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894 | /**
* @file PathPlanner2018.cpp
*
* @author <a href="mailto:akcayyig@hu-berlin.de">Yigit Can Akcay</a>
* Implementation of class PathPlanner2018
*/
#include "PathPlanner2018.h"
#include "Tools/Math/Polygon.h"
#include "Tools/Math/Line.h"
#include <forward_list>
PathPlanner2018::PathPlanner2018()
:
target_reached(false),
stepBuffer({}),
footToUse(Foot::RIGHT),
lastStepRequestID(getMotionStatus().stepControl.stepRequestID + 1), // WalkRequest stepRequestID starts at 0, we have to start at 1
kickPlanned(false)
{
getDebugParameterList().add(¶ms);
}
PathPlanner2018::~PathPlanner2018()
{
getDebugParameterList().remove(¶ms);
}
double comp(Vector2d b, Vector2d a){
return a * b / a.abs();
}
// determines if a point p is on the left hand side of the line segment defined by s_begin, s_end
bool on_left_hand_side(Vector2d p, Vector2d s_begin, Vector2d s_end){
Vector2d s_begin_to_p = p - s_begin;
Vector2d s_begin_to_s_end = s_end - s_begin;
Vector2d left_normal(-s_begin_to_s_end.y, s_begin_to_s_end.x);
return comp(s_begin_to_p, left_normal) >= 0;
}
void PathPlanner2018::execute()
{
getPathModel().kick_executed = false;
// Always executed first
manageStepBuffer();
// The kick has been executed
// Tells XABSL to jump into next state
if (kickPlanned && stepBuffer.empty())
{
getPathModel().kick_executed = true;
}
// HACK: xabsl set a forced motion request => clear everything
if (getPathModel().path_routine == PathModel::PathRoutine::NONE && getMotionRequest().forced) {
stepBuffer.clear();
return;
}
switch (getPathModel().path2018_routine)
{
case PathModel::PathPlanner2018Routine::NONE:
if (kickPlanned)
{
kickPlanned = false;
}
// TODO: should the stepBuffer just be cleared here no matter what?
if (stepBuffer.empty())
{
return;
}
break;
case PathModel::PathPlanner2018Routine::AVOID:
avoid_obstacle(getPathModel().target_point);
break;
case PathModel::PathPlanner2018Routine::MOVE_AROUND_BALL2:
//TODO maybe use a parameter to select the actual routine that is executed when move around is set from the behavior???
moveAroundBall2(getPathModel().direction, getPathModel().radius, getPathModel().stable);
break;
case PathModel::PathPlanner2018Routine::FORWARDKICK:
if (nearApproach_forwardKick(params.forwardKickOffset.x, params.forwardKickOffset.y))
{
forwardKick();
}
break;
case PathModel::PathPlanner2018Routine::SIDEKICK_LEFT:
if (farApproach())
{
if (nearApproach_sideKick(Foot::LEFT, 0.0, params.sidekickOffsetY))
{
sideKick(Foot::LEFT);
}
}
break;
case PathModel::PathPlanner2018Routine::SIDEKICK_RIGHT:
if (farApproach())
{
if (nearApproach_sideKick(Foot::RIGHT, 0.0, -1 * params.sidekickOffsetY))
{
sideKick(Foot::RIGHT);
}
}
break;
case PathModel::PathPlanner2018Routine::SIDESTEP:
sidesteps(Foot::RIGHT, getPathModel().direction);
}//end switch
// Always executed last
executeStepBuffer();
PLOT("PathPlanner:buffer_size", static_cast<double>(stepBuffer.size()));
}
void PathPlanner2018::moveAroundBall2(const double direction, const double radius, const bool stable) {
if (stepBuffer.empty())
{
double step_radius = 100;
double ball_distance = getBallModel().positionPreview.abs();
Pose2D target_pose;
Vector2d target_point = getBallModel().positionPreview - Vector2d(cos(direction), sin(direction)) * radius;
// reset target_reached flag if we moved too much away from target position
if(target_point.abs() > 0.5 * step_radius
|| fabs(getBallModel().positionPreview.angle()) > Math::fromDegrees(8)) {
target_reached = false;
}
if (target_reached) {
target_pose = Pose2D();
} else if(target_point.abs() < step_radius) { // we can reach the target_point directly
Vector2d tmp_target_point = target_point;
tmp_target_point.rotate(-getBallModel().positionPreview.angle());
double angle = std::asin(tmp_target_point.y/radius);
target_pose = {getBallModel().positionPreview.angle() - angle, target_point};
target_reached = true;
} else if(ball_distance >= step_radius + radius) {
// TODO: maybe make this the "go to ball" ?!
