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world_quadrilateral.cpp
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//
// Created by will on 9/13/23.
//
#include "world_quadrilateral.h"
#include "point.h"
#include <cmath>
#define PI 3.141592654
using namespace std;
WorldQuadrilateral::WorldQuadrilateral(const vector<Point> &points, const vector<Edge> &edges) : points(points),
edges(edges) {}
const vector<Point> &WorldQuadrilateral::getPoints() const {
return points;
}
void WorldQuadrilateral::setPoints(const vector<Point> &points) {
WorldQuadrilateral::points = points;
}
const vector<Edge> &WorldQuadrilateral::getEdges() const {
return edges;
}
bool WorldQuadrilateral::isinside(Point p) {
return p.getX() >= this->points[0].getX() && p.getX() <= this->points[1].getX() &&
p.getY() >= this->points[0].getY() && p.getY() <= this->points[3].getY() ? true : false;
}
double WorldQuadrilateral::getorientation(Point pA, Point pB){
double y=pB.getY()-pA.getY();
double x=pB.getX()-pA.getX();
return atan2 (y,x) * 180.0/PI;
}
void WorldQuadrilateral::display() {
for (int i = 0; i < this->points.size(); i++) {
this->points[i].display();
}
for (int i = 0; i < this->edges.size(); i++) {
cout << edges[i].startPointId << " --> " << edges[i].endPointId << endl;
}
}
void WorldQuadrilateral::setEdges(const vector<Edge> &edges) {
WorldQuadrilateral::edges = edges;
}
vector < vector<Point> > WorldQuadrilateral::splitQuadrilateral(int nx, int ny){
vector<vector <Point> > W;
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
float weight=p1.distance(p2);
float x_w=weight/nx;
float height = p1.distance(p4);
float y_w=height/ny;
Point p=p1;
for (int i = 0; i <= nx; ++i) {
waypoints.push_back(p);
for (int j = 0; j < ny; ++j) {
p.setY(p.getY() + y_w);
waypoints.push_back(p);
}
p.setX(p.getX() + x_w);
p.setY(p1.getY());
}
//Sort the points
for(int j=0; j<ny;j++){
for(int i=0; i<nx; i++) {
vector<Point> w;
Point p1=waypoints[i * (ny + 1) + j];
w.push_back(p1);
Point p2=waypoints[(i + 1) * (ny + 1) + j];
w.push_back(p2);
Point p3=waypoints[(i + 1) * (ny + 1) + 1 + j];
w.push_back(p3);
Point p4=waypoints[i * (ny + 1) + 1 + j];
w.push_back(p4);
W.push_back(w);
}
}
return W;
}
vector<Point> WorldQuadrilateral::getSubRegion(vector<vector<Point> > W, int index){
for(int i=0; i<W[index].size();i++)
W[index][i].display();
return W[index];
};
vector<Point> WorldQuadrilateral::backandforthParallel(float perceptionLenght) {
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
float height = p4.distance(p1);
int iter = (int) (height / perceptionLenght) + (height - perceptionLenght * iter != 0 ? 1 : 0);
bool goback = true; //true=go --> , back=false <--
waypoints.push_back(p4);
waypoints.push_back(p3);
height -= perceptionLenght;
for (int i = 0; i < iter; i++) {
if (height < 0) {
if (iter % 2 == 1) {
waypoints.push_back(p2);
waypoints.push_back(p1);
} else {
waypoints.push_back(p1);
waypoints.push_back(p2);
}
break;
} else {
p3.setY(p3.getY() - perceptionLenght);
p4.setY(p4.getY() - perceptionLenght);
if (goback == true) {
waypoints.push_back(p3);
waypoints.push_back(p4);
goback = false;
} else {
waypoints.push_back(p4);
waypoints.push_back(p3);
goback = true;
}
