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MotionGoto.cpp
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executable file
·1931 lines (1599 loc) · 43.1 KB
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#include "MotionGoto.h"
#define GotoLog gLog<< "[moGoto] " << "Goto "
#define TestSmartGoto
MotionGoto::MotionGoto( WorldModel *wm, Situation *situ, CommandQuene *cmdQuene, Action *act )
{
mWorldModel = wm;
mSituation = situ;
mCmdQuene = cmdQuene;
mAct = act;
InitGoto();
mForStartSpeed = 0.015f;
mTurnStartSpeed = 3.0f;
mTransStartSpeed = 0.003f;
mForMaxSpeed = 0.03f; //0.03f
mTurnMaxSpeed = 5.0f;
mTransMaxSpeed = 0.01f; //0.007f;
mForMinSpeed = -0.03f;
mTurnMinSpeed = -5.0f;
mTransMinSpeed = -0.01f; //-0.007f;
mForAccSpeed = 0.003f; //0.0025f; //0.005f; //0.0025f
mTurnAccSpeed = 5.0f;
mTransAccSpeed = 0.01f; //0.0005f;
mForProportion = 5.0f;
mTurnProportion = 1.0f; //13.2f;
mTransProportion = 3.2f; //26.0f;
mForSpeed = 0.0f;
mTurnSpeed = 0.0f;
mTransSpeed = 0.0f;
mGotoDistEPS[GotoEps_Rough] = 1.0f;
mGotoDistEPS[GotoEps_Medium] = 0.5f;
mGotoDistEPS[GotoEps_Accurate] = 0.1f;
mGotoAngEPS[GotoEps_Rough] = 10.0f;
mGotoAngEPS[GotoEps_Medium] = 5.0f;
mGotoAngEPS[GotoEps_Accurate] = 2.0f;
mDistEps = GotoEps_Accurate;
mAngEps = GotoEps_Accurate;
mOverFlowToTarFor = 0.1f; //wait to be tested
mOverFlowToTarTurn = 1.2f; //wait to be tested
mOverFlowToTarTrans = 0.1f; //wait to be tested
}
MotionGoto::~MotionGoto()
{
}
void MotionGoto::InitGoto()
{
ReadConf rC( mWorldModel->GetAgentConfPath() );
Predicate tempP;
rC.Tranversal( "Test_Goto_VecAndAng", tempP );
tempP.GetValue( "Test_Goto_VecAndAng", mGotoTestVecAndAng );
rC.Tranversal( "Test_Goto_Vector3f", tempP );
tempP.GetValue( "Test_Goto_Vector3f", mGotoTestVector3f );
rC.Tranversal( "Test_Goto_Angle", tempP );
tempP.GetValue( "Test_Goto_Angle", mGotoTestAngle );
}
Angle MotionGoto::AngleLiminit( Angle ang )
{
// Limit Angle From -180.0f to 180.0f
while( ang > 180.0f )
{
ang -= 360.0f;
}
while( ang < -180.0f )
{
ang += 360.0f;
}
// Limit Angle From -90.0f to 90.0f
if( ang > 90.0f )
{
ang -= 180.0f;
}
if( ang < -90.0f )
{
ang += 180.0f;
}
// Limit Angle From -45.0f to 45.0f
if( ang > 45.0f )
{
ang -= 90.0f;
}
if( ang < -45.0f )
{
ang += 90.0f;
}
return ang;
}
Angle MotionGoto::AngleLimit90( Angle ang )
{
// Limit Angle From -180.0f to 180.0f
while( ang > 180.0f )
{
ang -= 360.0f;
}
while( ang < -180.0f )
{
ang += 360.0f;
}
// Limit Angle From -90.0f to 90.0f
// 为防止角度突变导致的摇摆,此处做了修正
// 即只有“很背对”目标点的时候,才会采用后退式走法
if( ang > 120.0f )
{
ang -= 180.0f;
}
if( ang < -120.0f )
{
ang += 180.0f;
}
return ang;
}
Angle MotionGoto::AngleLimit45( Angle ang )
{
// Limit Angle From -180.0f to 180.0f
while( ang > 180.0f )
{
ang -= 360.0f;
}
while( ang < -180.0f )
{
ang += 360.0f;
}
// Limit Angle From -90.0f to 90.0f
if( ang > 90.0f )
{
ang -= 180.0f;
}
if( ang < -90.0f )
{
ang += 180.0f;
}
// Limit Angle From -45.0f to 45.0f
if( ang > 45.0f )
