📄 update.cc
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#include "goodpositionangle.ih"void GoodPositionAngle::update(){ Behavior::update(); if (d_committed) return; if (!d_goal) d_committed = false; else { rf<StateVarNode> posNode, angleNode; posNode = rf_cast<StateVarNode>(d_goal->findDeep("PosX")); angleNode = rf_cast<StateVarNode>(d_goal->findDeep("Angle")); _debugLevel4((posNode ? "yes " : "no ")); _debugLevel4((angleNode ? "yes " : "no ")); if(posNode && angleNode) { Vector3D pos = d_goal->getVector("Pos"); double angle = angleNode->getVar().second.mean(); //WorldModel& wm = WorldModel::getInstance(); pos.setZ(0); _debugLevel4(pos << " " << angle / M_PI * 180.0); switch(d_curStep){ case 0: d_committed = (pos.length() > 0.2 && pos.length() < 8.0);// || fabs(angle) / M_PI * 180.0 > 5.0; break; case 1: if(pos.length() > 0.2) d_committed = false; else d_committed = fabs(angle) / M_PI * 180.0 > 5.0; break; } } else d_committed = false; }}
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