// we are completely outside of the radius of the ball
// make step in direction of the target point if it isn't behind the ball
Vector2d tmp_target_point = target_point;
tmp_target_point.rotate(-getBallModel().positionPreview.angle());
if(tmp_target_point.x > ball_distance) {
tmp_target_point.x = ball_distance;
tmp_target_point.y = tmp_target_point.y > 0 ? radius : -radius;
}
tmp_target_point.rotate(getBallModel().positionPreview.angle());
target_pose = {getBallModel().positionPreview.angle(), tmp_target_point};
} else if(ball_distance <= std::max(radius - step_radius, step_radius - radius)){
// we are completely in the radius of ball
// make step away from ball in direction of the target point, if possible
Vector2d tmp_target_point = target_point;
tmp_target_point.rotate(-getBallModel().positionPreview.angle());
double angle;
if(tmp_target_point.x > ball_distance) { // might cross ball so just make a side step
tmp_target_point = {0, (tmp_target_point.y > 0) ? step_radius : -step_radius};
angle = std::atan2(tmp_target_point.y, ball_distance);
} else {
if(tmp_target_point.abs2() > step_radius * step_radius) {
tmp_target_point.normalize(step_radius);
}
angle = std::atan2(tmp_target_point.y, ball_distance - tmp_target_point.x);
}
tmp_target_point.rotate(getBallModel().positionPreview.angle());
target_pose = {getBallModel().positionPreview.angle() - angle, tmp_target_point};
} else {
// step 1: coordinate transformation, the ball has to lie on the x axis
// so we would rotate about -getBallModel().positionPreview.angle()
// happens implicitly by using ball_distance
// step 2: caluclate possible intersection points is1 and is2
double step_radius2 = step_radius * step_radius;
double ball_distance2 = getBallModel().positionPreview.abs2();
double radius2 = radius * radius;
double x = (step_radius2 - radius2 + ball_distance2) / (2*ball_distance);
double yy = step_radius2 - x * x;
assert(yy >= 0.0);
Vector2d is1(x, sqrt(yy));
Vector2d is2(x, -sqrt(yy));
// need to remember angle for target rotation
double angle = std::asin(is1.y/radius);
// step 3: reverse (hidden) coordinate transformation
is1.rotate(getBallModel().positionPreview.angle());
is2.rotate(getBallModel().positionPreview.angle());
// step 4: choose intersection point which is closer to the target point
if( (is2 - target_point).abs2() < (is1 - target_point).abs2()) {
target_pose.rotation = getBallModel().positionPreview.angle() + angle;
target_pose.translation = is2;
} else {
target_pose.rotation = getBallModel().positionPreview.angle() - angle;
target_pose.translation = is1;
}
}
StepBufferElement move_around_step;
move_around_step.debug_name = "move_around_step2";
move_around_step.setPose(target_pose);
move_around_step.setStepType(StepType::WALKSTEP);
if (stable) {
move_around_step.setCharacter(params.moveAroundBallCharacterStable);
} else{
move_around_step.setCharacter(params.moveAroundBallCharacter);
}
move_around_step.setScale(1.0);
move_around_step.setCoordinate(Coordinate::Hip);
move_around_step.setFoot(Foot::NONE);
move_around_step.setSpeedDirection(Math::fromDegrees(0.0));
move_around_step.setRestriction(RestrictionMode::SOFT);
move_around_step.setProtected(false);
move_around_step.setTime(250);
addStep(move_around_step);
PLOT("PathPlanner:move_around_ball_2:target:x", target_point.x);
PLOT("PathPlanner:move_around_ball_2:target:y", target_point.y);
PLOT("PathPlanner:move_around_ball_2:target:reached", target_reached);
}
}
void PathPlanner2018::avoid_obstacle(Pose2D target_point){
using namespace std;
using namespace Math;
if (stepBuffer.empty())
{
// HACK: limit path length to avoid endless loop
// TODO: better limit number of iterations
// TODO: does the algorithm terminate in every case?
// What if no valid path exists (reachability)
int path_length = 0;
int number_of_retries = 0;
int max_path_length = 20;
int max_retries = 20;
target_point.translation = Vector2d(2000, 0);//getBallModel().position;
forward_list<Vector2d> path({Vector2d(), target_point.translation});
auto vertex = path.begin();
do {
bool collision = false;
LineSegment path_segment = LineSegment(*vertex, *next(vertex));
// handle all obstacles
for (const Obstacle& obs : getObstacleModel().obstacleList) {
const auto& obstacle_points = obs.shape_points.getPoints();
vector<Vector2d> intersection_points;
vector<Vector2d> obs_vertices;
// check if the current path segment intersects the current obstacle
for (auto obs_vertex = obstacle_points.begin(); next(obs_vertex) != obstacle_points.end(); ++obs_vertex) {
LineSegment polygon_segment = LineSegment(*obs_vertex, *next(obs_vertex));
//add intersection point with convex polygon to list
if (path_segment.intersect(polygon_segment)
&& polygon_segment.intersect(path_segment)){
collision = true;
double t = path_segment.intersection(polygon_segment);
intersection_points.push_back(path_segment.point(t));
obs_vertices.push_back(*obs_vertex);
obs_vertices.push_back(*next(obs_vertex));
}
// ASSUMPTION: convex polygon
if(intersection_points.size() == 2) break;
}
// determine and add new point to the path
bool replace_next_vertex = false;<--- The scope of the variable 'replace_next_vertex' can be reduced. [+]The scope of the variable 'replace_next_vertex' can be reduced. Warning: Be careful when fixing this message, especially when there are inner loops. Here is an example where cppcheck will write that the scope for 'i' can be reduced:
void f(int x)
{
int i = 0;
if (x) {
// it's safe to move 'int i = 0;' here
for (int n = 0; n < 10; ++n) {
// it is possible but not safe to move 'int i = 0;' here
do_something(&i);
}
}
}
When you see this message it is always safe to reduce the variable scope 1 level.
if (collision) {
// start or end endpoint of the path segment lies inside the polygon
if(intersection_points.size() == 1) {
if(on_left_hand_side(*vertex, obs_vertices[0], obs_vertices[1])) { // start point is inside the obstacle
// TODO: maybe improve how leaving an obstacle is handled
// currently ignore that there was a collision
collision = false;
continue;
} else { // end point is inside the obstacle
if (next(vertex, 2) == path.end()) { // the end point is the target point
collision = false;
continue;
} else {
replace_next_vertex = true;
intersection_points.push_back(*next(vertex));
}
}
}
Vector2d ab = intersection_points[1] - intersection_points[0];
if (on_left_hand_side(obs.center, intersection_points[0], intersection_points[1])) {
ab.x = -ab.x;
} else {
ab.y = -ab.y;
}
swap(ab.x, ab.y);
// TODO: maybe the new point might be choosen a little bit more intelligently
// e.g. use a intersection point with other edges of the polygon in the direction of ab
Vector2d debug_mean = (intersection_points[0] + intersection_points[1]) * 0.5;
Vector2d new_point = (intersection_points[0] + intersection_points[1]) * 0.5 + ab;
// debug
PEN("555555", 1);
LINE(debug_mean.x, debug_mean.y, new_point.x, new_point.y);
if(replace_next_vertex) { // the endpoint of the path segment lies inside the polygon
*next(vertex) = new_point; // so replace it by a new point
++number_of_retries;
} else {
// add new vertex after current one to the path
path.insert_after(vertex, new_point);
++path_length;
}
// debug
PEN("00FF00", 1);
for(auto v = path.begin(); next(v) != path.end(); ++v){
LINE(v->x, v->y, next(v)->x, next(v)->y);
}
// the path was changed after the current vertex
// so we need to check for all obstacles again
// if the new part is valid
break;
}
} // end obstacle loop
// there was no collision so the path is valid until the next vertex
if(!collision) {
++vertex;
number_of_retries = 0;
}
} while(next(vertex) != path.end()
&& path_length < max_path_length
&& number_of_retries < max_retries);
FIELD_DRAWING_CONTEXT;
if (path_length < max_path_length) {
PEN("000000", 1);
} else {
PEN("FF0000", 1);
}
for(auto vertex = path.begin(); next(vertex) != path.end(); ++vertex){
LINE(vertex->x, vertex->y, next(vertex)->x, next(vertex)->y);
}
//StepBufferElement avoid_step;
//avoid_step.debug_name = "avoid_step";
//avoid_step.setPose(Pose2D(0.0, path[1]));
//avoid_step.setStepType(StepType::WALKSTEP);
//avoid_step.setCharacter(params.moveAroundBallCharacterStable);
//avoid_step.setScale(1.0);
//avoid_step.setCoordinate(Coordinate::Hip);
//avoid_step.setFoot(Foot::NONE);
//avoid_step.setSpeedDirection(fromDegrees(0.0));
//avoid_step.setRestriction(RestrictionMode::SOFT);
//avoid_step.setProtected(false);
//avoid_step.setTime(250);
//addStep(avoid_step);
}
}
bool PathPlanner2018::farApproach()
{
if (stepBuffer.empty())
{
Vector2d ballPos = getBallModel().positionPreview;
double numPossibleSteps = ballPos.abs() / params.stepLength;
if (numPossibleSteps > params.farToNearApproachThreshold)
{
double translation_xy = params.stepLength;
StepBufferElement far_approach_step;
far_approach_step.debug_name = "far_approach_step";
far_approach_step.setPose({ ballPos.angle(), translation_xy, std::min(translation_xy, std::abs(ballPos.y)) * (ballPos.y < 0 ? -1 : 1) });
far_approach_step.setStepType(StepType::WALKSTEP);
far_approach_step.setCharacter(0.7);
far_approach_step.setScale(1.0);
far_approach_step.setCoordinate(Coordinate::Hip);
far_approach_step.setFoot(Foot::NONE);
far_approach_step.setSpeedDirection(Math::fromDegrees(0.0));
far_approach_step.setRestriction(RestrictionMode::HARD);
far_approach_step.setProtected(false);
far_approach_step.setTime(250);
addStep(far_approach_step);
}
else
{
return true;
}
}
return false;
}
bool PathPlanner2018::sidesteps(const Foot& foot, const double direction){
// Always execute the steps that were planned before planning new steps
if (stepBuffer.empty())
{
Coordinate coordinate = Coordinate::Hip;
if (foot == Foot::RIGHT)
{
coordinate = Coordinate::RFoot;
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::LFoot;
}
else
{
ASSERT(false);
}
StepBufferElement side_step;
side_step.setPose({ 0.0, 0.0, direction > 0.0 ? 100.0 : -100.0});
side_step.setStepType(StepType::WALKSTEP);
side_step.setCharacter(0.3);
side_step.setScale(1.0);
side_step.setCoordinate(coordinate);
side_step.setFoot(Foot::NONE);
side_step.setSpeedDirection(Math::fromDegrees(0.0));
side_step.setRestriction(RestrictionMode::SOFT);
side_step.setProtected(false);
side_step.setTime(400);
addStep(side_step);
return true;
}
else{
return false;
}
}
bool PathPlanner2018::nearApproach_forwardKick(const double offsetX, const double offsetY)
{
// Always execute the steps that were planned before planning new steps
if (stepBuffer.empty())
{
Vector2d ballPos;
Vector2d targetPos;
Coordinate coordinate = Coordinate::Hip;
//if (foot == Foot::RIGHT)
if (getBallModel().positionPreview.y < 0)
{
ballPos = getBallModel().positionPreviewInRFoot;
coordinate = Coordinate::RFoot;
}
//else if (foot == Foot::LEFT)
else if (getBallModel().positionPreview.y >= 0)
{
coordinate = Coordinate::LFoot;
ballPos = getBallModel().positionPreviewInLFoot;
}
else
{
ASSERT(false);
}
// add the desired offset
targetPos.x = ballPos.x - getFieldInfo().ballRadius - offsetX;
targetPos.y = ballPos.y - offsetY;
// Am I ready for a kick or still walking to the ball?
// Approach further if we are too far away, or foot not aligned to ball or foot to close - We use different thresholds for too far and too close
if (targetPos.x > params.forwardKickThreshold_far.x || std::abs(targetPos.y) > params.forwardKickThreshold_far.y || targetPos.x < params.forwardKickThreshold_near.x)
{
// generate a correction step
double translation_xy = params.stepLength; //TODO kann man nicht die steplength aus den motion nehmen?
// std::abs(targetPos.y) => das heisst doch wenn der ball in der y richtung springt wird ein schritt zurück geplant und ausgeführt
// das ist dafür das das er an den ball anlaufen kann ohne zu rotieren. Wenn man nah am ball ist wird angenommen das die Rotation
// stimmt und dann soll diese auch nicht korrigiert werden
// TODO: Falls targetPos.x perfekt ist (=0) und abs(targetPos.y) > params.forwardKickThreshold_far.y wird trotzdem ein Schritt zurück gemacht,
// obwohl ein einfacher Side-Step ausreichen könnte.
// Die obige Erklärung(?) scheint nicht nachvollziehbar.
double translation_x = std::min(translation_xy, targetPos.x - std::abs(targetPos.y));
double translation_y = std::min(translation_xy, std::abs(targetPos.y)) * (targetPos.y < 0 ? -1 : 1);
StepBufferElement near_approach_forward_step;
near_approach_forward_step.debug_name = "near_approach_forward_step";
near_approach_forward_step.setPose({ 0.0, translation_x, translation_y });
near_approach_forward_step.setStepType(StepType::WALKSTEP);
near_approach_forward_step.setCharacter(params.nearApproach_step_character);
near_approach_forward_step.setScale(1.0);
near_approach_forward_step.setCoordinate(coordinate);
near_approach_forward_step.setFoot(Foot::NONE);
near_approach_forward_step.setSpeedDirection(Math::fromDegrees(0.0));
near_approach_forward_step.setRestriction(RestrictionMode::HARD);
near_approach_forward_step.setProtected(false);
near_approach_forward_step.setTime(250);
addStep(near_approach_forward_step);
}
else
{
return true;
}
}
return false;
}
bool PathPlanner2018::nearApproach_sideKick(const Foot& foot, const double offsetX, const double offsetY)
{
// TODO: Has to work without rotation (like nearApproach_forwardKick)
// Always execute the steps that were planned before planning new steps
if (stepBuffer.empty())
{
Vector2d ballPos;
Coordinate coordinate = Coordinate::Hip;
if (foot == Foot::RIGHT)
{
ballPos = getBallModel().positionPreviewInRFoot;
coordinate = Coordinate::RFoot;
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::LFoot;
ballPos = getBallModel().positionPreviewInLFoot;
}
else
{
ASSERT(false);
}
// add the desired offset
ballPos.x += offsetX;
ballPos.y += offsetY;
// TODO: Are there better ways to calculate this?
double numPossibleStepsX = std::abs(ballPos.x) / params.stepLength;
double numPossibleStepsY = std::abs(ballPos.y) / params.stepLength;
// Am I ready for a kick ?