{
ang -= 90.0f;
}
if( ang < -45.0f )
{
ang += 90.0f;
}
return ang;
}
bool MotionGoto::Goto()
{
//static unsigned int mGotoCycle = mWorldModel->mCurrentSimCycle;
if( mGotoTestVecAndAng )
{
return Goto( mGotoTestVector3f, mGotoTestAngle );
}
else
{
//return Goto( mGotoTestAngle );
return Goto( mGotoTestVector3f );
}
}
bool MotionGoto::Goto( Vector3f targetVector )
{
Vector3f tarPos = GetRidOfObstacle( targetVector );
float distToTarget = DistToVector3f( tarPos );
float distEps = Max( mGotoDistEPS[mDistEps], mOverFlowToTarFor );
float angleToTarVector = Normalize( (tarPos - mWorldModel->mSelf.mPos).angTheta() );
float angleEps = Max( Max( mGotoAngEPS[mAngEps], mOverFlowToTarTurn ), AngEpsFromDist(tarPos) );
//GotoLog<< "my position " << mWorldModel->mSelf.mPos.x << " " << mWorldModel->mSelf.mPos.y << endl;
//GotoLog<< "target pos " << targetVector.x << " " << targetVector.y << endl;
//GotoLog<< "distToTarget " << distToTarget << endl;
//cout<< " AngEpsFromDist " << AngEpsFromDist(targetVector)
// << " distToTarget " << distToTarget
// << endl;
distEps = 0.03f;
if( distToTarget <= distEps )
{
if( fabs(GetTransSpeed()) > EPS )
{
TransSpeedLimit( mTransSpeed * 0.95f );
mAct->CrazyTrans( mTransSpeed );
return false;
}
else if( fabs(GetTurnSpeed()) > EPS )
{
TurnSpeedLimit( 0.0f );
mAct->CrazyTurn( mTurnSpeed );
return false;
}
else
{
ForSpeedLimit( 0.0f );
TurnSpeedLimit( 0.0f );
TransSpeedLimit( 0.0f );
GotoLog << "Goto( Vector3f targetVector )" << " -- In Position " << endl;
mAct->Walk( mForSpeed, mTurnSpeed, mTransSpeed );
return true;
}
}
else
{
if( fabs(mTransSpeed) > mTransAccSpeed / 10.0f )
{
TransSpeedLimit( mTransSpeed * 0.95f );
mAct->CrazyTrans( mTransSpeed );
return false;
}
else if( fabs(mTransSpeed) > EPS )
{
GotoLog << "Goto Slow Trans " << endl;
TransSpeedLimit( 0.0f );
mAct->CrazyTrans( mTransSpeed );
}
else if( fabs(AngToTarAngle(angleToTarVector) ) > angleEps * 2.0f
&& fabs(fabs(AngToTarAngle(angleToTarVector)) - 180.0f) > angleEps * 2.0f
)
{
GotoLog << "Goto Turn " << endl;
//**********************************
// 为了能倒退走路
//**********************************
Angle tempAngle;
if( AngToTarAngle(angleToTarVector) > 90.0f )
{
tempAngle = angleToTarVector - 180.0f;
}
else if( AngToTarAngle(angleToTarVector) < -90.0f )
{
tempAngle = angleToTarVector + 180.0f;
}
else
{
tempAngle = angleToTarVector;
}
GotoLog << angleToTarVector << " " << AngToTarAngle(angleToTarVector) << " " << angleToTarVector << " " << tempAngle << endl;
Turn( tempAngle );
}
else
{
float tempSpeed = sqrt( 2 * fabs(distToTarget)/ (mForAccSpeed * mForProportion) ) * mForAccSpeed;
//TurnSpeedLimit( 0.0f );
//TransSpeedLimit( 0.0f );
if( fabs(mTurnSpeed) > mTurnAccSpeed || fabs(mTransSpeed) > mTransAccSpeed )
{
GotoLog <<"Goto Slow Turn and Trans " << endl;
SlowDownSpeedToStand();
}
else if( fabs(mTurnSpeed) > EPS || fabs(mTransSpeed) > EPS )
{
GotoLog <<"Goto Clear speed " << endl;
ClearSpeed();
mAct->Stand();
