gtsam/gtsam_unstable/geometry/SimWall2D.cpp

174 lines
5.7 KiB
C++

/**
* @file SimWall2D.cpp
* @author Alex Cunningham
*/
#include <gtsam/geometry/Pose2.h>
#include <gtsam_unstable/geometry/SimWall2D.h>
namespace gtsam {
using namespace std;
/* ************************************************************************* */
void SimWall2D::print(const std::string& s) const {
std::cout << "SimWall2D " << s << ":" << std::endl;
traits<Point2>::Print(a_, " a");
traits<Point2>::Print(b_, " b");
}
/* ************************************************************************* */
bool SimWall2D::equals(const SimWall2D& other, double tol) const {
return traits<Point2>::Equals(a_, other.a_, tol) &&
traits<Point2>::Equals(b_, other.b_, tol);
}
/* ************************************************************************* */
bool SimWall2D::intersects(const SimWall2D& B, Point2* 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.transformTo(B.a()),
Bb = transform.transformTo(B.b());
if (debug) traits<Point2>::Print(Ba, "Ba");
if (debug) traits<Point2>::Print(Bb, "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.transformFrom(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.transformFrom(Bb);
if (debug) cout << "Bb on the line" << endl;
return true;
}
// handle vertical case to avoid calculating slope
if (std::abs(Ba.x() - Bb.x()) < 1e-5) {
if (debug) cout << "vertical line" << endl;
if (Ba.x() < len && Ba.x() > 0.0) {
if (pt) *pt = transform.transformFrom(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(0,0), high(0,0);
if (Ba.y() > Bb.y()) {
high = Ba;
low = Bb;
} else {
high = Bb;
low = Ba;
}
if (debug) traits<Point2>::Print(high, "high");
if (debug) traits<Point2>::Print(low, "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() + std::abs(low.y())/slope : high.x() - std::abs(high.y())/slope;
if (debug) cout << "xintercept " << xint << endl;
if (xint > 0.0 && xint < len) {
if (pt) *pt = transform.transformFrom(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.transformTo(init);
Point2 t_goal(-t_init.x(), t_init.y());
return Rot2::relativeBearing(wallAngle.rotate(t_goal));
}
/* ***************************************************************** */
std::pair<Pose2, bool> moveWithBounce(const Pose2& cur_pose, double step_size,
const std::vector<SimWall2D> 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)).finished());
// 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;
for(const SimWall2D& wall: walls) {
Point2 cur_intersection;
if (wall.intersects(traj,cur_intersection)) {
collision = true;
if (distance2(cur_pose.t(), cur_intersection) < distance2(cur_pose.t(), 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 (distance2(cur_pose.t(), intersection + norm) > distance2(cur_pose.t(), intersection - norm))
norm = - norm;
// 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