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@ -40,6 +40,14 @@ AdjustFromObjectPosition modify steering value according object positions
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3. If current steering != 0 (turn on left or right), shift right and left values proportionnaly to current steering and
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apply 2.
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: -1 -0.66 -0.33 0 0.33 0.66 1
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0% |-----|-----|-----|-----|-----|-----|
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: | 0 | 0 | 0 | 0 | 0 | 0 |
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20% |-----|-----|-----|-----|-----|-----|
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: | 0.2 | 0.1 | 0 | 0 |-0.1 |-0.2 |
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40% |-----|-----|-----|-----|-----|-----|
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: | ... | ... | ... | ... | ... | ... |
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*/
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func (c *Corrector) AdjustFromObjectPosition(currentSteering float64, objects []*events.Object) float64 {
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// TODO, group rectangle
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@ -59,47 +67,31 @@ func (c *Corrector) AdjustFromObjectPosition(currentSteering float64, objects []
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if currentSteering > -1*deltaMiddle && currentSteering < deltaMiddle {
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// Straight
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return currentSteering + c.computeDeviation(currentSteering, nearest)
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}
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if currentSteering < -1*deltaMiddle {
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// Turn to left, so search to avoid collision with objects on the left
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} else {
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// Turn to right or left, so search to avoid collision with objects on the right
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// Apply factor to object to move it at middle. This factor is function of distance
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factor, err := c.objectMoveFactors.ValueOf(float64(nearest.Left), float64(nearest.Bottom))
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factor, err := c.objectMoveFactors.ValueOf(float64(nearest.Right), float64(nearest.Bottom))
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if err != nil {
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zap.S().Warnf("unable to compute factor to apply to object: %v", err)
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return currentSteering
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}
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objMoved := events.Object{
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Type: nearest.Type,
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Left: nearest.Left * float32(factor),
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Left: nearest.Left + float32(currentSteering*factor),
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Top: nearest.Top,
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Right: nearest.Right * float32(factor),
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Right: nearest.Right + float32(currentSteering*factor),
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Bottom: nearest.Bottom,
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Confidence: nearest.Confidence,
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}
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return currentSteering + c.computeDeviation(currentSteering, &objMoved)
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}
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if currentSteering > deltaMiddle {
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// Turn to right, so search to avoid collision with objects on the right
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// Apply factor to object to move it at middle. This factor is function of distance
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factor, err := c.objectMoveFactors.ValueOf(float64(nearest.Left), float64(nearest.Bottom))
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if err != nil {
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zap.S().Warnf("unable to compute factor to apply to object: %v", err)
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return currentSteering
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result := currentSteering + c.computeDeviation(currentSteering, &objMoved)
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if result < -1. {
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result = -1.
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}
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objMoved := events.Object{
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Type: nearest.Type,
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Left: nearest.Left * float32(factor),
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Top: nearest.Top,
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Right: nearest.Right * float32(factor),
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Bottom: nearest.Bottom,
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Confidence: nearest.Confidence,
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if result > 1. {
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result = 1.
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}
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return currentSteering + c.computeDeviation(currentSteering, &objMoved)
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return result
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}
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return currentSteering
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}
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func (c *Corrector) computeDeviation(currentSteering float64, nearest *events.Object) float64 {
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@ -75,9 +75,9 @@ var (
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Data: [][]float64{
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{0., 0., 0., 0., 0., 0.},
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{0., 0., 0., 0., 0., 0.},
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{0., 0., 0.25, -0.25, 0., 0.},
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{0., 0.25, 0.5, -0.5, -0.25, 0.},
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{0.25, 0.5, 1, -1, -0.5, -0.25},
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{0., 0., 0., 0., 0., 0.},
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{0., 0.25, 0, 0, -0.25, 0.},
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{0.5, 0.25, 0, 0, -0.5, -0.25},
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},
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}
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)
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@ -185,7 +185,8 @@ func TestCorrector_AdjustFromObjectPosition(t *testing.T) {
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for _, tt := range tests {
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t.Run(tt.name, func(t *testing.T) {
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c := &Corrector{
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gridMap: &defaultGridMap,
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gridMap: &defaultGridMap,
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objectMoveFactors: &defaultObjectFactors,
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}
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if got := c.AdjustFromObjectPosition(tt.args.currentSteering, tt.args.objects); got != tt.want {
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t.Errorf("AdjustFromObjectPosition() = %v, want %v", got, tt.want)
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