if (p4.getX() == p1.getX() && p4.getY() == p1.getY()) {
break;
}
height -= perceptionLenght;
}
}
return waypoints;
}
vector<Point> WorldQuadrilateral::backandforthCreepingLine(float perceptionLenght) {
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
//float height=sqrt(pow(p4.getX() - p3.getX(), 2) + pow(p4.getY() - p3.getY(), 2) );
float height = p4.distance(p3);
int iter = (int) (height / perceptionLenght) + (height - perceptionLenght * iter != 0 ? 1 : 0);
bool goback = true; //true=go --> , back=false <--
waypoints.push_back(p4);
waypoints.push_back(p1);
height -= perceptionLenght;
for (int i = 0; i < iter; i++) {
if (height < 0) {
if (iter % 2 == 1) {
waypoints.push_back(p2);
waypoints.push_back(p3);
} else {
waypoints.push_back(p3);
waypoints.push_back(p2);
}
break;
} else {
p4.setX(p4.getX() + perceptionLenght);
p1.setX(p1.getX() + perceptionLenght);
if (goback == true) {
waypoints.push_back(p1);
waypoints.push_back(p4);
goback = false;
} else {
waypoints.push_back(p4);
waypoints.push_back(p1);
goback = true;
}
if (p4.getX() == p3.getX() && p4.getY() == p3.getY()) {
break;
}
height -= perceptionLenght;
}
}
return waypoints;
}
vector<Point> WorldQuadrilateral::backandforthSquare(float perceptionLenght) {
vector<Point> waypoints;
float x_0 = this->points[0].distance(this->points[1]) / 2 + this->points[0].getX();
float y_0 = this->points[3].distance(this->points[0]) / 2 + this->points[0].getY();
Point p = Point(x_0, y_0, 0);
waypoints.push_back(p);
int iter = (int) min(this->points[0].distance(this->points[1]), this->points[0].distance(this->points[3])) /
perceptionLenght;
bool nordwest = true;
for (int i = 1; i <= iter; i++) {
if (nordwest == true) {
//go nord
p.setY(p.getY() + i * perceptionLenght);
if (!this->isinside(p))
return waypoints;
waypoints.push_back(p);
//go west
p.setX(p.getX() + i * perceptionLenght);
if (!this->isinside(p))
return waypoints;
waypoints.push_back(p);
nordwest = false;
} else {
//go south
p.setY(p.getY() - i * perceptionLenght);
if (!this->isinside(p))
return waypoints;
waypoints.push_back(p);
//go east
p.setX(p.getX() - i * perceptionLenght);
if (!this->isinside(p))
return waypoints;
waypoints.push_back(p);
nordwest = true;
}
}
return waypoints;
}
vector<Point> WorldQuadrilateral::backandforthSectorSearch(bool reachborder) {
vector<Point> waypoints;
float x_0 = this->points[0].distance(this->points[1]) / 2 + this->points[0].getX();
float y_0 = this->points[3].distance(this->points[0]) / 2 + this->points[0].getY();
Point p_0 = Point(x_0, y_0, 0);
float weight = this->points[0].distance(this->points[1]) / 2;
float height = this->points[0].distance(this->points[3]) / 2;
waypoints.push_back(p_0);
if (reachborder == true) {
waypoints.push_back(Point(weight * cos(120) + x_0, this->points[2].getY(), 0));
waypoints.push_back(Point(weight * cos(0) + x_0, height * sin(0) + y_0, 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(x_0 - weight * cos(0), height * sin(0) + y_0, 0));
waypoints.push_back(Point(x_0 - weight * cos(120), this->points[2].getY(), 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(weight * cos(-120) + x_0, this->points[1].getY(), 0));
waypoints.push_back(Point(x_0 - weight * cos(-120), this->points[1].getY(), 0));