if (numPossibleStepsX > params.readyForSideKickThresholdX
|| numPossibleStepsY > params.readyForSideKickThresholdY)
{
double translation_x = std::min(params.stepLength, ballPos.x - getFieldInfo().ballRadius - params.nearApproachSideKickBallPosOffsetX - std::abs(ballPos.y));
double translation_y = std::min(params.stepLength, std::abs(ballPos.y)) * (ballPos.y < 0 ? -1 : 1);
StepBufferElement new_step;
new_step.setPose({ 0.0, translation_x, translation_y });
new_step.setStepType(StepType::WALKSTEP);
new_step.setCharacter(0.7);
new_step.setScale(1.0);
new_step.setCoordinate(coordinate);
new_step.setFoot(Foot::NONE);
new_step.setSpeedDirection(Math::fromDegrees(0.0));
new_step.setRestriction(RestrictionMode::HARD);
new_step.setProtected(false);
new_step.setTime(250);
addStep(new_step);
}
else
{
MotionStatus::StepControlStatus::MoveableFoot movableFoot = getMotionStatus().stepControl.moveableFoot;
if (movableFoot != (foot == Foot::RIGHT ? MotionStatus::StepControlStatus::RIGHT : MotionStatus::StepControlStatus::LEFT)
&& movableFoot != MotionStatus::StepControlStatus::BOTH)
{
double translation_x = std::min(params.stepLength, ballPos.x - getFieldInfo().ballRadius - params.nearApproachSideKickBallPosOffsetX - std::abs(ballPos.y));
double translation_y = std::min(params.stepLength, std::abs(ballPos.y)) * (ballPos.y < 0 ? -1 : 1);
StepBufferElement correction_step;
correction_step.setPose({ 0.0, translation_x, translation_y });
correction_step.setStepType(StepType::WALKSTEP);
correction_step.setCharacter(0.7);
correction_step.setScale(1.0);
correction_step.setCoordinate(coordinate);
correction_step.setFoot(Foot::NONE);
correction_step.setSpeedDirection(Math::fromDegrees(0.0));
correction_step.setRestriction(RestrictionMode::HARD);
correction_step.setProtected(false);
correction_step.setTime(250);
addStep(correction_step);
}
else if (getMotionStatus().stepControl.moveableFoot == (foot == Foot::RIGHT ? MotionStatus::StepControlStatus::RIGHT : MotionStatus::StepControlStatus::LEFT)
&& movableFoot != MotionStatus::StepControlStatus::BOTH)
{
// HACKY
Vector2d ballPosLeftFoot = getBallModel().positionPreviewInLFoot;
Vector2d ballPosRightFoot = getBallModel().positionPreviewInRFoot;
if (foot == Foot::RIGHT
&& ballPosLeftFoot.abs() < ballPosRightFoot.abs())
{
StepBufferElement correction_step;
correction_step.setPose({ 0.0, 0.0, 0.0 });
correction_step.setStepType(StepType::WALKSTEP);
correction_step.setCharacter(0.7);
correction_step.setScale(1.0);
correction_step.setCoordinate(Coordinate::LFoot);
correction_step.setFoot(Foot::NONE);
correction_step.setSpeedDirection(Math::fromDegrees(0.0));
correction_step.setRestriction(RestrictionMode::HARD);
correction_step.setProtected(false);
correction_step.setTime(250);
addStep(correction_step);
correction_step.setCoordinate(Coordinate::RFoot);
addStep(correction_step);
}
else if (foot == Foot::LEFT
&& ballPosRightFoot.abs() < ballPosLeftFoot.abs())
{
StepBufferElement correction_step;
correction_step.setPose({ 0.0, 0.0, 0.0 });
correction_step.setStepType(StepType::WALKSTEP);
correction_step.setCharacter(0.7);
correction_step.setScale(1.0);
correction_step.setCoordinate(Coordinate::RFoot);
correction_step.setFoot(Foot::NONE);
correction_step.setSpeedDirection(Math::fromDegrees(0.0));
correction_step.setRestriction(RestrictionMode::HARD);
correction_step.setProtected(false);