}
else
{
GotoLog<< "Goto Walk" << endl;
if( fabs(AngToTarAngle(angleToTarVector) ) < 90.0f )
{
ForSpeedLimit( tempSpeed );
}
else
{
ForSpeedLimit( -tempSpeed );
}
mAct->Walk( mForSpeed, mTurnSpeed, mTransSpeed );
}
}
}
return false;
}
bool MotionGoto::FastGoto( Vector3f targetVector )
{
if( fabs( GetTransSpeed() ) > mTransAccSpeed / 10.0f )
{
TransSpeedLimit( mTransSpeed * 0.95f );
mAct->CrazyTrans( mTransSpeed );
return false;
}
else if( fabs( GetTransSpeed() ) > EPS )
{
ClearSpeed();
mAct->Stand();
return false;
}
else if( fabs( GetTurnSpeed() ) > EPS )
{
TurnSpeedLimit( 0.0f );
mAct->CrazyTurn( mTurnSpeed );
return false;
}
const float unitForAccSpeed = 0.0031f;
if( mForSpeed < mForAccSpeed * 2.0f )
{
SetForAccSpeed( unitForAccSpeed * 1.5f );
}
if( mForSpeed < mForMaxSpeed )
{
ForSpeedLimit( mForMaxSpeed);
}
mAct->Walk( mForSpeed, 0.0f, 0.0f );
SetForAccSpeed( unitForAccSpeed );
return true;
}
bool MotionGoto::FastGotoDribble( Vector3f targetVector )
{
Vector3f vectorToDribble = mWorldModel->mBall.mPos - ( targetVector - mWorldModel->mBall.mPos ).normalize( 0.22f );
float distToTar = mWorldModel->mSelf.DistXyTo( vectorToDribble);
float angleToTar = Normalize( mWorldModel->mBodyAngle - (vectorToDribble - mWorldModel->mSelf.mPos).angTheta() );
float xDistToTar = -distToTar * cos( angleToTar * PI / 180.0f );
float yDistToTar = distToTar * sin( angleToTar * PI / 180.0f );
float distToBall = mWorldModel->mSelf.DistXyTo( mWorldModel->mBall.mPos );
const float miniTransDist = 0.0025f;
const float bodyRadius = 0.8f;
GotoLog << " yDistToTar " << yDistToTar << endl;
if( distToBall > 0.5f )
{
FastGoto( targetVector );
return false;
}
if( yDistToTar > 0.0f )
{
if( yDistToTar > bodyRadius )
{
if( fabs( GetTurnSpeed() ) > EPS )
{
TurnSpeedLimit( 0.0f );
mAct->CrazyTurn( mTurnSpeed );
return false;
}
else if( fabs( GetForSpeed() ) > EPS )
{
ForSpeedLimit( 0.0f );
mAct->Walk( mForSpeed, 0.0f, 0.0f );
return false;
}
else if( fabs(mWorldModel->mBodyFaceTo.angPhi()) > 3.0f )
{
mAct->Stand();
ClearSpeed();
}
else
{
//mAct->CrazyTrans( -miniTransDist );
mAct->SteadyTrans( -0.002f );
SetTransSpeed( -miniTransDist );
}
return false;
}
else
{
FastGoto( targetVector );
}
}
else /*if( yDistToBall <= 0.0f )*/
{
if( yDistToTar < -bodyRadius )
{
if( fabs( GetTurnSpeed() ) > EPS )
{
TurnSpeedLimit( 0.0f );
mAct->CrazyTurn( mTurnSpeed );
return false;
}
else if( fabs( GetForSpeed() ) > EPS )
{
ForSpeedLimit( 0.0f );
mAct->Walk( mForSpeed, 0.0f, 0.0f );
return false;
}
else if( fabs(mWorldModel->mBodyFaceTo.angPhi()) > 3.0f )
{
mAct->Stand();
ClearSpeed();
}
else
{
//mAct->CrazyTrans( miniTransDist );
mAct->SteadyTrans( 0.002f );
SetTransSpeed( miniTransDist );
}
return false;
}
else
{
FastGoto( targetVector );
}
}
return true;
}
bool MotionGoto::Turn( Angle targetAngle )
{
Angle angToTarget = Normalize( AngToTarAngle( targetAngle ) );
float temAng;
if( fabs(angToTarget) > mGotoAngEPS[mAngEps] * 4.0f )
{
