⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 worldmodel.h

📁 RoboCup 3D 仿真组清华大学2005的源代码
💻 H
字号:
/*************************************************************************** *   Copyright (C) 2005 by Rujia Liu                                       * *   rujialiu@hotmail.com                                                  * *                                                                         * *   This program is free software; you can redistribute it and/or modify  * *   it under the terms of the GNU General Public License as published by  * *   the Free Software Foundation; either version 2 of the License, or     * *   (at your option) any later version.                                   * *                                                                         * *   This program is distributed in the hope that it will be useful,       * *   but WITHOUT ANY WARRANTY; without even the implied warranty of        * *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         * *   GNU General Public License for more details.                          * *                                                                         * *   You should have received a copy of the GNU General Public License     * *   along with this program; if not, write to the                         * *   Free Software Foundation, Inc.,                                       * *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             * ***************************************************************************/#ifndef WORLDMODEL_H#define WORLDMODEL_H#include <soccer/soccertypes.h>#include "physics.h"#include "logserver.h"class WMBuilder;class WorldModel{protected:    // field parameters    float mFieldLength;    float mFieldWidth;    float mFieldHeight;    float mGoalWidth;    float mGoalDepth;    float mGoalHeight;    float mBorderSize;            // role information    TTeamIndex mTeamIndex;    unsigned int mTeamUnum;    std::string mTeamName;    std::string mOppTeamName;    // game state.     // mTime: time (in float) of the generation time of last vision (time[1]).     // This is the same as the 'time' field in raw data    float mTime;    TPlayMode mPlayMode;               // agent state    float mBattery;    float mTemperature;            salt::Vector3f mMyDebugPos;public:            WorldModel();    ~WorldModel();    // field parameter    float GetFieldWidth() { return mFieldWidth; }    float GetFieldLength() { return mFieldLength; }    float GetFieldHeight() { return mFieldHeight; }    float GetGoalWidth() { return mGoalWidth; }    float GetGoalDepth() { return mGoalDepth; }    float GetGoalHeight() { return mGoalHeight; }    float GetBorderSize() { return mBorderSize; }    // agent parameter    float GetAgentMass() { return physics.mAgentMass; }    float GetAgentRadius() { return physics.mAgentRadius; }    float GetAgentMaxSpeed() { return physics.mAgentMaxSpeed; }    float GetKickRange() { return physics.mKickRange; }        // ball parameter    float GetBallRadius() { return physics.mBallRadius; }    float GetBallMass() { return physics.mBallMass; }        // role information    TTeamIndex GetTeamIndex() { return mTeamIndex; }    int GetTeamNo() { return mTeamIndex == TI_LEFT ? 1 : 2;}     // most likely used by trainer, since an integer must be provided        int GetTeamUnum() { return mTeamUnum; }    void SetTeamName(std::string name){ mTeamName = name; }    void SetOppTeamName(std::string name){ mOppTeamName = name; }    std::string GetTeamName(){ return mTeamName; }    std::string GetOppTeamName(){ return mOppTeamName; }        // game state     int GetSimTime(int t = 0) { return physics.time[t]; }    float GetTime(int t = 0) { return mTime + (physics.time[t] - physics.time[1]) / 100.0; }    TPlayMode GetPlayMode(){ return mPlayMode; }        // agent state     float GetBattery() { return mBattery; }    float GetTemperature() { return mTemperature; }    public:    // proxy routines    salt::Vector3f GetMyDebugPosition() { return mMyDebugPos; }    // our_team = 0, enemy_team = 1        // currently the estimation is not very accurate.    salt::Vector3f GetPlayerPosition(int team, int unum, int t = 0)     { return physics.GetPlayerPosition(team, unum, t); }    salt::Vector3f GetMyPosition(int t = 0) { return physics.GetMyPosition(t); }    salt::Vector3f GetBallPosition(int t = 0) { return physics.GetBallPosition(t); }        salt::Vector3f GetPlayerSpeed(int team, int unum, int t = 0)     { return physics.GetPlayerSpeed(team, unum, t); }    salt::Vector3f GetBallSpeed(int t = 0) { return physics.GetBallSpeed(t); }    salt::Vector3f GetMySpeed(int t = 0) { return physics.GetMySpeed(t); }        salt::Vector3f GetBallStopPosition() { return physics.GetBallStopPosition(); };    salt::Vector3f GetStopDriveForce() { return physics.GetStopDriveForce(); };        int GetNearestPlayer(salt::Vector3f pos, int team);        // returns estimated time, which should lie in [min, max].     // min and max are NOT considered initial speed, while `time' considers.    int GetPlayerGotoTime(salt::Vector3f pos, int team, int unum, int &min_time, int& max_time);    int GetMyGotoTime(salt::Vector3f pos, int& min_time, int& max_time);        // obstacle avoiding    salt::Vector3f TransformTarget(salt::Vector3f pos);        Physics physics;public:    // log system    LogServer log;    LogServer logvision;    LogServer logcur;    void LogWM();            friend class WMBuilder;};#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -