From 23a9bf3c98b449186144927de87462f33dd47587 Mon Sep 17 00:00:00 2001 From: Marcelo Benitez Date: Fri, 1 Dec 2006 21:08:05 +0000 Subject: [PATCH] robot en laberinto --- trunk/src/breve/robot/Celdas-2-6.tz | 499 +++++++++++++++++++++++++++ trunk/src/breve/robot/laberintov4.tz | 198 +++++++++++ 2 files changed, 697 insertions(+) create mode 100644 trunk/src/breve/robot/Celdas-2-6.tz create mode 100644 trunk/src/breve/robot/laberintov4.tz diff --git a/trunk/src/breve/robot/Celdas-2-6.tz b/trunk/src/breve/robot/Celdas-2-6.tz new file mode 100644 index 0000000..e0d352c --- /dev/null +++ b/trunk/src/breve/robot/Celdas-2-6.tz @@ -0,0 +1,499 @@ +@use PhysicalControl. +@use Shape. +@use Stationary. +@use Link. +@use MultiBody. +@use Drawing. + +@define CELDAS_MAX_VELOCITY 30. + +PhysicalControl : CeldasControl { + % This class is used for building simple vehicle + % simulations. To create a vehicle simulation, + % subclass CeldasControl and use the init method to + % create OBJECT(CeldasObstacle) and + % OBJECT(CeldasVehicle) objects. + + + variables: + floor (object). + floorShape (object). + cloudTexture (object). + + + + to init: + self enable-lighting. + #self enable-smooth-drawing. + + floorShape = new Shape. + floorShape init-with-cube size (200, .2, 200). + + floor = new Stationary. + floor register with-shape floorShape at-location (0, 0, 0). + #floor catch-shadows. + + self point-camera at (0, 0, 0) from (3, 3, 24). + + #self enable-shadows. + #self enable-reflections. + + cloudTexture = (new Image load from "images/clouds.png"). + self set-background-color to (.4, .6, .9). + self set-background-texture-image to cloudTexture. + +} + +MultiBody : CeldasLightVehicle (aka CeldasLightVehicles) { + % This object is used in conjunction with OBJECT(CeldasControl) to + % create simple vehicles. + + + variables: + bodyShape (object). + wheelShape (object). + sensorShape (object). + bodyLink (object). + + wheels (list). + sensors (list). + + + to init: + bodyShape = new Shape. + bodyShape init-with-cube size (4.0, .75, 3.0). + + wheelShape = new Shape. + wheelShape init-with-polygon-disk radius ( self get-wheel-radius ) sides 20 height ( self get-wheel-width ). + # 40 + + sensorShape = new Shape. + sensorShape init-with-polygon-cone radius .2 sides 5 height .5. + # 10 + + bodyShape set-density to ( self get-density ). + bodyLink = new Link. + bodyLink set-shape to bodyShape. + bodyLink set-mu to -1.0. + bodyLink set-eT to .8. + + self set-root to bodyLink. + + self move to (0, 0.9, 0). + self set-texture-scale to 1.5. + + - to get-density: + return 1.0. + + - to get-wheel-width: + return 0.1. + + - to get-wheel-radius: + return 0.6. + + + section "Adding Wheels and Sensors to a Vehicle" + + + to add-wheel at location (vector): + % Adds a wheel at location on the vehicle. This method returns + % the wheel which is created, a OBJECT(CeldasWheel). + + wheel, joint (object). + + wheel = new CeldasWheel. + wheel set-shape to wheelShape. + + joint = new RevoluteJoint. + + joint set-relative-rotation around-axis (1, 0, 0) by 1.5708. + joint link parent bodyLink to-child wheel with-normal (0, 0, 1) + with-parent-point location with-child-point (0, 0, 0). + + wheel set-eT to .8. + wheel set-texture to 0. + wheel set-joint to joint. + joint set-strength-limit to (joint get-strength-hard-limit) / 2. + wheel set-color to (.6, .6, .6). + wheel set-mu to 100000. + + self add-dependency on joint. + self add-dependency on wheel. + + push wheel onto wheels. + + return wheel. + + + to add-sensor at location (vector) with-direction direction = (0,1,0)(vector) : + % Adds a sensor at location on the vehicle. This method returns + % the sensor which is created, a OBJECT(CeldasSensor). + + sensor, joint (object). + + sensor = new CeldasSensor. + sensor set-direction to direction. + + sensor set-shape to sensorShape. + + joint = new