if( angToTarget >= 0.0f )
{
temAng = sqrt( 2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed;
}
else
{
temAng = -sqrt( -2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed;
}
}
else
{
if( angToTarget >= 0.0f )
{
temAng = sqrt( 2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed * 0.1f;
}
else
{
temAng = -sqrt( -2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed * 0.1f;
}
}
//ForSpeedLimit( fabs(mForSpeed - mForAccSpeed/3.0f) );
//ForSpeedLimit( 0.0f );
//TurnSpeedLimit( temAng );
//TransSpeedLimit( 0.0f );
if( fabs(mForSpeed) > EPS || fabs(mTransSpeed) > EPS )
{
//mAct->Walk( mForSpeed, mTurnSpeed, mTransSpeed );
//mAct->Walk( mForSpeed, 0.0f, 0.0f );
GotoLog <<"Turn Slow Trans, turn and for" << endl;
if( fabs(mTransSpeed) > EPS )
{
TransSpeedLimit( 0.0f );
mAct->CrazyTrans( mTransSpeed );
}
else if( fabs( mTurnSpeed) > EPS )
{
TurnSpeedLimit( 0.0f );
mAct->CrazyTurn( mTurnSpeed );
}
else
{
//if( !mWorldModel->mIsStable )
//{
// SetForSpeed( -mForAccSpeed );
//}
//else
//{
// if( mWorldModel->mBodyFaceTo.angPhi() > 7.0f )
// {
// //ForSpeedLimit( fabs(mForSpeed + mForAccSpeed/3.0f) );
// SetForSpeed( mForAccSpeed );
// }
// else if( mWorldModel->mBodyFaceTo.angPhi() < -7.0f )
// {
// SetForSpeed( -mForAccSpeed );
// }
// else
// {
// ForSpeedLimit( fabs(mForSpeed - mForAccSpeed/3.0f) );
// }
//}
//ForSpeedLimit( fabs(mForSpeed - mForAccSpeed/3.0f) );
ForSpeedLimit( 0.0f );
mAct->Walk( mForSpeed, 0.0f, 0.0f );
}
}
else
{
TurnSpeedLimit( temAng );
GotoLog <<"Turn CrazyTurn" << endl;
mAct->CrazyTurn( mTurnSpeed );
}
return false;
}
bool MotionGoto::SmartTurnAllowBack( Angle targetAngle )
{
Angle angToTarget;
// 防止决策摇摆
if( fabs( fabs( AngToTarAngle( targetAngle ) ) - 120.0f ) < 5.0f )
{
angToTarget = AngToTarAngle( targetAngle );
}
else
{
angToTarget = AngleLimit90( AngToTarAngle( targetAngle ) );
}
float temAng;
if( fabs(angToTarget) > mGotoAngEPS[mAngEps] * 4.0f )
{
if( angToTarget >= 0.0f )
{
temAng = sqrt( 2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed;
}
else
{
temAng = -sqrt( -2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed;
}
}
else
{
if( angToTarget >= 0.0f )
{
temAng = sqrt( 2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed * 0.1f;
}
else
{
temAng = -sqrt( -2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed * 0.1f;
}
}
//cout<< angToTarget << " " << mTurnSpeed << " " << temAng << endl;
ForSpeedLimit( 0.0f );
TurnSpeedLimit( temAng );
TransSpeedLimit( 0.0f );
if( fabs(mForSpeed) > EPS || fabs(mTransSpeed) > EPS )
{
mAct->Walk( mForSpeed, mTurnSpeed, mTransSpeed );
}
else
{
mAct->CrazyTurn( mTurnSpeed );
}
return false;
}
bool MotionGoto::SmartTurnAllowTrans( Angle targetAngle )
{
Angle angToTarget;
// 防止决策摇摆
if( fabs( fabs( AngToTarAngle( targetAngle ) ) - 45.0f ) < 5.0f )
{
angToTarget = AngToTarAngle( targetAngle );
}
else
{
angToTarget = AngleLimit45( AngToTarAngle( targetAngle ) );
}
float temAng;
