trick/trick_sims/SIM_wheelbot/models/Guidance
2024-12-17 17:24:12 -06:00
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images Documentation updates for Graphics, Guidance, and Control models. Ref #1011 2020-07-27 18:04:40 -05:00
include Updates for SIM_wheelbot. Ref #438 2017-06-06 14:20:12 -05:00
src Clarity tweak. ref #1011 2020-07-27 18:01:16 -05:00
test Test to change from CC = cc to CC = gcc for only needed files. 2024-12-17 17:24:12 -06:00
makefile Move the Wheelbot models to the SIM_wheelbot directory 2016-02-22 11:59:11 -06:00
README.md Documentation updates for Graphics, Guidance, and Control models. Ref #1011 2020-07-27 18:04:40 -05:00

Guidance

Contents


class Point

This class simply represents a 2D point.

Description

Access Member Name Type Units Value
public x double --
public y double --

Constructors

    Point(): x(0.0),y(0.0) {}
    Point(double X, double Y): x(X),y(Y) {}

Member Functions


class Navigator

Description

The Navigator class represents simple navigation state. It is simply a position, and heading on a map. A position on the map is represented by a Point.

Access Member Name Type Units Value
public heading double --
public location Point --

Coordinate Systems

  • The map coordinate system is simply a 2 dimensional cartesion system on which we can place vehicles, waypoints, and so forth.
  • A vehicle's platform coordinate system is the same as the map coordinate system except that its origin is fixed to the center of the vehicle.
  • A vehicle's body coordinate system is fixed to the vehicle's location and its heading. It is the same as the vehicle's platform coordinate system except that it's rotated about the vehicle center by its heading angle.

Constructor

        Navigator(double initial_heading, Point initial_location);
        

Member Functions

        void setHeading(double heading);
        void setLocation(double north, double west);
        double distanceTo(Point& mapPoint);

        double bearingTo(Point& mapPoint);
        Point convertMapToPlatform(Point& mapPoint);

        Point convertPlatformToMap(Point& platformPoint);

        Point convertPlatformToBody(Point& platformPoint);

        Point convertBodyToPlatform(Point& bodyPoint);


class GridSquare

Description

A GridSquare is a component of an Arena. It represents the attributes of a specific location within the Arena.

Access Member Name Type Units Value
public isBlocked bool --
public mark char --
public parent GridSquare* --
public g_score int --
public f_score int --
  • isBlocked means that the grid square cannot be entered, as if because of an obstacle, or a wall.
  • mark is simply a single printable character that indicates the status of a gridsquare when printing out the arena.

The remaining three attributes represent a path across the Arena as determined by the A* Path Finding Algorithm.

  • parent is a pointer to the previous Gridsquare, in the path from an origin Gridsquare to the current Gridsquare. When the A* search arrives at the destination, the path solution is the list of Gridsquares linked by the parent pointers.
  • g_score is the "cost" to travel from the origin to the current Gridsquare.
  • f_score is the sum of the g_score and the estimated cost to the path destination (h).

Constructor

Member Functions


class Arena

An Arena is an 2D array of GridSquares. It represents a physical environment, with obstacles, in which a vehicle can navigate.

Description

Access Member Name Type Units Value
public height int --
public width int --
public grid GridSquare* --

Constructor

        Arena(unsigned int width, unsigned int height);
        Arena(unsigned int width, unsigned int height, unsigned char bits[]);
        ~Arena();

Member Functions

        int getHeight(){return height;}

Return the height (number of Gridsquare rows) in the Arena.

        int getWidth(){return width;}

Return the width (number of Gridsquare columns) in the Arena.

        void block(unsigned int x, unsigned int y);

Block the Gridsquare at (x,y) , so that it can't be traversed.

        void unblock(unsigned int x, unsigned int y);

Un-block the Gridsquare at (x,y), so that it can be traversed.

        void mark(unsigned int x, unsigned int y, char c);
        std::vector<GridSquare*> getNeighbors(GridSquare* gridSquarePointer);

Return a list of non-blocked, immediate neighbors, of the given Gridsquare. The returned list may contain up to eight neighbors.

        GridSquare* getGridSquare(unsigned int x, unsigned int y);

Return a pointer to the Gridsquare object at (x,y).

        int getGridSquareCoordinates(GridSquare* gridSquarePointer, Point& coords);

Given a pointer to a Gridsquare object within the Arena, return its (x,y) coordinates.

        int movementCostEstimate(GridSquare* orig, GridSquare* dest, int& cost);

Calculate a cost estimate of the to travel from orig to dest. Return 0 on success, 1 on failure.

        int distanceBetween(GridSquare* orig, GridSquare* dest, int& distance);

Calculate the straight-line distance from orig to dest.


function FindPath

std::vector<Point> FindPath( GridSquare* origin, GridSquare* goal, Arena* arena)

Description

Using the A* Path Finding Algorithm, return a path (as a vector of Points) from origin to goal, in the given Arena.

Constructor

Member Functions