RevoluteJoint. + + joint set-relative-rotation around-axis (0, 0, 1) by -1.57. + joint link parent bodyLink to-child sensor with-normal (1, 0, 0) + with-parent-point location with-child-point (0, 0, 0). + + joint set-double-spring with-strength 300 with-max 0.01 with-min -0.01. + + self add-dependency on joint. + self add-dependency on sensor. + + sensor set-color to (0, 0, 0). + + #push sensor onto sensors. + + return sensor. + + + to destroy: + free sensorShape. + free wheelShape. + free bodyShape. + + super destroy. +} + +CeldasLightVehicle : CeldasVehicle (aka CeldasVehicles) { + % A heavy duty version of OBJECT(CeldasLightVehicle), this + % vehicle is heavier and harder to control, but more stable + % at higher speeds. + +variables: + lSensor, rSensor, fSensor, bSensor (object). + lWheel,rWheel (object). + + - to get-density: + return 20.0. + + - to get-wheel-width: + return 0.4. + + - to get-wheel-radius: + return 0.8. + + + to set-global-velocity to velocity (float): + rWheel set-velocity to velocity. + lWheel set-velocity to velocity. + + + to get-global-velocity: + return ((rWheel get-velocity) + (lWheel get-velocity)) / 2. + + + to turn-right with-velocity velocity (float): + lWheel set-velocity to velocity. + rWheel set-velocity to -velocity. + + + to turn-left with-velocity velocity (float): +# vehicle rotate around-axis (0,1,0) by 1. + lWheel set-velocity to -velocity. + rWheel set-velocity to velocity. + + + to get-sensor-value: + return (fSensor get-sensor-value). + + +to init: + fSensor = (self add-sensor at (2.0, .4, 0)). + fSensor set-direction to (1,0,0). + #fSensor set-direction to (0,0,1). + fSensor set-id at 1. + fSensor set-body at self. + bSensor = (self add-sensor at (-2.0, .4, 0)). + bSensor set-direction to (-1,0,0). + #bSensor set-direction to (0,0,1). + bSensor set-id at 2. + bSensor set-body at self. + lSensor = (self add-sensor at (0, .4, 1.5)). + lSensor set-direction to (0,0,1). + #lSensor set-direction to (1,0,0). + lSensor set-id at 3. + lSensor set-body at self. + + + rSensor = (self add-sensor at (0, .4, -1.5)). + rSensor set-direction to (0,0,-1). + #rSensor set-direction to (-1,0,0). + rSensor set-id at 4. + rSensor set-body at self. + + lWheel = (self add-wheel at (0, 0, -1.5)). + rWheel = (self add-wheel at (0, 0, 1.5)). + + +to iterate: + #+ to post-iterate: + valuef,valueb,valuer,valuel (float). + fl, fr(float). + + valuef=fSensor get-data. + valueb=bSensor get-data. + valuel=lSensor get-data. + valuer=rSensor get-data. + + self turn-left with-velocity(20). + self set-global-velocity to (15). + if valuef >7: + self set-global-velocity to (15). + else if (valuef <=7) && (valuef > 0): + { + self set-global-velocity to (0). + #self turn-left with-velocity(2). + #self turn-right with-velocity(2). + #self set-global-velocity to (0). + } + #print "sensor valuef: $valuef valueb: $valueb". + + #else if value < 0.1: self turn-left with-velocity CELDAS_MAX_TURN_VELOCITY. + #else if value > 10: self set-global-velocity to ((self get-global-velocity) - 1). + + #fl = (flWheel get-velocity). + #fr = (frWheel get-velocity). + #print " sensorf: $value sensorb $valueb, fr: $fr, fl: $fl". + +} + +Stationary : CeldasObstacle (aka CeldasObstacles) { + % A CeldasObstacle is used in conjunction with OBJECT(CeldasControl) + % and OBJECT(CeldasVehicle). It is what the OBJECT(CeldasSensor) + % objects on the CeldasVehicle detect. + %