correction_step.setTime(250);
addStep(correction_step);
correction_step.setCoordinate(Coordinate::LFoot);
addStep(correction_step);
}
}
return true;
}
}
return false;
}
void PathPlanner2018::forwardKick()
{
if (!kickPlanned)
{
stepBuffer.clear();
// 2019 version - makes sure to kick with the foot that is behind the ball
Vector2d ballPos;
Foot actual_foot;
Coordinate coordinate = Coordinate::Hip;
if (getBallModel().positionPreview.y < 0)
{
coordinate = Coordinate::LFoot;
actual_foot = Foot::RIGHT;
ballPos = getBallModel().positionPreviewInRFoot;
}
else
{
coordinate = Coordinate::RFoot;
actual_foot = Foot::LEFT;
ballPos = getBallModel().positionPreviewInLFoot;
}
/*
// this was used in 2018
if (foot == Foot::RIGHT)
{
coordinate = Coordinate::LFoot;
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::RFoot;
}
else
{
ASSERT(false);
}
*/
// Correction step if the movable foot is different from the foot that is supposed to kick
if (getMotionStatus().stepControl.moveableFoot != (getBallModel().positionPreview.y < 0 ? MotionStatus::StepControlStatus::RIGHT : MotionStatus::StepControlStatus::LEFT))
{
StepBufferElement forward_correction_step("forward_correction_step");
forward_correction_step
.setPose({ 0.0, 100.0, 0.0 })
.setStepType(StepType::WALKSTEP)
.setCharacter(1.0)
.setScale(1.0)
.setCoordinate(coordinate)
.setFoot(Foot::NONE)
.setSpeedDirection(Math::fromDegrees(0.0))
.setRestriction(RestrictionMode::HARD)
.setProtected(false)
.setTime(250);
addStep(forward_correction_step);
}
// The kick
StepBufferElement forward_kick_step;
forward_kick_step
.setPose({ 0.0, 500.0, 0.0 }) // kick straight forward
.setStepType(StepType::KICKSTEP)
.setCharacter(1.0)
.setScale(0.7)
.setCoordinate(coordinate)
.setFoot(actual_foot)
.setSpeedDirection(Math::fromDegrees(0.0))
.setRestriction(RestrictionMode::SOFT)
.setProtected(true)
.setTime(params.forwardKickTime);
// NOTE: change the kick pose if the parameter is set
if(params.forwardKickAdaptive) {
forward_kick_step.setPose({ 0.0, ballPos.x, ballPos.y }); // kick towards the ball
}
addStep(forward_kick_step);
// The zero step
forward_kick_step.setStepType(StepType::ZEROSTEP);
addStep(forward_kick_step);
// The retracting walk step
forward_kick_step.setPose({ 0.0, 0.0, 0.0 });
forward_kick_step.setStepType(StepType::WALKSTEP);
addStep(forward_kick_step);
kickPlanned = true;
}
}
void PathPlanner2018::sideKick(const Foot& foot) // Foot == RIGHT means that we want to kick with the right foot to the left side
{
if (stepBuffer.empty() && !kickPlanned)
{
Coordinate coordinate = Coordinate::Hip;
double stepY = 0.0;
double speedDirection = 0.0;
if (foot == Foot::RIGHT)
{
coordinate = Coordinate::LFoot;
stepY = 100.0;
speedDirection = Math::fromDegrees(90);
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::RFoot;
stepY = -100.0;
speedDirection = Math::fromDegrees(-90);
}
else
{
ASSERT(false);
}
// The kick
StepBufferElement new_step;
new_step.setPose({ 0.0, 500.0, stepY });
new_step.setStepType(StepType::KICKSTEP);
new_step.setCharacter(1.0);
new_step.setScale(1.0);
new_step.setCoordinate(coordinate);
new_step.setFoot(foot);
new_step.setSpeedDirection(speedDirection);
new_step.setRestriction(RestrictionMode::SOFT);
new_step.setProtected(true);
new_step.setTime(params.sideKickTime);
addStep(new_step);
// The zero step
new_step.setStepType(StepType::ZEROSTEP);
