processNewObjectInfo       ( ObjectT        o,                                             Time           time,                                             double         dDist,                                             int            iDir,                                             double         dDistChange,                                             double         dDirChange,                                             AngDeg         angRelBodyAng,                                             AngDeg         angRelNeckAng,                                             bool           isGoalie,                                             ObjectT        objMin,                                             ObjectT        objMax            ); bool           processPerfectHearInfo     ( ObjectT        o,                                             VecPosition    pos,                                             double         dConf,                                             bool           bIsGoalie=0       ); bool           processPerfectHearInfoBall ( VecPosition    pos,                                             VecPosition    vel,                                             double         dConf             ); bool           processUnsureHearInfo      ( ObjectT        o,                                             VecPosition    pos,                                             double         dConf             ); bool           processNewHeteroPlayer     ( int            iIndex,                                             double         dPlayerSpeedMax,                                             double         dStaminaIncMax,                                             double         dPlayerDecay,                                             double         dInertiaMoment,                                             double         dDashPowerRate,                                             double         dPlayerSize,                                             double         dKickableMargin,                                             double         dKickRand,                                             double         dExtraStamina,                                             double         dEffortMax,                                             double         dEffortMin        );  void          processCatchedBall         ( RefereeMessageT rm,                                             Time           time              );  void          processQueuedCommands      ( SoccerCommand  commands[],                                             int            iCommands         );  bool          storePlayerMessage         ( int            iPlayer,                                              char           *strMsg,                                              int            iCycle            );   bool          processPlayerMessage       (                                  );                                                                                                           // update methods (defined in WorldModelUpdate.C)  bool          updateAll                  (                                  );               private:         // update with new visual information  void          processLastSeeMessage      (                                  );  bool          updateAfterSeeMessage      (                                  );  bool          updateAgentObjectAfterSee  (                                  );  bool          updateDynamicObjectAfterSee( ObjectT        o                 );                 // update with prediction for new cycle  bool          updateAfterSenseMessage    (                                  );  bool          updateAgentAndBallAfterSense(                                 );  bool          updateBallAfterKick        ( double         dPower,                                             AngDeg         ang               );  bool          updateDynamicObjectForNextCycle( ObjectT    o,                                             int            iCycle            );  bool          updateBallForCollision     ( VecPosition    posAgent          );                 // update from relative to global and vice versa  bool          updateRelativeFromGlobal   (                                  );  bool          updateObjectRelativeFromGlobal( ObjectT     o                 );                 // methods to determine agent state from perceived information  bool          calculateStateAgent        ( VecPosition    *posGlobal,                                             VecPosition    *velGlobal,                                             AngDeg         *angGlobal        );  void          initParticlesAgent         ( AngDeg         angGlobal         );  void          initParticlesAgent         ( VecPosition    posInitital       );  int           checkParticlesAgent        ( AngDeg         angGlobalNeck     );  void          updateParticlesAgent       ( VecPosition    vel,                                             bool           bAfterSense       );  VecPosition   averageParticles           ( VecPosition    posArray[],                                             int            iLength           );  void          resampleParticlesAgent     ( int            iLeft             );  bool          calculateStateAgent2       ( VecPosition    *posGlobal,                                             VecPosition    *velGlobal,                                             AngDeg         *angGlobal        );  VecPosition   calculatePosAgentWith2Flags( ObjectT        objFlag1,                                             ObjectT        objFlag2          );  AngDeg        calculateAngleAgentWithPos ( VecPosition    pos               );                                // methods to determine ball state from perceived information  bool          calculateStateBall         ( VecPosition    *posGlobal,                                             VecPosition    *velGlobal        );  void          initParticlesBall         (  VecPosition    posArray[],                                             VecPosition    velArray[],                                             int            iLength           );  void          checkParticlesBall        (  VecPosition    posArray[],                                             VecPosition    velArray[],                                             int            iLength,                                             int            *iNrLeft          );  void          updateParticlesBall       (  VecPosition    posArray[],                                             VecPosition    velArray[],                                             int            iLength,                                             double         dPower,                                             AngDeg         ang               );  void          resampleParticlesBall      ( VecPosition    posArray[],                                             VecPosition    velArray[],

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