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📄 skill.h

📁 东南大学最新的校内比赛的源代码
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/***************************************************************************************** *                                      SEU-3D *                     ------------------------------------------------- * Copyright (c) 2005, Yuan XU<xychn15@yahoo.com.cn>,Chang'e SHI<evelinesce@yahoo.com.cn> * Copyright (c) 2006, Yuan XU<xuyuan.cn@gmail.com>,Chunlu JIANG<JamAceWatermelon@gmail.com> * Southeast University ,China * All rights reserved. * * Additionally,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 Library 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 _SKILL_H#define _SKILL_H#ifdef __cplusplusextern "C"{#endif#ifdef __cplusplus}#endif#include "WorldModel.h"#include "Action.h"using namespace salt;using namespace std;/*****************************************************************//************************** SKILL ********************************//*****************************************************************/class Skill: public Singleton<Skill>{public:	Skill();	~Skill();protected:public:	////////////////// drive skills ////////////////////////////		//-*  basic drive skill	static Vector3f getPowerForVel( Vector3f driveForce, Vector3f myVel[3], const Vector3f &endVel );	Vector3f getPowerForVel( const Vector3f &endVel ) const;	static Vector3f gotoNStop( Vector3f driveForce, Vector3f myVel[3], Vector3f myPos[3], Vector3f endPos );		   Action	gotoNStop( const Vector3f &endPos ) const;	static Vector3f gotoWithMinSpeed( Vector3f driveForce, Vector3f myVel[3], Vector3f myPos[3], Vector3f endPos, float minSpeed );		   Action	gotoWithMinSpeed( Vector3f endPos, float minSpeed );		Action runTo( const Vector3f &endPos, const Vector3f &endVel=Vector3f(0,0,0) ) const;	Vector3f runTo( const Vector3f &beginPos, const Vector3f &beginVel, const Vector3f &endPos, const Vector3f &endVel) const;	float getRunPower( const float &x0, const float &v0, const float &xf, const float &vf, const float &maxPower) const;		Action dashTo( const Vector3f &pos)const;	Action	dashToBall() const;	//--2005-10-25	static	float	changeSpeed( const float &v0, const float &v1, const float &maxF, float &d, Time &t);	static	float	driveTo( const float &x0, const float &v0, const float &xf, const float &vf, const float &maxF,Time &t);	static Vector3f	driveTo( const Vector3f &beginPos, const Vector3f &beginVel, const Vector3f &endPos, const Vector3f &endVel, Time &time);			Action	driveTo( const Vector3f &endPos, const Vector3f &endVel, Time &time) const;	Action turnAroundPos( const Vector3f &pos, const float &radious, bool clockWise=true ) const;	//-* PID algorithm	template < class Type1, class Type2 >	static	Type2 algorithmPID( Type1 Kp, Type1 Ki, Type1 Kd, Type2 ek, Type2 ek_1, Type2 ek_2 )	{		return ( (ek-ek_1)*Kp + ek*Ki + (ek-ek_1*2+ek_2)*Kd );	}		template < class Type1, class Type2 >	static	Type2 algorithmP( Type1 Kp, Type2 ek )	{		return ek*Kp;			}		template < class Type1, class Type2 >	static	Type2 algorithmPD( Type1 Kp, Type1 Kd, Type2 ek, Type2 ek_1, Type2 ek_2 )	{		return ek*Kp + (ek-ek_1*2+ek_2)*Kd;			}		static float velPID( float ek, float ek_1, float ek_2 );	static float posPID( float ek, float ek_1, float ek_2);		/////////////////////// skills /////////////////////////////	Action runStrategicPos() const;	Action runStrategicPos( const Vector3f &posBall) const;	Action interceptBall( Vector3f goal = Vector3f(55,0,0), const bool isKicking=false) const;	Action interceptBall0( Vector3f goal = Vector3f(55,0,0) );//the old intercept, that use in defence	//-*  drive avoid blocking the ball when intercept the ball in some need suituation	Vector3f projectInterceptPos( Vector3f posIntercept ) const;	Vector3f projectDribblePos( const Vector3f &posPlayer, const Vector3f &posBall, const AngDeg &ang ) const;//--2005-11-01	//-* kick skill enable the agent intercept and then kick tha ball	bool	shoudIKick( const Vector3f &goal, const AngDeg maxAngErr=12 )const;	bool	shoudIKick( const Vector3f &goalLeft, const Vector3f &goalRight) const;	Actions	kickTo( const Vector3f &goal ,const float kickForce=max_kick_force,const AngDeg kickAng=min_kick_angle, const AngDeg maxAngErr=12) const;	Actions kickBetween( const Vector3f &goalLeft, const Vector3f &goalRight, const float kickForce=max_kick_force, const AngDeg kickAng=min_kick_angle) const;	float	calGroundKickForce( const float &dist, const float &v0, const float &vf ) const;	float	calGroundKickForce( const float &dist) const;	Actions dribble( const Vector3f &goal ) const;		Actions directPass( Num num );		Action interceptClearBall() const;	Actions clearBall(Num num=0) const;	bool	isKickDirectionDanagerous() const;	bool	canIClear() const;	AngDeg	calClearAngle() const;				Actions defendGoal() const;	Vector3f setInterceptPosBeforeGoal(const Vector3f &posIntercept) const;		Actions pass( Num teammateNum ) const;	Actions fastPass(Num num)const;	Actions oneTouch(Num num)const;	Num		selectPass(Num num)const;	AngDeg	calPassAng(const float passDist)const;	Actions safePass( Num teammateNum ) const;		Actions fastDribble(const Vector3f &goal) const;};#define SKILL Skill::GetSingletonPtr()#endif /* _SKILL_H */

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