if( fabs(angToTarget) > mGotoAngEPS[mAngEps] * 4.0f )
{
if( angToTarget >= 0.0f )
{
temAng = sqrt( 2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed;
}
else
{
temAng = -sqrt( -2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed;
}
}
else
{
if( angToTarget >= 0.0f )
{
temAng = sqrt( 2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed * 0.1f;
}
else
{
temAng = -sqrt( -2.0f * angToTarget / (mTurnAccSpeed * mTurnProportion ) ) * mTurnAccSpeed * 0.1f;
}
}
//cout<< angToTarget << " " << mTurnSpeed << " " << temAng << endl;
ForSpeedLimit( 0.0f );
TurnSpeedLimit( temAng );
TransSpeedLimit( 0.0f );
if( fabs(mForSpeed) > EPS || fabs(mTransSpeed) > EPS )
{
mAct->Walk( mForSpeed, mTurnSpeed, mTransSpeed );
}
else
{
mAct->CrazyTurn( mTurnSpeed );
}
return false;
}
bool MotionGoto::Goto( Vector3f targetVector,Angle targetAngle )
{
float distToTarget = DistToVector3f( targetVector );
float distEps = Max( mGotoDistEPS[mDistEps], mOverFlowToTarFor );
float angleToTarVector = Normalize( (targetVector - mWorldModel->mSelf.mPos).angTheta() );
float angleToTarVecEps = Max( Max( mGotoAngEPS[mAngEps], mOverFlowToTarTurn ), AngEpsFromDist(targetVector) );
float angleToTarAng = AngToTarAngle( targetAngle );
float angleToTarAngEps = Max( mGotoAngEPS[mAngEps], mOverFlowToTarTurn );
if( distToTarget > distEps )
{
Goto( targetVector );
return false;
}
else if( fabs(angleToTarAng) > angleToTarAngEps)
{
Turn( targetAngle );
return false;
}
else
{
ForSpeedLimit( 0.0f );
TurnSpeedLimit( 0.0f );
TransSpeedLimit( 0.0f );
mAct->Walk( mForSpeed, mTurnSpeed, mTransSpeed );
return true;
}
}
bool MotionGoto::GotoHandleBall( Vector3f tarVector3f )
{
const float ballRadiusEps = mWorldModel->mBallRadius;
const float bodyRadiusEps = mWorldModel->mBodyRadius * 1.5f;
const float gotoRadius = 0.17f;
const float minDistToBall = 0.005f;
Vector3f tarBeforeAction = mWorldModel->mBall.mPos - ( tarVector3f - mWorldModel->mBall.mPos ).normalize( gotoRadius );
Vector3f minTarBeforeAction = mWorldModel->mBall.mPos - ( tarVector3f - mWorldModel->mBall.mPos ).normalize( minDistToBall );
//Angle minTarToBallAng = minTarBeforeAction.angTheta2( mWorldModel->mBall.mPos );
Angle minTarToBallAng = mWorldModel->mBall.mPos.angTheta2( tarVector3f );
Angle deltaAng = asin( ballRadiusEps / (minDistToBall + ballRadiusEps) ) * 180.0f / PI;
Angle boundRayAng_Left = minTarToBallAng + deltaAng;
Angle boundRayAng_Right = minTarToBallAng - deltaAng;
Ray boundLine_Left = Ray::MakeRayFromPositionAndAngle( minTarBeforeAction, boundRayAng_Left );
Ray boundLine_Right = Ray::MakeRayFromPositionAndAngle( minTarBeforeAction, boundRayAng_Right );
Angle minTarToSelfAng = minTarBeforeAction.angTheta2( mWorldModel->mSelf.mPos );
float selfDistToBall = mWorldModel->mSelf.DistXyTo( mWorldModel->mBall.mPos );
float selfDistToTar = mWorldModel->mSelf.DistXyTo( tarBeforeAction );
if( minTarToSelfAng <= boundRayAng_Left + 40.0f
&& minTarToSelfAng >= boundRayAng_Right - 40.0f )
{
