📄 restrictedvisionperceptor.cpp
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- this file is part of rcssserver3D Fri May 9 2003 Copyright (C) 2002,2003 Koblenz University Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group $Id: restrictedvisionperceptor.cpp,v 1.3 2006/03/14 12:14:51 fruit Exp $ 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; version 2 of the License. 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., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "restrictedvisionperceptor.h"#include <zeitgeist/logserver/logserver.h>#include <oxygen/sceneserver/scene.h>#include <oxygen/sceneserver/transform.h>#include <soccer/soccerbase/soccerbase.h>#include <salt/gmath.h>using namespace zeitgeist;using namespace oxygen;using namespace boost;using namespace salt;RestrictedVisionPerceptor::RestrictedVisionPerceptor() : Perceptor(), mSenseMyPos(false), mAddNoise(true), mStaticSenseAxis(true){ // set predicate name SetPredicateName("Vision"); // set some default noise values SetNoiseParams(0.0965, 0.1225, 0.1480, 0.005); SetViewCones(90,90); SetPanRange(-90,90); SetTiltRange(-20,20); SetPanTilt(0,0);}RestrictedVisionPerceptor::~RestrictedVisionPerceptor(){ mDistRng.reset(); mPhiRng.reset(); mThetaRng.reset();}voidRestrictedVisionPerceptor::SetNoiseParams(float sigma_dist, float sigma_phi, float sigma_theta, float cal_error_abs){ mSigmaDist = sigma_dist; mSigmaPhi = sigma_phi; mSigmaTheta = sigma_theta; mCalErrorAbs = cal_error_abs; NormalRngPtr rng1(new salt::NormalRNG<>(0.0,sigma_dist)); mDistRng = rng1; NormalRngPtr rng2(new salt::NormalRNG<>(0.0,sigma_phi)); mPhiRng = rng2; NormalRngPtr rng3(new salt::NormalRNG<>(0.0,sigma_theta)); mThetaRng = rng3; salt::UniformRNG<float> rng4(-mCalErrorAbs,mCalErrorAbs); mError = salt::Vector3f(rng4(),rng4(),rng4());}voidRestrictedVisionPerceptor::SetViewCones(unsigned int hAngle, unsigned int vAngle){ mHViewCone = hAngle; mVViewCone = vAngle;}voidRestrictedVisionPerceptor::SetPanRange(int lower, int upper){ /* The total pan range is 360 degrees, starting at -180 degrees * and ending at 180 degrees. For restricting this range: * - the normal case is: lower < upper, which means that * the horizontal pan angles should be between lower and upper. * - the not so normal case is upper < lower, which means that * the pan angles should be *either* smaller than 180 and > lower, *or* * they should be greater than -180 and < upper. */ mPanLower = gNormalizeDeg(lower); mPanUpper = gNormalizeDeg(upper);}voidRestrictedVisionPerceptor::SetTiltRange(int lower, int upper){ mTiltLower = gNormalizeDeg(lower); mTiltUpper = gNormalizeDeg(upper);}// this should really go to gmath.h for the full releasetemplate <class TYPE1, class TYPE2>f_inline TYPE1 gClampAngleDeg(TYPE1 &val, TYPE2 min, TYPE2 max){ val = gNormalizeDeg(val); if (min <= max) { if (val<min) val=min; if (val>max) val=max; } else { if (val>=min || val<=max) return val; if (val>=(min+max)/2.0) val = min; else val = max; } return val;}voidRestrictedVisionPerceptor::SetPanTilt(float pan, float tilt){ pan = gNormalizeDeg(pan); mPan = gClampAngleDeg(pan,mPanLower,mPanUpper); tilt = gNormalizeDeg(tilt); mTilt = gClampAngleDeg(tilt,mTiltLower,mTiltUpper);}voidRestrictedVisionPerceptor::ChangePanTilt(float pan, float tilt){ SetPanTilt(mPan + pan, mTilt + tilt);}floatRestrictedVisionPerceptor::GetPan() const{ return mPan;}floatRestrictedVisionPerceptor::GetTilt() const{ return mTilt;}voidRestrictedVisionPerceptor::OnLink(){ SoccerBase::GetTransformParent(*this,mTransformParent); SoccerBase::GetAgentState(*this, mAgentState); SoccerBase::GetActiveScene(*this,mActiveScene);}voidRestrictedVisionPerceptor::OnUnlink(){ mDistRng.reset(); mPhiRng.reset(); mThetaRng.reset(); mTransformParent.reset(); mAgentState.reset(); mActiveScene.reset();}voidRestrictedVisionPerceptor::AddNoise(bool add_noise){ mAddNoise = add_noise;}voidRestrictedVisionPerceptor::SetStaticSenseAxis(bool static_axis){ mStaticSenseAxis = static_axis;}boolRestrictedVisionPerceptor::ConstructInternal(){ mRay = shared_static_cast<RayCollider> (GetCore()->New("oxygen/RayCollider")); if (mRay.get() == 0) { GetLog()->Error() << "Error: (RestrictedVisionPerceptor) cannot create Raycollider. " << "occlusion check disabled\n"; } return true;}voidRestrictedVisionPerceptor::SetupVisibleObjects(TObjectList& visibleObjects){ TLeafList objectList; mActiveScene->ListChildrenSupportingClass<ObjectState>(objectList, true); salt::Vector3f myPos = mTransformParent->GetWorldTransform().Pos(); for (TLeafList::iterator i = objectList.begin(); i != objectList.end(); ++i) { ObjectData od; od.mObj = shared_static_cast<ObjectState>(*i); if (od.mObj.get() == 0) { GetLog()->Error() << "Error: (RestrictedVisionPerceptor) skipped: " << (*i)->GetName() << "\n"; continue; // this should never happen } shared_ptr<Transform> j = od.mObj->GetTransformParent(); if (j.get() == 0) { continue; // this should never happen } od.mRelPos = j->GetWorldTransform().Pos() - myPos; od.mDist = od.mRelPos.Length(); visibleObjects.push_back(od); }}voidRestrictedVisionPerceptor::AddSense(Predicate& predicate, ObjectData& od) const{ ParameterList& element = predicate.parameter.AddList(); element.AddValue(od.mObj->GetPerceptName()); if(od.mObj->GetPerceptName() == "Player") { ParameterList player; player.AddValue(std::string("team")); player.AddValue(od.mObj->GetPerceptName(ObjectState::PT_Player)); element.AddValue(player); } if (!od.mObj->GetID().empty()) { ParameterList id; id.AddValue(std::string("id")); id.AddValue(od.mObj->GetID()); element.AddValue(id); } ParameterList& position = element.AddList(); position.AddValue(std::string("pol")); position.AddValue(od.mDist); position.AddValue(od.mTheta); position.AddValue(od.mPhi);}voidRestrictedVisionPerceptor::ApplyNoise(ObjectData& od) const{ if (mAddNoise) { od.mDist += (*(mDistRng.get()))() * od.mDist / 100.0; od.mTheta += (*(mThetaRng.get()))(); od.mPhi += (*(mPhiRng.get()))(); }}boolRestrictedVisionPerceptor::StaticAxisPercept(boost::shared_ptr<PredicateList> predList){ Predicate& predicate = predList->AddPredicate(); predicate.name = mPredicateName; predicate.parameter.Clear(); TTeamIndex ti = mAgentState->GetTeamIndex(); salt::Vector3f myPos = mTransformParent->GetWorldTransform().Pos(); TObjectList visibleObjects; SetupVisibleObjects(visibleObjects); for (std::list<ObjectData>::iterator i = visibleObjects.begin(); i != visibleObjects.end(); ++i) { ObjectData& od = (*i); od.mRelPos = SoccerBase::FlipView(od.mRelPos, ti); if (mAddNoise) { od.mRelPos += mError; } if ( (od.mRelPos.Length() <= 0.1) || (CheckOcclusion(myPos,od)) ) { // object is occluded or too close continue; } // theta is the angle in the X-Y (horizontal) plane assert(gAbs(GetPan()) <= 360); od.mTheta = salt::gRadToDeg(salt::gArcTan2(od.mRelPos[1], od.mRelPos[0])) - GetPan(); od.mTheta = gNormalizeDeg(od.mTheta); // latitude assert(gAbs(GetTilt()) <= 360); od.mPhi = 90.0 - salt::gRadToDeg(salt::gArcCos(od.mRelPos[2]/od.mDist)) - GetTilt(); od.mPhi = gNormalizeDeg(od.mPhi); // make some noise ApplyNoise(od); // check if the object is in the current field of view if (gAbs(od.mTheta) > mHViewCone) continue; if (gAbs(od.mPhi) > mVViewCone) continue; // generate a sense entry AddSense(predicate,od); } if (mSenseMyPos) { Vector3f sensedMyPos = SoccerBase::FlipView(myPos, ti); ParameterList& element = predicate.parameter.AddList(); element.AddValue(std::string("mypos")); element.AddValue(sensedMyPos[0]); element.AddValue(sensedMyPos[1]); element.AddValue(sensedMyPos[2]); } return true;}boolRestrictedVisionPerceptor::DynamicAxisPercept(boost::shared_ptr<PredicateList> predList){ Predicate& predicate = predList->AddPredicate(); predicate.name = mPredicateName; predicate.parameter.Clear(); const int hAngle_2 = mHViewCone>>1; const int vAngle_2 = mVViewCone>>1; TTeamIndex ti = mAgentState->GetTeamIndex(); const Vector3f& up = mTransformParent->GetWorldTransform().Up(); // calc the percptors angle in the horizontal plane double fwTheta = gNormalizeRad(Vector2f(up[0],up[1]).GetAngleRad()); // calc