+ % There are no special behaviors associated with the walls--they're + % basically just plain OBJECT(Stationary) objects. + + +variables: + large (float). + direction (vector). + + + + to init with-size theSize = (10, 3, .1) (vector) with-color theColor = (1, 0, 0) (vector) at-location theLocation = (0, 0, 0) (vector) with-rotation theRotation = [ ( 0, 0, 1 ), ( 0, 1, 0 ), ( 1, 0, 0 ) ] (matrix): + self init-with-shape shape (new Shape init-with-cube size theSize) color theColor at-location theLocation with-rotation theRotation. + large=20. + + + to init-with-shape shape theShape (object) color theColor = (1, 0, 0) (vector) at-location theLocation = (0, 0, 0) (vector) with-rotation theRotation = [ ( 1, 0, 0 ), ( 0, 1, 0 ), ( 0, 0, 1 ) ] (matrix): + self register with-shape theShape at-location theLocation with-rotation theRotation. + self set-color to theColor. + + + to get-large: + return large. + + + to set-direction at theDirection (vector): + direction=theDirection. + + + to get-direction: + return direction. +} + +Link : CeldasWheel (aka CeldasWheels) { + % A CeldasWheel is used in conjunction with OBJECT(CeldasVehicle) + % to build Celdas vehicles. This class is typically not instantiated + % manually, since OBJECT(CeldasVehicle) creates one for you when you + % add a wheel to the vehicle. + + + variables: + joint (object). + velocity (float). + + + to init: + velocity = 0. + + - to set-joint to j (object): + % Used internally. + + joint = j. + + + section "Configuring the Wheel's Velocity" + + + to set-velocity to n (float): + % Sets the velocity of this wheel. + + if n > CELDAS_MAX_VELOCITY: n = CELDAS_MAX_VELOCITY. + velocity = n. + + joint set-joint-velocity to velocity. + + + to get-velocity: + % Gets the velocity of this wheel. + + return velocity. + +} + +Link : CeldasSensor (aka CeldasSensors) { + % A CeldasSensor is used in conjunction with OBJECT(CeldasVehicle) + % to build Celdas vehicles. This class is typically not instantiated + % manually, since OBJECT(CeldasVehicle) creates one for you when you + % add a sensor to the vehicle. + + + variables: + direction (vector). + positiveDirection(vector). + sensorAngle (float). + value (float). + draw (object). + body(object). + id(int). + + + to init : + direction = (1,0,1). + positiveDirection= (1,0,1). + sensorAngle = 1.6. + value = 0.0. + draw = new Drawing. + + + + section "Configuring the Sensor Values" + + to set-id at n (int): + id=n. + + + to set-body at robotBody(object): + body=robotBody. + + + to set-sensor-angle to n (float): + % Sets the angle in which this sensor can detect obstacles. The default + % value of 1.6 means that the sensor can see most of everything in + % front of it. Setting the value to be any higher leads to general + % wackiness, so I don't suggest it. + + sensorAngle = n. + + + to set-direction to n (vector): + direction = n. + positiveDirection::x=|n::x|. + positiveDirection::y=|n::y|. + positiveDirection::z=|n::z|. + + + section "Getting the Sensor Values" + + + to get-sensor-value: + % Gets the sensor value. This should be used from post-iterate, + % if not, the sensor reading correspond to the previous + % iteration. + + #+ to iterate: + + + to get-data: + i (object). + min,dist (float). + v,obs(vector). + aux(float). + j (int). + des1,des2,des3(int). + wallBegin,wallEnd,wallCenter (float). + + aux1,aux2,aux3,aux4 (float). + yo,toObstacle, transDir (vector). + largeWall (float). + source,destiny (vector). + obsLoc (vector). + location (vector). + posObstacle,posSensor (vector). + + draw clear. + value = 0.0. + j=0. + min=0. + foreach i in (all CeldasObstacles): + { + posObstacle=i get-location. + v = (body get-location) - (self get-location ). + obsLoc::y=posObstacle::y. + + if (dot((i get-direction),(1,0,0))): + { + obsLoc::x=((self get-location)::x + ((posObstacle::z - (self get-location)::z)*v::x/v::z)). + obsLoc::z=posObstacle::z. + } + else + { + obsLoc::z=((self get-location)::z + ((posObstacle::x - (self get-location)::x)*v::z/v::x)). + obsLoc::x=posObstacle::x. + } + + #! + if(dot((i get-direction),direction)==0): + des1=1. + else + des1=0. + !