addStep(new_step);
// The retracting walk step
new_step.setPose({ 0.0, 0.0, 0.0 });
new_step.setStepType(StepType::WALKSTEP);
addStep(new_step);
kickPlanned = true;
}
}
void PathPlanner2018::addStep(const StepBufferElement& new_step) {
stepBuffer.push_back(new_step);
}
void PathPlanner2018::updateSpecificStep(const unsigned int index, StepBufferElement& step)
{
ASSERT(stepBuffer.size() > 0);
ASSERT(stepBuffer.size() >= index);
stepBuffer[index] = step;
}
void PathPlanner2018::manageStepBuffer()
{
if (stepBuffer.empty())
{
return;
}
// requested step has been accepted
if (lastStepRequestID == getMotionStatus().stepControl.stepRequestID)
{
/*std::string lastStepType = "";
if (stepBuffer[0].type == StepType::KICKSTEP)
{
lastStepType = "KICKSTEP";
}
else if (stepBuffer[0].type == StepType::WALKSTEP)
{
lastStepType = "WALKSTEP";
}
else if (stepBuffer[0].type == StepType::ZEROSTEP)
{
lastStepType = "ZEROSTEP";
}
std::cout << "Last executed step: " << lastStepType << " -- " << numPossibleSteps << " > " << params.readyForKickThreshold << " or " << numRotationStepsNecessary << " > " << numPossibleSteps << std::endl;
*/
stepBuffer.erase(stepBuffer.begin());
lastStepRequestID = getMotionStatus().stepControl.stepRequestID + 1;
}
}
void PathPlanner2018::executeStepBuffer()
{
STOPWATCH_START("PathPlanner2018:execute_steplist");
if (stepBuffer.empty()) {
return;
}
// normal walking WALKSTEPs use Foot::NONE, for KICKSTEPs the foot to use has to be specified
if (stepBuffer.front().foot == Foot::NONE)
{
switch (getMotionStatus().stepControl.moveableFoot)
{
case MotionStatus::StepControlStatus::LEFT:
footToUse = Foot::LEFT;
break;
case MotionStatus::StepControlStatus::RIGHT:
footToUse = Foot::RIGHT;
break;
case MotionStatus::StepControlStatus::BOTH:
if (stepBuffer.front().pose.translation.y > 0.0f || stepBuffer.front().pose.rotation > 0.0f) {
footToUse = Foot::LEFT;
} else {
footToUse = Foot::RIGHT;
}
break;
case MotionStatus::StepControlStatus::NONE:
footToUse = Foot::RIGHT;
break;
}
}
else
{
footToUse = stepBuffer.front().foot;
}
//set motion request
getMotionRequest().id = motion::walk;
getMotionRequest().walkRequest.stepControl.stepID = getMotionStatus().stepControl.stepID;
getMotionRequest().walkRequest.coordinate = stepBuffer.front().coordinate;
getMotionRequest().walkRequest.character = stepBuffer.front().character;
getMotionRequest().walkRequest.stepControl.scale = stepBuffer.front().scale;
getMotionRequest().walkRequest.stepControl.type = stepBuffer.front().type;
getMotionRequest().walkRequest.stepControl.time = stepBuffer.front().time;
getMotionRequest().walkRequest.stepControl.speedDirection = stepBuffer.front().speedDirection;
getMotionRequest().walkRequest.stepControl.target = stepBuffer.front().pose;
getMotionRequest().walkRequest.stepControl.restriction = stepBuffer.front().restriction;
getMotionRequest().walkRequest.stepControl.isProtected = stepBuffer.front().isProtected;
getMotionRequest().walkRequest.stepControl.stepRequestID = lastStepRequestID;
getMotionRequest().walkRequest.stepControl.moveLeftFoot = (footToUse != Foot::RIGHT); // false means right foot
//std::cout << stepBuffer.front().debug_name << " - " << getMotionRequest().walkRequest.stepControl.moveLeftFoot << std::endl;
STOPWATCH_STOP("PathPlanner2018:execute_steplist");
}
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