PursuitAgent Class Reference

#include <EGraphPlayerIF.h>

List of all members.

Public Member Functions

 PursuitAgent (Identity ID, PlayerClient *client, Position2dProxy *posProxy, LaserProxy *laserProxy)
 ~PursuitAgent ()
void clientRead ()
Identity getID ()
BehaviorTypes getBehavior ()
Grid getLSR ()
LRR getLRR ()
Frontier getFrontier ()
int getNumFrontierSegments ()
int getTotalFrontierCells ()
void setFrontier (Frontier frontier, bool bForce=false)
Path getPath ()
Pose getPose ()
Position getPosition ()
Pose getViewpoint ()
Scan getScan ()
ExplorationParams getExplParams ()
double getSensorRange ()
double getCoverRange ()
double getCoverFieldOfView ()
double getWidth ()
int getLSRSize ()
vector< Cell * > getRaster (DubInt iCell1, DubInt iCell2)
double getLSRResolution ()
Pose getLSRPose ()
LSRBound getLSRBound ()
CellgetCell (DubInt indices)
CellgetCell (Position pos)
CellgetCell (int i)
Position getCellPosition (DubInt indices)
int getNumFollowers ()
Position getFollowerPosition ()
void setToExpand (Path path, bool bClearPrevFrontier, AgentVector neighbors, bool bDoExpand=true)
void setToGuard (AgentVector neighbors)
void setToFollow (AgentVector neighbors)
void setToWander (AgentVector neighbors)
void setToNoBehavior ()
void goTo (Pose pose)
void addFollower (PursuitAgent *newFollower, bool bMove=true)
void doCurrentBehavior (AgentVector neighbors)
bool isLeader ()
bool isReady ()
bool isWaitingForAnyAgent ()
bool isWaitingForAgent (int iID)
void clearWaitingForAgent ()
bool isTraveling ()
void drawBoundary (Graphics2dProxy &gp)
void drawFrontier (Graphics2dProxy &gp)
void drawLSR (Graphics2dProxy &gp, bool bOnlyLSR)
bool canDetectTargetPosition (Position targetPos)

Protected Member Functions

void Expand (AgentVector neighbors)
void Guard (AgentVector neighbors)
void processFrontier (AgentVector neighbors)
void Wander (AgentVector neighbors)
void recordLSR ()
bool isCellCovered (Pose viewPoint, DubInt iCell, bool bSilent=true)
Pose pickBestViewPoint (int *iNumViewPoints, bool bDebugDisplay=false)
void updateFrontier (AgentVector neighbors, bool bDebugDisplay=false)
void getNeighborFrontiers (AgentVector neighbors, Pose &curPose, vector< Frontier > &ourNeighborFrontiers, vector< Frontier > &updatedNeighborFrontiers, vector< DubInt > &neighborObstacleEndpoints, vector< DubInt > &neighborObstacleBeginpoints)
void classifyOurFrontier (AgentVector neighbors, Pose &curPose, vector< Frontier > &ourNeighborFrontiers, vector< DubInt > &neighborObstacleEndpoints, vector< DubInt > &neighborObstacleBeginpoints, bool bDebugDisplay)
void updateNeighborFrontiers (AgentVector neighbors, Pose &curPose, vector< Frontier > &updatedNeighborFrontiers)
void postProcessOurFrontier (vector< Frontier > &ourNeighborFrontiers, Pose &curPose, bool bDebugDisplay)

Protected Attributes

Identity m_iID
PlayerClient * m_pClient
Position2dProxy * m_pPosProxy
LaserProxy * m_pLaserProxy
BehaviorTypes m_eBehavior
Frontier m_frontier
Frontier m_freeArcs
Frontier m_prevFrontier
Grid m_LSR
Grid m_prevLSR
bool m_bFrontierInitialized
Path m_path
PursuitAgentm_pWaitForAgent
AgentVector m_followers


Constructor & Destructor Documentation

PursuitAgent::PursuitAgent ( Identity  ID,
PlayerClient *  client,
Position2dProxy *  posProxy,
LaserProxy *  laserProxy 
)

PursuitAgent::~PursuitAgent (  ) 


Member Function Documentation

void PursuitAgent::Expand ( AgentVector  neighbors  )  [protected]

void PursuitAgent::Guard ( AgentVector  neighbors  )  [protected]

void PursuitAgent::processFrontier ( AgentVector  neighbors  )  [protected]

void PursuitAgent::Wander ( AgentVector  neighbors  )  [protected]

void PursuitAgent::recordLSR (  )  [protected]

bool PursuitAgent::isCellCovered ( Pose  viewPoint,
DubInt  iCell,
bool  bSilent = true 
) [protected]