# + + des2=0. + if(dot(direction,(1,1,1))<0): + { + if((dot((self get-location),positiveDirection))>(dot(obsLoc,positiveDirection))): + des2=1. + } + else + { + if((dot((self get-location),positiveDirection))<(dot(obsLoc,positiveDirection))): + des2=1. + } + + + #Compruebo que el robot este frente a la pared + wallCenter=dot((i get-location),(i get-direction)). + wallBegin=wallCenter- (i get-large)/2. + wallEnd=wallCenter + (i get-large)/2. + + + yo=self get-location. + destiny=i get-direction. + + + + if (dot((self get-location),(i get-direction)) > wallBegin) && (dot((self get-location),(i get-direction)) < wallEnd): + des3=1. + else + { + des3=0. + + } + + aux1=dot((self get-location),(i get-direction)). + + #print "sensor: $id obstaculo: $posObstacle direP: $destiny direS: $direction yo: $yo ". + #print "dist: $aux1 begin: $wallBegin end: $wallEnd ". + #print "begin: $wallBegin end: $wallEnd". + + + if ((i get-location)::z==20): + print "------>sensor: $id obstaculo: $posObstacle direP: $destiny direS: $direction yo: $yo des2: $des2 des1: $des1". + + #print "sensor: $id , des1: $des1, des2: $des2, des3: $des3". + if ((des2) && (des3)): + { + draw clear. + #print " posObstacle: $posObstacle". + + #print "sensor: $id obstaculo: $posObstacle direP: $destiny direS: $direction yo: $yo ". + #print "dist: $aux1 begin: $wallBegin end: $wallEnd ". + + + + + + dist=|obsLoc - (self get-location)|. + if( (j==0) || (min>dist) ): + { + min=dist. + obs=obsLoc. + j++. + print "sensor: $id obstaculo: $posObstacle direP: $destiny direS: $direction yo: $yo ". + } + + } + + + } #end for + + if(j!=0): + { + #Dibujo el laser + draw set-color to (1, 0, 0). + draw draw-line from (self get-location) to (obs). + return dist. + } + + + value = -1. + return value. + + +} + \ No newline at end of file diff --git a/trunk/src/breve/robot/laberintov4.tz b/trunk/src/breve/robot/laberintov4.tz new file mode 100644 index 0000000..157623c --- /dev/null +++ b/trunk/src/breve/robot/laberintov4.tz @@ -0,0 +1,198 @@ +@use Control. +@use Stationary. +@use Celdas-2-6. + +@define altoPared 5. +@define posYPared 25. +@define seccion 20. +@define distanciaTotalX 240. +@define distanciaTotalZ 240. + +Controller myControl. + + +CeldasObstacle : Wall{ + + + +to Create to-posX posX = 0 (float) to-posY posY = 2.5 (float) to-posZ posZ = 0 (float) to-widthX widthX = 5(float) to-widthZ widthZ = 5(float): + + if(widthX>widthZ): + { + large=widthX. + direction=(1,0,0). + } + else + { + large=widthZ. + direction=(0,0,1). + } + self register with-shape (new Cube init-with size (widthX,altoPared,widthZ)) at-location (posX,posY,posZ). + self set-color to (0,1,0). + + +} + + +CeldasObstacle : Labyrinth{ + + +to init: + wall(object). + + wall=new Wall. + #Contorno del laberinto + wall Create to-widthX 11.25*seccion. + wall=new Wall. + wall Create to-posX -5.5*seccion to-widthX 5 to-widthZ 11.25*seccion to-posZ 5.5*seccion . + wall=new Wall. + wall Create to-posX -5.5*seccion to-widthX 5 to-widthZ 11.25*seccion to-posZ 5.5*seccion to-posX 5.5*seccion . + wall=new Wall. + wall Create to-widthX 5.25*seccion to-posZ 11*seccion to-posX -3*seccion. + wall=new Wall. + wall Create to-widthX 5.25*seccion to-posZ 11*seccion to-posX 3*seccion. + #fin contorno + + #Paredesd verticales (en el diagrama) + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 10.5*seccion to-posX 0.5*seccion. + wall=new Wall. + wall Create to-widthZ 2*seccion to-widthX 5 to-posZ 10*seccion to-posX -1.5*seccion. + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 10.5*seccion to-posX -3.5*seccion. + + wall=new Wall. + wall Create to-widthZ 2*seccion to-widthX 5 to-posZ 9*seccion to-posX -0.5*seccion. + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 9.5*seccion to-posX -4.5*seccion. + wall=new Wall. + wall Create to-widthZ 3*seccion to-widthX 5 to-posZ 8.5*seccion to-posX -2.5*seccion. + wall=new Wall. + wall Create to-widthZ 3*seccion to-widthX 5 to-posZ 8.5*seccion to-posX 3.5*seccion. + + wall=new Wall. + wall Create to-widthZ 5*seccion to-widthX 5 to-posZ 5.5*seccion to-posX -4.5*seccion. + wall=new