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📄 visualsensor.cc

📁 在LINUX下运行的仿真机器人服务器源代码
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		}  for ( std::list < VisualSensor_v4::ball_high_data_t >::const_iterator i = data.M_balls.begin ();        i != data.M_balls.end (); ++i )		{      toStr ( o << " ", *i ); 		}  for ( std::list < VisualSensor_v4::player_high_data_t >::const_iterator i = data.M_players.begin ();        i != data.M_players.end (); ++i )		{      toStr ( o << " ", *i ); 		}  return o << ")";}int VisualSensor_v5::obj_head_dir_data_t::calcHeadDir ( const Player& observed_player, 																												const Player& player ){  return Rad2IDeg ( normalize_angle ( observed_player.angle_neck_committed                                       + observed_player.angle                                      - player.angle                                       - player.angle_neck_committed ) );}void VisualSensor_v5::player_high_data_t::set ( const Player& observed_player, 																								const Player& player ){  double ang = VisualSensor_v5::obj_dir_data_t::calcRadDir ( observed_player,                                                             player );				  double qstep;#ifndef	NEW_QSTEP  qstep = ServerParam::instance().dist_qstep;#else  qstep = player.dist_qstep_player;#endif					  double un_quant_dist = VisualSensor_v5::obj_dist_data_t::calcUnQuantDist ( observed_player,                                                                              player );  double quant_dist = VisualSensor_v5::obj_dist_data_t::calcQuantDist ( un_quant_dist,                                                                         qstep );				  if ( fabs ( ang ) < player.vis_angle / 2.0 )		{      double prob = ( quant_dist - TEAM_FAR_LENGTH )         / ( TEAM_TOOFAR_LENGTH - TEAM_FAR_LENGTH );						      if ( prob > drand ( 0, 1 ) ) 				{          M_tfar_data.M_direction = VisualSensor_v5::obj_dir_data_t::calcDegDir ( ang );          M_tfar_data.M_distance = quant_dist;          M_tfar_data.M_name = VisualSensor_v5::obj_name_data_t::calcTFarName ( observed_player );          M_range = VisualSensor_v5::TFAR;					}      else				{          prob = ( quant_dist - UNUM_FAR_LENGTH )             / ( UNUM_TOOFAR_LENGTH - UNUM_FAR_LENGTH );								          if ( prob > drand ( 0, 1 ) ) 						{              M_ufar_data.M_direction = VisualSensor_v5::obj_dir_data_t::calcDegDir ( ang );              M_ufar_data.M_distance = quant_dist;              M_ufar_data.M_name = VisualSensor_v5::obj_name_data_t::calcUFarName ( observed_player );              M_range = VisualSensor_v5::UFAR;							}          else						{              M_normal_data.M_direction = VisualSensor_v5::obj_dir_data_t::calcDegDir ( ang );              M_normal_data.M_distance = quant_dist;              M_normal_data.M_vel = VisualSensor_v5::obj_vel_data_t::calcVel ( observed_player,                                                                                player,                                                                                un_quant_dist,                                                                               quant_dist );              M_normal_data.M_name = VisualSensor_v5::obj_name_data_t::calcName ( observed_player );              M_normal_data.M_body_dir = VisualSensor_v5::obj_body_dir_data_t::calcBodyDir ( observed_player,                                                                                             player );              M_normal_data.M_head_dir = VisualSensor_v5::obj_head_dir_data_t::calcHeadDir ( observed_player,                                                                                             player );              M_range = VisualSensor_v5::NORMAL;						}				}		}  else if ( un_quant_dist <= player.vis_distance )		{      M_close_data.M_direction = VisualSensor_v5::obj_dir_data_t::calcDegDir ( ang );      M_close_data.M_distance = quant_dist;      M_range = VisualSensor_v5::CLOSE;		}  else    M_range = VisualSensor_v5::OUT;}void VisualSensor_v5::high_data_t::set ( const Stadium& stadium,																				 const Player& player ){  M_time = stadium.time;  for( int j = 0 ; j < stadium.votable.n ; j++ )		{      switch ( stadium.votable.object [ j ]->getObjectType () )				{        case MPObject::OT_GOAL:          if ( stadium.votable.object [ j ]->obj_ver <= player.version )            {              