GotoLog << "GotoHandleBall: " << " In Front of Ball: " << minTarToSelfAng << " " << minTarToBallAng << endl;
if( minTarToSelfAng >= minTarToBallAng )
{
Angle deltaAngLeft = boundRayAng_Left + 60.0f;
Ray deltaRayLeft = Ray::MakeRayFromPositionAndAngle( minTarBeforeAction, deltaAngLeft );
Vector3f tempPos = deltaRayLeft.GetPoint( (ballRadiusEps + minDistToBall) * 8.0f );
//Vector3f tempPos = boundLine_Left.GetPoint( (ballRadiusEps + minDistToBall) * 4.0f );
GotoLog << tempPos.x << " " << tempPos.y << endl;
return Goto( tempPos );
}
else
{
Angle deltaAngRight = boundRayAng_Right - 60.0f;
Ray deltaRayRight = Ray::MakeRayFromPositionAndAngle( minTarBeforeAction, deltaAngRight );
Vector3f tempPos = deltaRayRight.GetPoint( (ballRadiusEps + minDistToBall) * 8.0f );
//Vector3f tempPos = boundLine_Right.GetPoint( (ballRadiusEps + minDistToBall) * 4.0f );
GotoLog << tempPos.x << " " << tempPos.y << endl;
return Goto( tempPos );
}
}
else
{
GotoLog << "GotoHandleBall: " << " Behind " << endl;
if( selfDistToBall < gotoRadius - minDistToBall * 2.0f )
{
GotoLog << "GotoHandleBall: " << "Too Near Ball: " << selfDistToBall << " " << gotoRadius - minDistToBall * 2.0f << endl;
if( selfDistToBall < gotoRadius * 0.4f )
{
//腿把球夹住了。通常是由于在球前面摔倒后,起立时导致
//cout<< "夹球!! " << endl;
GotoLog << "GotoHandleBall: " << "夹球"<< endl;
Goto( mWorldModel->mOppGoalCenter );
return false;
}
else if( fabs(GetTurnSpeed()) > EPS || fabs(GetTransSpeed()) > EPS )
{
GotoLog << "GotoHandleBall: " << "SlowDownSpeedToStand" << endl;
SlowDownSpeedToStand();
}
else if( GetForSpeed() > EPS )
{
GotoLog << "GotoHandleBall: " << "ForSpeedLimit" << endl;
ForSpeedLimit( 0.0f );
mAct->Walk( GetForSpeed(), 0.0f, 0.0f );
}
else
{
GotoLog << "GotoHandleBall: " << "Backward" << endl;
float angleToTarVector = Normalize( (tarVector3f - mWorldModel->mSelf.mPos).angTheta() );
if( fabs(AngToTarAngle(angleToTarVector) ) < 90.0f )
{
mAct->Walk( -0.005f, 0.0f, 0.0f );
SetForSpeed( -0.005f );
}
else
{
mAct->Walk( 0.005f, 0.0f, 0.0f );
SetForSpeed( 0.005f );
}
}
return false;
}
else
{
if( selfDistToTar > bodyRadiusEps )
{
GotoLog << "GotoHandleBall: " << "Too Far: " << selfDistToTar << " " << bodyRadiusEps << endl;
Goto( tarBeforeAction );
}
else
{
if( fabs( mWorldModel->mBodyAngle - minTarToBallAng ) > 5.0f
&& fabs(fabs( mWorldModel->mBodyAngle - minTarToBallAng ) - 180.0f ) > 5.0f
)
{
GotoLog << "GotoHandleBall: " << "Diff Angle: " << mWorldModel->mBodyAngle << " " << minTarToBallAng << endl;
Angle tempAngle;
if( Normalize(minTarToBallAng) > 90.0f )
{
tempAngle = Normalize(minTarToBallAng) - 180.0f;
}
else if( Normalize(minTarToBallAng) < -90.0f )
{
tempAngle = Normalize(minTarToBallAng) + 180.0f;
}
else
{
tempAngle = Normalize(minTarToBallAng);
}
Turn( tempAngle );
}
else
{
float distToTempTar = mWorldModel->mSelf.DistXyTo( tarBeforeAction );
Angle angleToTempTar = Normalize( mWorldModel->mBodyAngle - (tarBeforeAction - mWorldModel->mSelf.mPos ).angTheta() );