the perceptors angle in the vertical plane // for this the vector has to rotated, i.e. you cannot just use x and z component //double fwPhi = gNormalizeRad(Vector2f(Vector2f(up[0],up[1]).Length(),up[2]).GetAngleRad()); // assume that perceptor is always horizontal. // FIXME: this is magic double fwPhi = 0.0; TObjectList visibleObjects; SetupVisibleObjects(visibleObjects); // log for 7th agent of the first team if ((mAgentState->GetTeamIndex() == 1) && (mAgentState->GetUniformNumber() ==7)) GetLog()->Debug() << "percept: " << visibleObjects.size() << " objects. :::" << up << " theta " << gRadToDeg(fwTheta) << " phi " << gRadToDeg(fwPhi) << "\n"; for (std::list<ObjectData>::iterator i = visibleObjects.begin(); i != visibleObjects.end(); ++i) { ObjectData& od = (*i); od.mRelPos = SoccerBase::FlipView(od.mRelPos, ti); if ((mAgentState->GetTeamIndex() == 1) && (mAgentState->GetUniformNumber() ==7)) GetLog()->Debug() << "object " << od.mObj->GetPerceptName() << " at : " << od.mRelPos << "\n"; if (mAddNoise) { od.mRelPos += mError; } if (od.mRelPos.Length() <= 0.1) { // object is too close continue; } // theta is the angle in horizontal plane, with fwAngle as 0 degree od.mTheta = gRadToDeg(gNormalizeRad( Vector2f(od.mRelPos[0],od.mRelPos[1]).GetAngleRad() - fwTheta )); // flags are always visible if ((gAbs(od.mTheta) > hAngle_2) && (od.mObj->GetPerceptName() != "Flag")) { // object is out of view range// GetLog()->Debug() << "(RestrictedVisionPerceptor) Omitting "// << od.mObj->GetPerceptName() << od.mObj->GetID()// << ": h-angle = " << od.mTheta << ".\n" ; continue; } // latitude with fwPhi as 0 degreee od.mPhi = gRadToDeg(gNormalizeRad( Vector2f( Vector2f(od.mRelPos[0],od.mRelPos[1]).Length(), od.mRelPos[2]).GetAngleRad() - fwPhi )); if ((gAbs(od.mPhi) > vAngle_2) && (od.mObj->GetPerceptName() != "Flag")) continue; // log for 7th agent of the first team if ((mAgentState->GetTeamIndex() == 1) && (mAgentState->GetUniformNumber() ==7)) GetLog()->Debug() << "percept: " << "adding object: " << gAbs(od.mPhi) << ":" << vAngle_2 << "\n"; // make some noise ApplyNoise(od); // generate a sense entry AddSense(predicate,od); } if (mSenseMyPos) { salt::Vector3f myPos = mTransformParent->GetWorldTransform().Pos(); Vector3f sensedMyPos = myPos; SoccerBase::FlipView(sensedMyPos, ti); ParameterList& element = predicate.parameter.AddList(); element.AddValue(std::string("mypos")); element.AddValue(sensedMyPos[0]); element.AddValue(sensedMyPos[1]); element.AddValue(sensedMyPos[2]); } return true;}boolRestrictedVisionPerceptor::Percept(boost::shared_ptr<PredicateList> predList){ if ( (mTransformParent.get() == 0) || (mActiveScene.get() == 0) || (mAgentState.get() == 0) ) { return false; }#if 1 return StaticAxisPercept(predList);#else return mStaticSenseAxis ? StaticAxisPercept(predList) : DynamicAxisPercept(predList);#endif}bool RestrictedVisionPerceptor::CheckOcclusion(const Vector3f& my_pos, const ObjectData& od) const{ // (occlusion test disabled for now, every object is visible) return false;// if (mRay.get() == 0) return;// // sort objects wrt their distance// visible_objects.sort();// // check visibility// std::list<ObjectData>::iterator start = visible_objects.begin();// ++start;// // this is going to be expensive now: to check occlusion of an object,// // we have to check all closer objects. For n objects, we have to// // check at most n*(n-1)/2 objects.// for (std::list<ObjectData>::iterator i = start;// i != visible_objects.end(); ++i)// {// for (std::list<ObjectData>::iterator j = visible_objects.begin();// j != i; ++j)// {// // cast ray from camera to object (j)// mRay->SetParams(j->mRelPos,my_pos,j->mDist);// dContactGeom contact;// shared_ptr<Collider> collider = shared_static_cast<Collider>// (i->mObj->GetChildSupportingClass("Collider"));// if (mRay->Intersects(collider))// {// j->mVisible = false;// j = i;// }// }// }}voidRestrictedVisionPerceptor::SetSenseMyPos(bool sense){ mSenseMyPos = sense;}
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