waypoints.push_back(p_0);
} else {
// waypoints.push_back(Point(weight * cos(120) + x_0, weight * sin(120) + y_0, 0));
waypoints.push_back(Point(weight * cos(120) + x_0, height * sin(120) + y_0, 0));
waypoints.push_back(Point(weight * cos(0) + x_0, height * sin(0) + y_0, 0));
waypoints.push_back(p_0);
//waypoints.push_back(Point(weight * cos(0) - x_0, height * sin(0) + y_0,0));
waypoints.push_back(Point(x_0 - weight * cos(0), height * sin(0) + y_0, 0));
waypoints.push_back(Point(x_0 - weight * cos(120), height * sin(120) + y_0, 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(weight * cos(-120) + x_0, height * sin(-120) + y_0, 0));
waypoints.push_back(Point(x_0 - weight * cos(-120), height * sin(-120) + y_0, 0));
waypoints.push_back(p_0);
}
return waypoints;
}
vector<Point> WorldQuadrilateral::backandforthBarrierPatrol() {
vector<Point> waypoints;
float x_0 = this->points[0].distance(this->points[1]) / 2 + this->points[0].getX();
float y_0 = this->points[3].distance(this->points[0]) / 2 + this->points[0].getY();
Point p_0 = Point(x_0, y_0, 0);
float weight = this->points[0].distance(this->points[1]) / 2;
float height = this->points[0].distance(this->points[3]) / 2;
waypoints.push_back(p_0);
waypoints.push_back(Point(weight * cos(-30) + x_0, height * sin(-30) + y_0, 0));
waypoints.push_back(Point(x_0 - weight * cos(90), height * sin(90) + y_0, 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(x_0 - weight * cos(-60), height * sin(-60) + y_0, 0));
waypoints.push_back(Point(x_0 - weight * cos(60), height * sin(60) + y_0, 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(x_0 - weight * cos(-90), height * sin(-90) + y_0, 0));
waypoints.push_back(Point(weight * cos(30) + x_0, height * sin(30) + y_0, 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(x_0 - weight * cos(30), height * sin(30) + y_0, 0));
waypoints.push_back(Point(weight * cos(-90) + x_0, height * sin(-90) + y_0, 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(weight * cos(60) + x_0, height * sin(60) + y_0, 0));
waypoints.push_back(Point(weight * cos(-60) + x_0, height * sin(-60) + y_0, 0));
waypoints.push_back(p_0);
waypoints.push_back(Point(weight * cos(90) + x_0, height * sin(90) + y_0, 0));
waypoints.push_back(Point(x_0 - weight * cos(-30), height * sin(-30) + y_0, 0));
waypoints.push_back(p_0);
return waypoints;
}
vector<Point> WorldQuadrilateral::energyawareBackandforth(float perceptionLenght) {
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
float x_0 = p1.distance(p2) / 2 + p1.getX();
float y_0 = p4.distance(p1) / 2 + p1.getY();
Point p = Point(x_0, y_0, 0);
float l = perceptionLenght / 2; // Drone position related to the baricenter of the perception lenght
int iter = (int) min(p1.distance(p2), p1.distance(p4)) / perceptionLenght;
bool isAbscissaMin = p1.distance(p2) < p1.distance(p4) ? true : false;
for (int i = 1; i <= iter; i++) {
p1.setX(p1.getX() + l);
p1.setY(p1.getY() + l);
p2.setX(p2.getX() - l), p2.setY(p2.getY() + l);
p3.setX(p3.getX() - l);
p3.setY(p3.getY() - l);
p4.setX(p4.getX() + l), p4.setY(p4.getY() - l);
if (isAbscissaMin == true) {//check if the quadrilateral is oriented over the x_axis
if (p1.distance(p2) == 0) {
