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/* Ball Helper Sensor for AIBO robots * It locates the ball in 3D, calculates its 2D position on the screen * and its radius in pixels, reports distance of the ball center from * the camera and if it's visible or not. It also calculates ball occlusions * by sampling ball outline and checking the visibility of each sample. * This test is called "corona test" and reports to the controller a * number that codes in each bit the corresponding sample visibility. * The corona is always aligned with the Y axis of the screen and it * adapts to perspective distortions of the ball. * by Marco Zaratti - marco.zaratti@gmail.com */ class BallHSensor extends Sensor config(USARBot); const RAD2DEG = 57.2957795; //Cameras in USARSim hove no resolution information //so I'm hardwiring here AIBO cam resolution. This //should be changed in the future. var config int CameraXres; var config int CameraYres; var config float BallRadiusUU; var config byte BallSamples; var array<vector> CoronaSamples; var config float LODhalf, LODcenter; var int uuLODhalf, uuLODcenter; var Soccerball KBall; function PostNetBeginPlay() { local float CoronaStep; local float CoronaTime; local int i; Super.PostNetBeginPlay(); //Take a reference to the ball if(Role == ROLE_Authority) foreach AllActors(class'SoccerBall',KBall) break; if(KBall != none) { if((BallSamples % 2) != 0) BallSamples++; CoronaSamples.Insert(0,BallSamples); CoronaStep = 2*PI / BallSamples; //Counter-Clockwise circle from noon + CoronaStep //This allows to get a clockwise (from noon) corona coding for(i=0; i < BallSamples; i++) { CoronaTime = PI/2 + CoronaStep * (i+1); CoronaSamples[i].Y = BallRadiusUU * Cos(CoronaTime); CoronaSamples[i].Z = BallRadiusUU * Sin(CoronaTime); } } } function ConvertParam(USARConverter converter) { if (converter!=NONE) { uuLODhalf = converter.LengthToUU(LODhalf); uuLODcenter = converter.LengthToUU(LODcenter); } else { uuLODhalf = LODhalf; uuLODcenter = LODcenter; } } function String GetData() { local string outstring, visStr; //BallCamDir is the vector pointing from the camera to the ball //BallCamPos is the ball position in camera coordinates local vector BallPos, CamLoc, BallCamDir, BallCamPos; local rotator CamRot; local float ballDist; local int x2d,y2d,r; //2D X and Y positions, r = ball radius in pixel local int x2dMod, y2dMod; //x2d and y2d ABS values local int halfResX, halfResY; local byte outerZone; // bits string used to compute ball zone local float K, K1, cornerRadius; local bool visible; //TRUE if the ball is visible local int i; //Occlusione testing variables local Actor HitObj; local vector HitLoc, HitNorm; local int HiddenCount, CoronaCode, DoubleCode; local vector CoronaSample, CoronaCamDir; if(KBall != none) { BallPos = KBall.Location; CamLoc = Location; //This sensor should be attached at the same camera position CamRot = Rotation; //This sensor should be attached at the same camera position BallCamDir = BallPos - CamLoc; //We're going into camera coordinates (inverse transform) BallCamPos = BallCamDir << CamRot; //if < 0 than the ball is behind the AIBO and is not visible if(BallCamPos.X > 0) { ballDist = VSize(BallCamPos); halfResX = CameraXres/2; halfResY = CameraYres/2; //Computes perspective transformation constant K = float(halfResX)/(Tan(KRobot(Platform).CameraZoom/(2*RAD2DEG))); K1= K / BallCamPos.X; //Make perspective transformation x2dMod = int(K1 * BallCamPos.Y); y2dMod = int(K1 * BallCamPos.Z); //(0,0) is up left x2d =halfResX + x2dMod; y2d =halfResY - y2dMod; //find ball radius in pixels r = int(K1 * BallRadiusUU); //Take 2D position ABS value if(x2dMod < 0) x2dMod = -x2dMod; if(y2dMod < 0 ) y2dMod = -y2dMod; //Determine ball zone with a bit mapping if(x2dMod > halfResX) outerZone = 1; if(y2dMod > halfResY) outerZone = outerZone | 2; //Check visibility switch(outerZone) { case 0: //center visible visible = true; break; case 1: //center Right if(x2dMod < (halfResX + r)) visible = true; break; case 2: //center Down if(y2dMod < (halfResY + r)) visible = true; break; case 3: //center at Corner cornerRadius = Square(x2dMod - halfResX) + Square(y2dMod - halfResY); if(cornerRadius < r*r) visible = true; } } //Now we do occlusion test if(visible) { //Manages LODcenter (ball very far) if(ballDist > uuLODcenter) { //*5 in start vector is used to avoid self-collision with AIBO head BallCamDir = Normal(BallCamDir); HitObj = Trace(HitLoc, HitNorm, BallPos, CamLoc + BallCamDir*5,true); if(HitObj.IsA('SoccerBall')) CoronaCode = 2**BallSamples -1; else visible = false; } //Manages LODhalf or ball near else { //*5 in start vector is used to avoid self-collision with AIBO head //BallCamDir = Normal(BallCamDir); for(i=0; i < BallSamples; i++) { //Assumes the sample is visible CoronaCode = CoronaCode << 1; CoronaCode = CoronaCode | 1; //Align the corona to Y axis of the screen. //That means that we build the corona around the ball //in local camera coordinates. Then we transform these //coordinates in world reference (see later). //Local transform: CoronaSample = CoronaSamples[i] >> rotator(BallCamPos); CoronaSample += BallCamPos; //Check sample visibility (I'm recycling x2dMod and y2dMod vars) x2dMod = int(K * CoronaSample.Y / CoronaSample.X); y2dMod = int(K * CoronaSample.Z / CoronaSample.X); if((x2dMod < -halfResX || x2dMod > halfResX) || (y2dMod < -halfResY || y2dMod > halfResY)) { HiddenCount++; CoronaCode = CoronaCode ^ 1; //XOR } else //If sample is visible check collisions { //Corona transformed in World reference CoronaSample = CoronaSample >> CamRot; CoronaSample += CamLoc; //Avoids collisions with ground (Trace() ray hits the ground) //TODO: This control assumes that the ball is always at Z >= 0 // A more general solutions should be implemented. if(CoronaSample.Z < 0) CoronaSample.Z = -CoronaSample.Z; //Make collision test for current sample CoronaCamDir = Normal(CoronaSample - CamLoc); HitObj = Trace(HitLoc, HitNorm, CoronaSample, CamLoc + CoronaCamDir*5,true); if(HitObj != none) if(!HitObj.IsA('SoccerBall')) { CoronaCode = CoronaCode ^ 1; //XOR HiddenCount++; } } //Manages LODhalf if(ballDist > uuLODhalf) { i++; DoubleCode = CoronaCode & 1; if(DoubleCode == 0) HiddenCount++; CoronaCode = CoronaCode << 1; CoronaCode = CoronaCode | DoubleCode; } } if(HiddenCount == BallSamples) visible = false; } }// end of occlusione test //OK, at last we're ready to build output string if(visible) visStr="}{Visible true}{Pos2D "$x2d$","$y2d$"}{Radius "$r$"}{Dist "$converter.Str_LengthFromUU(ballDist)$"}{Corona "$CoronaCode$"}"; else visStr="}{Visible false}{Pos2D 0,0}{Radius 0}{Dist 0}{Corona 0}"; outstring="{Name "$ItemName$"}"$"{Pos3D "$converter.Str_LengthVectorFromUU(BallPos)$visStr; } return outstring; } defaultproperties { ItemType="Helper" CameraXres=208 //pixel CameraYres=160 //pixel BallRadiusUU=10 //unreal units BallSamples=12 //Corona samples for occlusion test (must be an even number) LODhalf=0.8 //meter, distance at which halve corona samples LODcenter=2 //meter, distance at which consider only ball center } |
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