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📄 worldmodel.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: worldmodel.cpp,v 1.8 2004/04/08 14:26:26 markelic 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 "worldmodel.h"#include "stdlib.h"#include "iostream.h"#include "global.h"using namespace zeitgeist;using namespace std;using namespace boost;using namespace oxygen;using namespace salt;WorldModel::WorldModel(){    mFieldLength = 105.0;    mFieldWidth = 68.0;    mFieldHeight = 20.0;    mGoalWidth = 7.32;    mGoalDepth = 2.0;    mGoalHeight = 2.44;    mBorderSize = 4.0f;    // agent parameter    mAgentMass = 75;    mAgentRadius = 0.22;    mAgentMaxSpeed = 10;    // ball parameter    mBallRadius = 0.111;    mBallMass = 0.4;    // team information    mTeamIndex = TI_NONE;    mTeamUnum = 0;    sw_their_team_name = false;}WorldModel::~WorldModel(){}voidWorldModel::SetupGameStateMap(){    mPlayModeMap.clear();    mPlayModeMap[STR_PM_BeforeKickOff]     = PM_BeforeKickOff;    mPlayModeMap[STR_PM_KickOff_Left]      = PM_KickOff_Left;    mPlayModeMap[STR_PM_KickOff_Right]     = PM_KickOff_Right;    mPlayModeMap[STR_PM_PlayOn]            = PM_PlayOn;    mPlayModeMap[STR_PM_KickIn_Left]       = PM_KickIn_Left;    mPlayModeMap[STR_PM_KickIn_Right]      = PM_KickIn_Right;    mPlayModeMap[STR_PM_Goal_Left]         = PM_Goal_Left;    mPlayModeMap[STR_PM_Goal_Right]        = PM_Goal_Right;    mPlayModeMap[STR_PM_GOAL_KICK_LEFT]    = PM_GOAL_KICK_LEFT;    mPlayModeMap[STR_PM_GOAL_KICK_RIGHT]   = PM_GOAL_KICK_RIGHT;    mPlayModeMap[STR_PM_CORNER_KICK_LEFT]  = PM_CORNER_KICK_LEFT;    mPlayModeMap[STR_PM_CORNER_KICK_RIGHT] = PM_CORNER_KICK_RIGHT;    mPlayModeMap[STR_PM_GameOver]          = PM_GameOver;}voidWorldModel::SetupVisionObjectMap(){    mVisionObjectMap.clear();    // <ObjectName>+<Id> -> VisionObject    mVisionObjectMap["Flag1_l"] = VO_FLAG1L;    mVisionObjectMap["Flag1_r"] = VO_FLAG1R;    mVisionObjectMap["Flag2_l"] = VO_FLAG2L;    mVisionObjectMap["Flag2_r"] = VO_FLAG2R;    mVisionObjectMap["Goal1_l"] = VO_GOAL1L;    mVisionObjectMap["Goal1_r"] = VO_GOAL1R;    mVisionObjectMap["Goal2_l"] = VO_GOAL2L;    mVisionObjectMap["Goal2_r"] = VO_GOAL2R;    mVisionObjectMap["Ball"]    = VO_BALL;}boolWorldModel::ConstructInternal(){    mParser = shared_dynamic_cast<BaseParser>(GetCore()->New("SexpParser"));    if (mParser.get() == 0)        {            GetLog()->Error()                << "ERROR: (WorldModel) create sexpparser parser instance\n.";            return false;        }    SetupGameStateMap();    SetupVisionObjectMap();    return true;}voidWorldModel::ParseTeamIndex(const Predicate& predicate){    string team;    if (! predicate.GetValue(predicate.begin(),"team",team))        {            return;        }    // parse team index    if (team == "left")        mTeamIndex = TI_LEFT;    else if (team == "right")        mTeamIndex = TI_RIGHT;    else        {            mTeamIndex = TI_NONE;            GetLog()->Debug()                << "(WorldModel) received TeamIndex TI_NONE\n";        }}void WorldModel::ParsePlayMode(const Predicate& predicate){    string mode;    if (! predicate.GetValue(predicate.begin(),"playmode", mode))        {            return;        }    // parse play mode    TPlayModeMap::iterator iter = mPlayModeMap.find(mode);    if (iter != mPlayModeMap.end())        {            mPlayMode = (TPlayMode)(*iter).second;        } else            {                GetLog()->Debug()                    << "ERROR: (WorldModel) could not parse playmode "                    << mode << "\n";            }}void WorldModel::ParseGameState(const Predicate& predicate){    ParseTeamIndex(predicate);    ParsePlayMode(predicate);    predicate.GetValue(predicate.begin(),"FieldLength",   mFieldLength);    predicate.GetValue(predicate.begin(),"FieldWidth",    mFieldWidth);    predicate.GetValue(predicate.begin(),"FieldHeigth",   mFieldHeight);    predicate.GetValue(predicate.begin(),"GoalWidth",     mGoalWidth);    predicate.GetValue(predicate.begin(),"GoalDepth",     mGoalDepth);    predicate.GetValue(predicate.begin(),"GoalHeight",    mGoalHeight);    predicate.GetValue(predicate.begin(),"BorderSize",    mBorderSize);    predicate.GetValue(predicate.begin(),"time",          mTime);    predicate.GetValue(predicate.begin(),"unum",          mTeamUnum);    predicate.GetValue(predicate.begin(),"AgentRadius",   mAgentRadius);    predicate.GetValue(predicate.begin(),"AgentMass",     mAgentMass);    predicate.GetValue(predicate.begin(),"AgentMaxSpeed", mAgentMaxSpeed);    predicate.GetValue(predicate.begin(),"BallRadius",    mBallRadius);    predicate.GetValue(predicate.begin(),"BallMass",      mBallMass);    FieldLength = mFieldLength;    FieldWidth = mFieldWidth;    FieldHeight = mFieldHeight;    GoalWidth = mGoalWidth;    GoalDepth = mGoalDepth;    GoalHeight = mGoalHeight;    BorderSize = mBorderSize;    CurrentTime=mTime;    AgentRadius = mAgentRadius;    AgentMass = mAgentMass;    AgentMaxSpeed = mAgentMaxSpeed;    BallRadius = mBallRadius;    BallMass = mBallMass;}void WorldModel::ParseObjectVision(const Predicate& predicate){    for (         Predicate::Iterator iter(predicate);         iter != iter.end();         ++iter         )        {            // extract the element as a parameter list            Predicate::Iterator paramIter = iter;            if (! predicate.DescentList(paramIter))                {                    continue;                }            // read the object name            string name;            if (! predicate.GetValue(paramIter,name))            {                continue;            }            // try read the 'id' section            string strId;            if (predicate.GetValue(paramIter,"id", strId))                {                    name += strId;                }            // try to lookup the VisionObject            TVisionObjectMap::iterator iter = mVisionObjectMap.find(name);            if (iter == mVisionObjectMap.end())                {                    continue;                }            VisionObject vo = (*iter).second;            // find  to the 'pol' entry in the object's section            Predicate::Iterator polIter = paramIter;            if (! predicate.FindParameter(polIter,"pol"))                {                    continue;                }            // read the position vector            pol sense;            if (                (! predicate.AdvanceValue(polIter,sense.distance)) ||                (! predicate.AdvanceValue(polIter,sense.theta)) ||                (! predicate.AdvanceValue(polIter,sense.phi))                )            {                continue;            }            // Update the vision map            mVisionMap[vo] = sense;        }}voidWorldModel::ParseVision(const Predicate& predicate){    ParseObjectVision(predicate);    //    // get our position. The current implementation of the worldmodel    // relies on the VisionPerceptor that deliverd our position. In    // future releases this should be replaced by a self localization    // algorithm using the relative positions of some flags.    //    // find the PerfectVision data about the object    Predicate::Iterator iter(predicate);    // advance to the section about object 'name'    if (! predicate.FindParameter(iter,"mypos"))        {            return;        }    // read my position    pol sense;    predicate.GetValue(iter,mMyPos);}void WorldModel::Parse(const string& message){    shared_ptr<PredicateList> predList =        mParser->Parse(message);    if (predList.get() == 0)    {            return;    }    PredicateList& list = *predList;    for (         PredicateList::TList::const_iterator iter = list.begin();         iter != list.end();         ++iter         )        {            const Predicate& predicate = (*iter);            if (predicate.name == "GameState")                {                    ParseGameState(predicate);                    continue;                }            // check for the Vision perceptor            if (predicate.name == "Vision")                {                    ParseVision(predicate);	    	    parse_vision(message.c_str());                    continue;                }            GetLog()->Debug()                << "(WorldModel) skipping unknown predicate "                << predicate.name << "\n";        }    // Update our position    CalcPlayerPosition();}pol WorldModel::GetVisionSense(VisionObject obj){    TVisionMap::iterator iter = mVisionMap.find(obj);    if (iter == mVisionMap.end())        {            GetLog()->Error()                << "ERROR: (WorldMode::GetVisionSense) unknown VisionObject "                << obj << "\n";            return pol();        }    return (*iter).second;}Vector3f WorldModel::GetPosition(pol sense){    return mMyPos + GetDriveVec(sense) * sense.distance;}Vector3f WorldModel::GetObjectPosition(VisionObject obj){    return GetPosition(GetVisionSense(obj));}TPlayMode WorldModel::GetPlayMode(){    return mPlayMode;}Vector3f WorldModel::GetDriveVec(const pol& vision){    return Vector3f        (         vision.distance * gCos(gDegToRad(vision.theta)) *         gSin(gDegToRad(90.0 - vision.phi)),         vision.distance * gSin(gDegToRad(vision.theta)) *         gSin(gDegToRad(90.0 - vision.phi)),         vision.distance * gCos(gDegToRad(90.0 - vision.phi))         );}void WorldModel::CalcPlayerPosition(){}salt::Vector3f WorldModel::GetMyPosition()

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