Wall. + wall Create to-widthZ 6*seccion to-widthX 5 to-posZ 4*seccion to-posX -3.5*seccion. + wall=new Wall. + wall Create to-widthZ 3*seccion to-widthX 5 to-posZ 4.5*seccion to-posX -2.5*seccion. + wall=new Wall. + wall Create to-widthZ 3*seccion to-widthX 5 to-posZ 5.5*seccion to-posX -1.5*seccion. + + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 2.5*seccion to-posX 0.5*seccion. + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 1.5*seccion to-posX 1.5*seccion. + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 4.5*seccion to-posX 1.5*seccion. + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 6.5*seccion to-posX 1.5*seccion. + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 2.5*seccion to-posX -1.5*seccion. + + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 1.5*seccion to-posX -2.5*seccion. + + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 3.5*seccion to-posX -0.5*seccion. + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 3.5*seccion to-posX 2.5*seccion. + + wall=new Wall. + wall Create to-widthZ 2*seccion to-widthX 5 to-posZ 7*seccion to-posX 2.5*seccion. + + wall=new Wall. + wall Create to-widthZ seccion to-widthX 5 to-posZ 4.5*seccion to-posX 3.5*seccion. + + wall=new Wall. + wall Create to-widthZ 6*seccion to-widthX 5 to-posZ 6*seccion to-posX 4.5*seccion. + + wall=new Wall. + #Paredes horizontales (en el diagrama) + wall Create to-widthZ 5 to-widthX 2.25*seccion to-posZ 10*seccion to-posX 1.5*seccion. #1 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 2.25*seccion to-posZ 10*seccion to-posX 4.5*seccion. #2 + + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 2.25*seccion to-posZ 9*seccion to-posX -3.5*seccion. #3 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 1.25*seccion to-posZ 8*seccion to-posX -4*seccion. #4 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 5.25*seccion to-posZ 8*seccion to-posX 0. #5 + + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 3*seccion to-posZ 9*seccion to-posX 2*seccion. #6 + + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 1.25*seccion to-posZ 7*seccion to-posX -3*seccion. #7 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 3.25*seccion to-posZ 7*seccion to-posX 0. #8 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 2.25*seccion to-posZ 6*seccion to-posX 3.5*seccion. #9 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 1.25*seccion to-posZ 6*seccion to-posX -2*seccion. #10 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 3.25*seccion to-posZ 4*seccion to-posX 0. #11 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 2.25*seccion to-posZ 5*seccion to-posX 2.5*seccion. #12 + + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 1.25*seccion to-posZ 3*seccion to-posX -4*seccion. #13 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 1.25*seccion to-posZ 3*seccion to-posX -2*seccion. #14 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 4.25*seccion to-posZ 3*seccion to-posX 2.5*seccion. #15 + + #wall Create to-widthZ 5 to-widthX 4*seccion to-posZ 3*seccion to-posX 2.5*seccion. #15 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX seccion to-posZ 2*seccion to-posX -5*seccion. #16 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 2.25*seccion to-posZ 2*seccion to-posX -0.5*seccion. #17 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 4.25*seccion to-posZ 2*seccion to-posX 3.5*seccion. #18 + + wall=new Wall. + wall Create to-widthZ 5 to-widthX 9*seccion to-posZ 1*seccion to-posX 0. #19 + +} + + +Control: myControl{ ++ variables: + agent(object). + pared(object). + labe(object). + + sensor (object). + vehicle (object). + ++ to init: + self point-camera at (0,0,0) from (200,200,200). + new Floor. + + labe = new Labyrinth. + vehicle = new CeldasVehicle. + self watch item vehicle. + + vehicle move to (0, 0, 10). + ++to iterate: + super iterate. + +} + -- 2.43.0