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📄 restrictedvisionperceptor.cpp

📁 linux 下的机器人足球仿真平台
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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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