waypoints.push_back(p3); // or we can add p4
break;
}
} else {//check if the quadrilateral is oreinted over the y_axis
if (p1.distance(p4) == 0) {
waypoints.push_back(p3); //or we can add p2
break;
}
}
waypoints.push_back(p1);
waypoints.push_back(p2);
waypoints.push_back(p3);
waypoints.push_back(p4);
waypoints.push_back(Point(p1.getX(), p1.getY() + l, 0));// turning maneuver point
}
return waypoints;
}
vector<Point> WorldQuadrilateral::SCANNorthSouth(float perceptionLenght) {
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
float l = perceptionLenght;
int iter_abs = (int) p1.distance(p2) / l;
int iter_r_abs = p1.distance(p2) - l * iter_abs != 0 ? 1 : 0;
int iter_ord = (int) p1.distance(p4) / l;
int iter_r_ord = p1.distance(p4) - l * iter_ord != 0 ? 1 : 0;
Point p = p1;
bool go = true;
waypoints.push_back(p);
for (int i = 1; i <= iter_abs + iter_r_abs; i++) {
//move to ord Y+ => move to North
if (go == true) {
for (int j = 1; j <= iter_ord + iter_r_ord; j++) {
if (p.getY() + l <= p4.getY())//(j <= iter_ord)
p.setY(p.getY() + l);
else
p.setY(p4.getY());
waypoints.push_back(p);
}
go = false;
}
//move to ord Y- => move to South
else {
for (int j = 1; j <= iter_ord + iter_r_ord; j++) {
if (p.getY() - l >= p2.getY())//(j <= iter_ord)
p.setY(p.getY() - l);
else
p.setY(p2.getY());
waypoints.push_back(p);
}
go = true;
}
//move to abs X+ ( move from West to East => move from p1 to p2)
if (p.getX() + l <= p2.getX())//(i <= iter_abs)
p.setX(p.getX() + l);
else
p.setX(p2.getX());
waypoints.push_back(p);
}
if (iter_r_ord != 0 && p3.distance(p) != 0 && go == true) {
while (p3.distance(p) > 0) {
p.setY(p.getY() + l);
waypoints.push_back(p);
}
}
return waypoints;
}
vector<Point> WorldQuadrilateral::SCANWestEast(float perceptionLenght) {
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
float l = perceptionLenght;
int iter_abs = (int) p1.distance(p2) / l;
int iter_r_abs = p1.distance(p2) - l * iter_abs != 0 ? 1 : 0;
int iter_ord = (int) p1.distance(p4) / l;
int iter_r_ord = p1.distance(p4) - l * iter_ord != 0 ? 1 : 0;
Point p = p1;
bool go = true;
waypoints.push_back(p);
for (int i = 1; i <= iter_ord + iter_r_ord; i++) {
//move to abs X +=> move to the East
if (go == true) {
for (int j = 1; j <= iter_abs + iter_r_abs; j++) {
if (p.getX() + l <= p2.getX()) //(j <= iter_abs)
p.setX(p.getX() + l);
else
p.setX(p2.getX());
waypoints.push_back(p);
}
go = false;
}
//move to abs X- => move the West
else {
for (int j = 1; j <= iter_abs + iter_r_abs; j++) {
if (p.getX() - l >= p1.getX()) //(j <= iter_abs)
p.setX(p.getX() - l);
else
p.setX(p1.getX());
waypoints.push_back(p);
}
go = true;
}
//move to ord Y+ (move from the South to the North => move from p1 to p4
if (p.getY() + l <= p4.getY()) //(i <= iter_ord)
p.setY(p.getY() + l);
else
p.setY(p4.getY());
waypoints.push_back(p);
}
if (iter_r_abs != 0 && p3.distance(p) != 0 && go == true) {
while (p3.distance(p) > 0) {
p.setX(p.getX() + l);
waypoints.push_back(p);
}
}
return waypoints;
}
vector<Point> WorldQuadrilateral::LMATWestEast(float perceptionLenght) {
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
float l = perceptionLenght;
int iter_abs = (int) p1.distance(p2) / l;
int iter_r_abs = p1.distance(p2) - l * iter_abs != 0 ? 1 : 0;
