/** * @file SimWall2D.cpp * @author Alex Cunningham */ #include #include #include namespace gtsam { using namespace std; /* ************************************************************************* */ void SimWall2D::print(const std::string& s) const { std::cout << "SimWall2D " << s << ":" << std::endl; a_.print(" a"); b_.print(" b"); } /* ************************************************************************* */ bool SimWall2D::equals(const SimWall2D& other, double tol) const { return a_.equals(other.a_, tol) && b_.equals(other.b_, tol); } /* ************************************************************************* */ bool SimWall2D::intersects(const SimWall2D& B, boost::optional pt) const { const bool debug = false; const SimWall2D& A = *this; // translate so A.a is at the origin, then rotate so that A.b is along x axis Pose2 transform(Rot2::relativeBearing(A.b() - A.a()), A.a()); // normalized points, Aa at origin, Ab at (length, 0.0) double len = A.length(); if (debug) cout << "len: " << len << endl; Point2 Ba = transform.transform_to(B.a()), Bb = transform.transform_to(B.b()); if (debug) Ba.print("Ba"); if (debug) Bb.print("Bb"); // check sides of line if (Ba.y() * Bb.y() > 0.0 || (Ba.x() * Bb.x() > 0.0 && Ba.x() < 0.0) || (Ba.x() > len && Bb.x() > len)) { if (debug) cout << "Failed first check" << endl; return false; } // check conditions for exactly on the same line if (Ba.y() == 0.0 && Ba.x() > 0.0 && Ba.x() < len) { if (pt) *pt = transform.transform_from(Ba); if (debug) cout << "Ba on the line" << endl; return true; } else if (Bb.y() == 0.0 && Bb.x() > 0.0 && Bb.x() < len) { if (pt) *pt = transform.transform_from(Bb); if (debug) cout << "Bb on the line" << endl; return true; } // handle vertical case to avoid calculating slope if (fabs(Ba.x() - Bb.x()) < 1e-5) { if (debug) cout << "vertical line" << endl; if (Ba.x() < len && Ba.x() > 0.0) { if (pt) *pt = transform.transform_from(Point2(Ba.x(), 0.0)); if (debug) cout << " within range" << endl; return true; } else { if (debug) cout << " not within range" << endl; return false; } } // find lower point by y Point2 low, high; if (Ba.y() > Bb.y()) { high = Ba; low = Bb; } else { high = Bb; low = Ba; } if (debug) high.print("high"); if (debug) low.print("low"); // find x-intercept double slope = (high.y() - low.y())/(high.x() - low.x()); if (debug) cout << "slope " << slope << endl; double xint = (low.x() < high.x()) ? low.x() + fabs(low.y())/slope : high.x() - fabs(high.y())/slope; if (debug) cout << "xintercept " << xint << endl; if (xint > 0.0 && xint < len) { if (pt) *pt = transform.transform_from(Point2(xint, 0.0)); return true; } else { if (debug) cout << "xintercept out of range" << endl; return false; } } /* ************************************************************************* */ Point2 SimWall2D::midpoint() const { Point2 vec = b_ - a_; return a_ + vec * 0.5 * vec.norm(); } /* ************************************************************************* */ Point2 SimWall2D::norm() const { Point2 vec = b_ - a_; return Point2(vec.y(), -vec.x()); } /* ************************************************************************* */ Rot2 SimWall2D::reflection(const Point2& init, const Point2& intersection) const { // translate to put the intersection at the origin and the wall along the x axis Rot2 wallAngle = Rot2::relativeBearing(b_ - a_); Pose2 transform(wallAngle, intersection); Point2 t_init = transform.transform_to(init); Point2 t_goal(-t_init.x(), t_init.y()); return Rot2::relativeBearing(wallAngle.rotate(t_goal)); } /* ***************************************************************** */ std::pair moveWithBounce(const Pose2& cur_pose, double step_size, const std::vector walls, Sampler& angle_drift, Sampler& reflect_noise, const Rot2& bias) { // calculate angle to change by Rot2 dtheta = Rot2::fromAngle(angle_drift.sample()(0) + bias.theta()); Pose2 test_pose = cur_pose.retract(Vector_(3, step_size, 0.0, Rot2::Logmap(dtheta)(0))); // create a segment to use for intersection checking // find the closest intersection SimWall2D traj(test_pose.t(), cur_pose.t()); bool collision = false; Point2 intersection(1e+10, 1e+10); SimWall2D closest_wall; BOOST_FOREACH(const SimWall2D& wall, walls) { Point2 cur_intersection; if (wall.intersects(traj,cur_intersection)) { collision = true; if (cur_pose.t().distance(cur_intersection) < cur_pose.t().distance(intersection)) { intersection = cur_intersection; closest_wall = wall; } } } // reflect off of wall with some noise Pose2 pose(test_pose); if (collision) { // make sure norm is on the robot's side Point2 norm = closest_wall.norm(); norm = norm / norm.norm(); // Simple check to make sure norm is on side closest robot if (cur_pose.t().distance(intersection + norm) > cur_pose.t().distance(intersection - norm)) norm = norm.inverse(); // using the reflection const double inside_bias = 0.05; pose = Pose2(closest_wall.reflection(cur_pose.t(), intersection), intersection + inside_bias * norm); // perturb the rotation for better exploration pose = pose.retract(reflect_noise.sample()); } return make_pair(pose, collision); } /* ***************************************************************** */ } // \namespace gtsam