Pose PursuitAgent::pickBestViewPoint ( int *  iNumViewPoints,
bool  bDebugDisplay = false 
) [protected]

void PursuitAgent::updateFrontier ( AgentVector  neighbors,
bool  bDebugDisplay = false 
) [protected]

void PursuitAgent::getNeighborFrontiers ( AgentVector  neighbors,
Pose curPose,
vector< Frontier > &  ourNeighborFrontiers,
vector< Frontier > &  updatedNeighborFrontiers,
vector< DubInt > &  neighborObstacleEndpoints,
vector< DubInt > &  neighborObstacleBeginpoints 
) [protected]

void PursuitAgent::classifyOurFrontier ( AgentVector  neighbors,
Pose curPose,
vector< Frontier > &  ourNeighborFrontiers,
vector< DubInt > &  neighborObstacleEndpoints,
vector< DubInt > &  neighborObstacleBeginpoints,
bool  bDebugDisplay 
) [protected]

void PursuitAgent::updateNeighborFrontiers ( AgentVector  neighbors,
Pose curPose,
vector< Frontier > &  updatedNeighborFrontiers 
) [protected]

void PursuitAgent::postProcessOurFrontier ( vector< Frontier > &  ourNeighborFrontiers,
Pose curPose,
bool  bDebugDisplay 
) [protected]

void PursuitAgent::clientRead (  ) 

Identity PursuitAgent::getID (  )  [inline]

BehaviorTypes PursuitAgent::getBehavior (  )  [inline]

Grid PursuitAgent::getLSR (  )  [inline]

LRR PursuitAgent::getLRR (  )  [inline]

Frontier PursuitAgent::getFrontier (  )  [inline]

int PursuitAgent::getNumFrontierSegments (  )  [inline]

int PursuitAgent::getTotalFrontierCells (  ) 

void PursuitAgent::setFrontier ( Frontier  frontier,
bool  bForce = false 
)

Path PursuitAgent::getPath (  )  [inline]

Pose PursuitAgent::getPose ( void   )  [inline]

Position PursuitAgent::getPosition ( void   )  [inline]

Pose PursuitAgent::getViewpoint (  ) 

Scan PursuitAgent::getScan (  ) 

ExplorationParams PursuitAgent::getExplParams (  ) 

double PursuitAgent::getSensorRange (  )  [inline]

double PursuitAgent::getCoverRange (  ) 

double PursuitAgent::getCoverFieldOfView (  ) 

double PursuitAgent::getWidth (  )  [inline]

int PursuitAgent::getLSRSize (  )  [inline]

vector< Cell * > PursuitAgent::getRaster ( DubInt  iCell1,
DubInt  iCell2 
)

double PursuitAgent::getLSRResolution (  )  [inline]

Pose PursuitAgent::getLSRPose (  ) 

LSRBound PursuitAgent::getLSRBound (  )  [inline]

Cell* PursuitAgent::getCell ( DubInt  indices  )  [inline]

Cell* PursuitAgent::getCell ( Position  pos  )  [inline]

Cell* PursuitAgent::getCell ( int  i  )  [inline]

Position PursuitAgent::getCellPosition ( DubInt  indices  )  [inline]

int PursuitAgent::getNumFollowers (  )  [inline]

Position PursuitAgent::getFollowerPosition (  ) 

void PursuitAgent::setToExpand ( Path  path,
bool  bClearPrevFrontier,
AgentVector  neighbors,
bool  bDoExpand = true 
)

void PursuitAgent::setToGuard ( AgentVector  neighbors  ) 

void PursuitAgent::setToFollow ( AgentVector  neighbors  ) 

void PursuitAgent::setToWander ( AgentVector  neighbors  ) 

void PursuitAgent::setToNoBehavior (  ) 

void PursuitAgent::goTo ( Pose  pose  ) 

void PursuitAgent::addFollower ( PursuitAgent newFollower,
bool  bMove = true 
)

void PursuitAgent::doCurrentBehavior ( AgentVector  neighbors  ) 

bool PursuitAgent::isLeader (  ) 

bool PursuitAgent::isReady (  ) 

bool PursuitAgent::isWaitingForAnyAgent (  ) 

bool PursuitAgent::isWaitingForAgent ( int  iID  ) 

void PursuitAgent::clearWaitingForAgent (  ) 

bool PursuitAgent::isTraveling (  ) 

void PursuitAgent::drawBoundary ( Graphics2dProxy &  gp  ) 

void PursuitAgent::drawFrontier ( Graphics2dProxy &  gp  ) 

void PursuitAgent::drawLSR ( Graphics2dProxy &  gp,
bool  bOnlyLSR 
)

bool PursuitAgent::canDetectTargetPosition ( Position  targetPos  ) 


Member Data Documentation

PlayerClient* PursuitAgent::m_pClient [protected]

Position2dProxy* PursuitAgent::m_pPosProxy [protected]

LaserProxy* PursuitAgent::m_pLaserProxy [protected]


The documentation for this class was generated from the following file:

Generated on Mon Feb 20 07:01:10 2017 for MIP by  doxygen 1.5.6