int iter_ord = (int) p1.distance(p4) / l;
int iter_r_ord = p1.distance(p4) - l * iter_ord != 0 ? 1 : 0;
Point p = p1;
bool go = true;
waypoints.push_back(p);
for (int i = 1; i <= iter_ord + iter_r_ord; i++) {
//move to abs X +=> move to the East
if (go == true) {
for (int j = 1; j <= iter_abs + iter_r_abs; j++) {
if (p.getX() + l <= p2.getX()) {
waypoints.push_back(Point(p.getX() + l / 2, p.getY() + l, 0));
p.setX(p.getX() + l);
} else
p.setX(p2.getX());
waypoints.push_back(p);
}
go = false;
}
//move to abs X- => move the West
else {
for (int j = 1; j <= iter_abs + iter_r_abs; j++) {
if (p.getX() - l >= p1.getX()) {
waypoints.push_back(Point(p.getX() - l / 2, p.getY() + l, 0));
p.setX(p.getX() - l);
} else
p.setX(p1.getX());
waypoints.push_back(p);
}
go = true;
}
//move to ord Y+ (move from the South to the North => move from p1 to p4
if (p.getY() + l <= p4.getY()) //(i <= iter_ord)
p.setY(p.getY() + l);
else
p.setY(p4.getY());
waypoints.push_back(p);
}
if (iter_r_abs != 0 && p3.distance(p) != 0 && go == true) {
while (p3.distance(p) > 0) {
waypoints.push_back(Point(p.getX() + l / 2, p.getY() + l, 0));
p.setX(p.getX() + l);
waypoints.push_back(p);
}
}
return waypoints;
}
vector<Point> WorldQuadrilateral::LMATNorthSouth(float perceptionLenght) {
vector<Point> waypoints;
Point p1 = this->points[0];
Point p2 = this->points[1];
Point p3 = this->points[2];
Point p4 = this->points[3];
float l = perceptionLenght;
int iter_abs = (int) p1.distance(p2) / l;
int iter_r_abs = p1.distance(p2) - l * iter_abs != 0 ? 1 : 0;
int iter_ord = (int) p1.distance(p4) / l;
int iter_r_ord = p1.distance(p4) - l * iter_ord != 0 ? 1 : 0;
Point p = p1;
bool go = true;
waypoints.push_back(p);
for (int i = 1; i <= iter_abs + iter_r_abs; i++) {
//move to ord Y+ => move to North
if (go == true) {
for (int j = 1; j <= iter_ord + iter_r_ord; j++) {
if (p.getY() + l <= p4.getY()) {
waypoints.push_back(Point(p.getX() + l, p.getY() + l / 2, 0));
p.setY(p.getY() + l);
} else
p.setY(p4.getY());
waypoints.push_back(p);
}
go = false;
}
//move to ord Y- => move to South
else {
for (int j = 1; j <= iter_ord + iter_r_ord; j++) {
if (p.getY() - l >= p2.getY()) {
waypoints.push_back(Point(p.getX() + l, p.getY() - l / 2, 0));
p.setY(p.getY() - l);
} else
p.setY(p2.getY());
waypoints.push_back(p);
}
go = true;
}
//move to abs X+ ( move from West to East => move from p1 to p2)
if (p.getX() + l <= p2.getX())//(i <= iter_abs)
p.setX(p.getX() + l);
else
p.setX(p2.getX());
waypoints.push_back(p);
}
if (iter_r_ord != 0 && p3.distance(p) != 0 && go == true) {
while (p3.distance(p) > 0) {
waypoints.push_back(Point(p.getX() + l, p.getY() + l / 2, 0));
p.setY(p.getY() + l);
waypoints.push_back(p);
}
}
return waypoints;
}
vector<Point> WorldQuadrilateral::HILBERT(float perceptionLenght, int m, Point &p0) {
vector<Point> waypoints;
int n = i4_power(2, m);
for (int d = 0; d < n * n; d++) {
int rx;
int ry;
int s;
int t = d;
int x = 0;
int y = 0;
for (s = 1; s < n; s = s * 2) {
rx = (1 & (t / 2));
ry = (1 & (t ^ rx));
rotateFlip(s, x, y, rx, ry);
x = x + s * rx;
y = y + s * ry;
t = t / 4;
}
waypoints.push_back(Point((x + p0.getX()) * perceptionLenght, (y + p0.getY()) * perceptionLenght, 0));
}
return waypoints;
}