VisualSensor_v5::goal_high_data_t data;              data.set ( *( stadium.votable.object [ j ] ), player );										              if ( data.M_range != VisualSensor_v5::OUT )                M_goals.push_back ( data );            }	          break;        case MPObject::OT_FLAG:          if ( stadium.votable.object [ j ]->obj_ver <= player.version )            {              VisualSensor_v5::flag_high_data_t data;              data.set ( *( stadium.votable.object [ j ] ), player );										              if ( data.M_range != VisualSensor_v5::OUT )                M_flags.push_back ( data );            }	          break;        default:          break;				}		}  for( int j = 0 ; j < stadium.motable.n ; j++ )		{      switch ( stadium.motable.object [ j ]->getObjectType () )				{        case MPObject::OT_BALL:          if ( stadium.motable.object [ j ]->obj_ver <= player.version )            {              VisualSensor_v5::ball_high_data_t data;              data.set ( *( stadium.motable.object [ j ] ), player );              if ( data.M_range != VisualSensor_v5::OUT )                M_balls.push_back ( data );            }          break;												        default:          break;				}		}  for ( int j = 0 ; j < MAX_PLAYER * 2; j++ ) 		{      if ( stadium.player[ j ] != &player           && stadium.player[ j ]->alive != DISABLE            && stadium.player [ j ]->obj_ver <= player.version )				{          VisualSensor_v5::player_high_data_t data;          data.set ( *( stadium.player [ j ] ), player );				          if ( data.M_range != VisualSensor_v5::OUT )						M_players.push_back ( data );				}		}}std::ostream& toStr ( std::ostream& o, const VisualSensor_v5::player_high_normal_data_t& data ){  return o << "(" << data.M_name           << " " << data.M_distance           << " " << data.M_direction            << " " << data.M_vel.M_dist_chg           << " " << data.M_vel.M_dir_chg            << " " << data.M_body_dir            << " " << data.M_head_dir            << ")";		}std::ostream& toStr ( std::ostream& o, const VisualSensor_v5::player_high_data_t& data ){  switch ( data.M_range )		{    case VisualSensor_v5::CLOSE:      return toStr ( o, data.M_close_data );    case VisualSensor_v5::NORMAL:      return toStr ( o, data.M_normal_data );    case VisualSensor_v5::UFAR:      return toStr ( o, data.M_ufar_data );    case VisualSensor_v5::TFAR:      return toStr ( o, data.M_tfar_data );    default:      return o;		};}std::ostream& toStr ( std::ostream& o, const VisualSensor_v5::high_data_t& data ){  o << "(see " << data.M_time;  for ( std::list < VisualSensor_v5::goal_high_data_t >::const_iterator i = data.M_goals.begin ();        i != data.M_goals.end (); ++i )		{      toStr ( o << " ", *i ); 		}  for ( std::list < VisualSensor_v5::flag_high_data_t >::const_iterator i = data.M_flags.begin ();        i != data.M_flags.end (); ++i )		{      toStr ( o << " ", *i ); 		}  for ( std::list < VisualSensor_v5::ball_high_data_t >::const_iterator i = data.M_balls.begin ();        i != data.M_balls.end (); ++i )		{      toStr ( o << " ", *i ); 		}  for ( std::list < VisualSensor_v5::player_high_data_t >::const_iterator i = data.M_players.begin ();        i != data.M_players.end (); ++i )		{      toStr ( o << " ", *i ); 		}  return o << ")";}const char* VisualSensor_v6::obj_name_data_t::calcName ( const PObject& obj ){  return obj.short_name;}const char* VisualSensor_v6::obj_name_data_t::calcUFarName ( const Player& obj ){  return obj.short_name_far;}const char* VisualSensor_v6::obj_name_data_t::calcTFarName ( const Player& obj ){  return obj.short_name_toofar;}void VisualSensor_v6::ball_low_data_t::set ( const MPObject& ball, 																						 const Player& player ){  double ang = VisualSensor_v6::obj_dir_data_t::calcRadDir ( ball, player );				  if ( fabs ( ang ) < player.vis_angle / 2.0 )		{      M_normal_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );      M_range = VisualSensor_v6::NORMAL;		}  else if ( player.pos.distance ( ball.pos ) <= player.vis_distance )		{      M_close_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );      M_range = VisualSensor_v6::CLOSE;		}  else    M_range = VisualSensor_v6::OUT;}void VisualSensor_v6::player_low_data_t::set ( const Player& observed_player, 																							 const Player& player ){  double ang = VisualSensor_v6::obj_dir_data_t::calcRadDir ( observed_player, player );		  double un_quant_dist = VisualSensor_v6::obj_dist_data_t::calcUnQuantDist ( observed_player,                                                                              player );  if ( fabs ( ang ) < player.vis_angle / 2.0 )		{      double qstep;#ifndef	NEW_QSTEP      qstep = ServerParam::instance().dist_qstep;#else      qstep = player.dist_qstep_player;#endif					      double quant_dist = VisualSensor_v6::obj_dist_data_t::calcQuantDist ( un_quant_dist,                                                                             qstep );						      double prob = ( quant_dist - TEAM_FAR_LENGTH )         / ( TEAM_TOOFAR_LENGTH - TEAM_FAR_LENGTH );						      if ( prob > drand ( 0,1 ) ) 				{          M_tfar_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );          M_tfar_data.M_name = VisualSensor_v6::obj_name_data_t::calcTFarName ( observed_player );          M_range = VisualSensor_v6::TFAR;				}      else				{          prob = ( quant_dist - UNUM_FAR_LENGTH )             / ( UNUM_TOOFAR_LENGTH - UNUM_FAR_LENGTH );								          if ( prob > drand ( 0,1 ) ) 						{              M_ufar_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );              M_ufar_data.M_name = VisualSensor_v6::obj_name_data_t::calcUFarName ( observed_player );              M_range = VisualSensor_v6::UFAR;						}          else						{              M_normal_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );              M_normal_data.M_name = VisualSensor_v6::obj_name_data_t::calcName ( observed_player );              M_range = VisualSensor_v6::NORMAL;						}				}		}  else if ( un_quant_dist <= player.vis_distance )		{      M_close_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );      M_range = VisualSensor_v6::CLOSE;		}  else    M_range = VisualSensor_v6::OUT;}void VisualSensor_v6::flag_low_data_t::set ( const PObject& flag, 																						 const Player& player ){  double ang = VisualSensor_v6::obj_dir_data_t::calcRadDir ( flag, player );				  if ( fabs ( ang ) < player.vis_angle / 2.0 )		{      M_normal_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );      M_normal_data.M_name = VisualSensor_v6::obj_name_data_t::calcName ( flag );      M_range = VisualSensor_v6::NORMAL;		}  else if ( player.pos.distance ( flag.pos ) <= player.vis_distance )		{      M_close_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );      M_range = VisualSensor_v6::CLOSE;		}  else    M_range = VisualSensor_v6::OUT;}				void VisualSensor_v6::goal_low_data_t::set ( const PObject& goal, 																						 const Player& player ){  double ang = VisualSensor_v6::obj_dir_data_t::calcRadDir ( goal, player );  if ( fabs ( ang ) < player.vis_angle / 2.0 )		{      M_normal_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );      M_normal_data.M_name = VisualSensor_v6::obj_name_data_t::calcName ( goal );      M_range = VisualSensor_v6::NORMAL;		}  else if ( player.pos.distance ( goal.pos ) <= player.vis_distance )		{      M_close_data.M_direction = VisualSensor_v6::obj_dir_data_t::calcDegDir ( ang );      M_range = VisualSensor_v6::CLOSE;		}  else    M_range = VisualSensor_v6::OUT;}void VisualSensor_v6::line_low_data_t::set ( const PObject& line, 																						 const Player& player ){  double line_normal;		// the angle of an outward pointing  // normal ( 90degs to ) to the line  double player_2_line;		// perp distance of the player from  // the line  double line_start; // the x of y value of where the line starts		  double line_stop; // the x or y value of where the line stops		  bool vert; // a flag to specify if the line is vertical or  // horizontal  // be very carefull here.  The lines pos.x is actually it's distance  // from the center of the field, not neccesarily it's x position.  if ( line.pos.x == -PITCH_LENGTH/2.0 ) // left    {      line_normal = PI;      if ( player.pos.x < line.pos.x )        line_normal = 0.0;      player_2_line = line.pos.x - player.pos.x;      line_start = -PITCH_WIDTH/2.0;      line_stop = PITCH_WIDTH/2.0;      vert = true;    }  else if ( line.pos.x == PITCH_LENGTH/2.0 ) // right    {      line_normal = 0.0;      if ( player.pos.x > line.pos.x )        line_normal = PI;      player_2_line = line.pos.x - player.pos.x;      line_start = -PITCH_WIDTH/2.0;      line_stop = PITCH_WIDTH/2.0;      vert = true;    }  else if ( line.

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