/* ************************************************************************* */ TEST( testPath, startFrom3 ) { Geometry2d::Point p0, p1(1.0, 0.0), p2(2.0, 0.0), p3(3.0, 0.0); Planning::Path path; path.points.push_back(p0); path.points.push_back(p1); path.points.push_back(p2); path.points.push_back(p3); Point pt(0.5,-0.01); Planning::Path act; path.startFrom(pt, act); // verify ASSERT_EQ(5, act.size()); EXPECT_TRUE(pt == act.points[0]); // EXPECT_TRUE(p1 == act.points[1]); // fails }
/* ************************************************************************* */ TEST( testPath, startFrom1 ) { Geometry2d::Point p0, p1(1.0, 0.0), p2(2.0, 0.0), p3(3.0, 0.0); Planning::Path path; path.points.push_back(p0); path.points.push_back(p1); path.points.push_back(p2); path.points.push_back(p3); // simple case - on same axis as path Planning::Path act; path.startFrom(Point(-1.0, 0.0), act); // verify ASSERT_EQ(4, act.size()); EXPECT_FLOAT_EQ(-1.0, act.points[0].x); EXPECT_FLOAT_EQ(0.0, act.points[0].y); EXPECT_TRUE(act.points[1] == p1); }
Geometry2d::Point OurRobot::findGoalOnPath(const Geometry2d::Point& pose, const Planning::Path& path, const ObstacleGroup& obstacles) { const bool blend_verbose = false; // empty path case - leave robot stationary if (path.empty()) return pose; // find closest point on path to pose float max = path.points[0].distTo(pose); unsigned int ip = 0; for (unsigned i=0; i<path.points.size(); i++) { if (path.points[i].distTo(pose) < max) { max = path.points[i].distTo(pose); ip = i; } } if (blend_verbose) addText(QString("cur pt %1=(%2,%3)").arg(ip).arg(path.points[ip].x).arg(path.points[ip].y)); // go to nearest point if only point or closest point is the goal if (path.size() == 1) { if (blend_verbose) addText(QString("blend:simple_path")); return path.points[0]; } // can't mix, just go to endpoint if (path.size() == 2) { if (blend_verbose) addText(QString("blend:size2")); return path.points[1]; } // FIXME: does not blend the last segment // All other cases: proportionally blend the next two points together for a smoother // path, so long as it is still viable if (blend_verbose) addText(QString("blend:segments=%1").arg(path.points.size()-1)); // pull out relevant points Point p0 = pos; Point p1; Point p2; if (path.size() > ip+2) { p1 = path.points[ip+1]; p2 = path.points[ip+2]; } else if (path.size() > ip+1) { p1 = path.points[ip]; p2 = path.points[ip+1]; } else { p1 = path.points[ip-1]; p2 = path.points[ip]; } Geometry2d::Segment target_seg(p1, p2); if (blend_verbose) addText(QString("pos=(%1,%2)").arg(pos.x,5).arg(pos.y,5)); if (blend_verbose) addText(QString("path[0]=(%1,%2)").arg(path.points[0].x).arg(path.points[0].y)); if (blend_verbose) addText(QString("p1=(%1,%2)").arg(p1.x,5).arg(p1.y,5)); if (blend_verbose) addText(QString("p2=(%1,%2)").arg(p2.x,5).arg(p2.y,5)); // final endpoint handling if (target_seg.nearPointPerp(p0, 0.02) && p0.nearPoint(p2, 0.03)) { if (2 == path.size()-1) { if (blend_verbose) addText(QString("blend:at_end")); return p2; } else { // reset this segment to next one if (blend_verbose) addText(QString("blend:reset_segment")); Point temp(p1); p1 = p2; p2 = temp; target_seg = Geometry2d::Segment(p1, p2); } } float dist1 = p0.distTo(p1), dist2 = p1.distTo(p2); if (blend_verbose) addText(QString("blend:d1=%1,d2=%2").arg(dist1).arg(dist2)); // endpoint handling if (dist1 < 0.02) { if (blend_verbose) addText(QString("blend:dist1small=%1").arg(dist1)); return p2; /// just go to next point } // short segment handling if (p1.distTo(p2) < 0.05) { if (blend_verbose) addText(QString("blend:dist2small=%1").arg(dist2)); return p2; /// just go to next point } // close to segment - go to end of segment if (target_seg.nearPoint(p0, 0.03)) { if (blend_verbose) addText(QString("blend:closeToSegment")); return p2; } // mix the next point between the first and second point // if we are far away from p1, want scale to be closer to p1 // if we are close to p1, want scale to be closer to p2 float scale = 1 - clamp(dist1/dist2, 0.0f, 1.0f); Geometry2d::Point targetPos = p1 + (p2-p1)*scale; if (blend_verbose) { addText(QString("blend:scale=%1").arg(scale)); addText(QString("blend:dist1=%1").arg(dist1)); addText(QString("blend:dist2=%1").arg(dist2)); } // check for collisions on blended path Geometry2d::Segment shortcut(p0, targetPos); Geometry2d::Point result = p1; if (!obstacles.hit(shortcut)) { if (blend_verbose) addText(QString("blend:shortcut_succeed")); result = targetPos; } else if (result.nearPoint(pose, 0.05)) { if (blend_verbose) addText(QString("blend:shortcut_failed")); result = result + (result-pose).normalized() * 0.10; } if (blend_verbose) addText(QString("point (%1, %2)").arg(result.x).arg(result.y)); return result; }