float xDistToTempTar = -distToTempTar * cos( angleToTempTar * PI / 180.0f );
float yDistToTempTar = distToTempTar * sin( angleToTempTar * PI / 180.0f );
if( xDistToTempTar < -0.05f )
{
if( fabs(GetTurnSpeed()) > EPS
|| fabs(GetTransSpeed()) > EPS
)
{
SlowDownSpeedToStand();
}
else
{
ForSpeedLimit( mForMaxSpeed * 0.5f );
mAct->Walk( mForSpeed, 0.0f, 0.0f );
//mAct->Walk( mForAccSpeed * 2.0f, 0.0f, 0.0f );
}
}
else if( xDistToTempTar > 0.05f )
{
if( fabs(GetTurnSpeed()) > EPS
|| fabs(GetTransSpeed()) > EPS
)
{
SlowDownSpeedToStand();
}
else
{
ForSpeedLimit( mForMinSpeed * 0.5f );
mAct->Walk( mForSpeed, 0.0f, 0.0f );
//mAct->Walk( mForAccSpeed * 2.0f, 0.0f, 0.0f );
}
}
else if( yDistToTempTar > 0.0f )
{
if( fabs(GetTurnSpeed()) > EPS
|| fabs(GetForSpeed()) > EPS
)
{
SlowDownSpeedToStand();
}
else
{
//mAct->CrazyTrans( 0.0015f );
mAct->SteadyTrans( 0.002f );
}
}
else if( yDistToTempTar < 0.0f )
{
if( fabs(GetTurnSpeed()) > EPS
|| fabs(GetForSpeed()) > EPS
)
{
SlowDownSpeedToStand();
}
else
{
//mAct->CrazyTrans( -0.0015f );
mAct->SteadyTrans( -0.002f );
}
}
else
{
mAct->Stand();
}
}
}
return true;
}
}
return false;
//Vector3f tarPos = tarVector3f;
//const float bodyRadius = mWorldModel->mBodyRadius;
////const float ballRadius = mWorldModel->mBallRadius;
////const float gotoRadius = 0.2f;
////const float gotoRadius = 0.17;
//const float shootAreaDist = 0.02f;
//Vector3f tarDribbleTo = mWorldModel->mBall.mPos - ( tarVector3f - mWorldModel->mBall.mPos ).normalize( gotoRadius );
//Angle angDribbleTo = (tarPos - mWorldModel->mBall.mPos).angTheta();
//float distBodyToBall = mWorldModel->mBall.DistXyTo( mWorldModel->mSelf.mPos );
//float distBodyToTar = mWorldModel->mSelf.DistXyTo( tarDribbleTo );
//float distTarToBall = mWorldModel->mBall.DistXyTo( tarDribbleTo );
//Line lineBodyToTar = Line::makeLineFromTwoPoints( mWorldModel->mSelf.mPos, mWorldModel->mBall.mPos );
//float lineDistToBall = lineBodyToTar.getDistanceWithPoint( mWorldModel->mBall.mPos );
//Angle tempAng;
//static bool isGotoInPosition = false;
//// 如果距离球比较远,则直接冲过去
//if( distBodyToTar > gotoRadius + shootAreaDist )
////if( distBodyToBall > gotoRadius + shootAreaDist )
//{
// if( isGotoInPosition )
// {
// GotoLog << "Goto In Position"<< " -- Goto Ball" << endl;
// //Goto( mWorldModel->mBall.mPos );
// isGotoInPosition = Goto( tarDribbleTo );
// //Goto( tarPos );
// return false;
// }
// else
// {
// GotoLog << "Goto 距离球比较远 " << endl;
// isGotoInPosition = Goto( tarDribbleTo );
// //isGotoInPosition = Goto( tarPos );
// return false;
// }
//}
//
//isGotoInPosition = false;
//// 如果距离球过近,则应该考虑后退
//if( distBodyToBall < gotoRadius - shootAreaDist * 2.0f )
//{
// if( distBodyToBall < gotoRadius * 0.3f )
// {
// //腿把球夹住了。通常是由于在球前面摔倒后,起立时导致
// //cout<< "夹球!! " << endl;
// GotoLog << "夹球!! " << endl;
// Goto( mWorldModel->mOppGoalCenter );
// return false;
// }
// else if( fabs(GetTurnSpeed()) > EPS || fabs(GetTransSpeed()) > EPS )