Bench-MR
A Motion Planning Benchmark for Wheeled Mobile Robots
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#include <gnode.h>
Public Member Functions | |
GNode () | |
Different constructors. More... | |
GNode (double xx, double yy) | |
GNode (double xx, double yy, double tt) | |
GNode (double xx, double yy, double tt, int type) | |
GNode (double xx, double yy, double tt, int type, double steer_c) | |
GNode (double xx, double yy, double tt, int type, double steer_c, double *c, double *orien) | |
GNode (double xx, double yy, double tt, int type, double steer_c, double *c, double *orien, double xxx, double yyy) | |
GNode (const GNode &n) | |
~GNode () override | |
GNode & | operator= (const GNode &n) |
bool | operator== (const GNode &n) |
bool | operator!= (const GNode &n) |
bool | operator< (const GNode &n) const |
double * | getLineCost () |
============================================================================================ More... | |
bool | setOrientation (GNode *parent_node) |
============================================================================================ setOrientation(GNode *parent_node) set the orientation of the current node as the one of the line connecting More... | |
bool | IsSameState (GNode &rhs) |
============================================================================================ bool IsSameState( GNode &rhs ) More... | |
void | PrintNodeInfo () |
============================================================================================ void PrintNodeInfo() More... | |
float | GoalDistanceEstimate (GNode &nodeGoal) |
============================================================================================ GoalDistanceEstimate( GNode &nodeGoal ) More... | |
bool | IsGoal (const GNode &nodeGoal) |
============================================================================================ bool IsGoal( GNode &nodeGoal ) More... | |
bool | GetSuccessors_or (ThetaStarSearch< GNode > *thetastarsearch, GNode *parent_node) |
=========================================== bool GetSuccessors( ThetaStarSearch<GNode> <em>thetastarsearch, GNode
*parent_node ) This generates the successors to the given Node. More... | |
double | GetCost (GNode &successor) |
============================================================================================ float GetCost( GNode &successor ) More... | |
float | GetCostTraj (GNode &successor) |
float GetCostTraj( GNode &successor ) get the cost of the trajectory that connect the current node to the More... | |
double | GetCostTrajFromParent (GNode &parent, GNode &successor) |
float GetCostTraj( GNode &successor ) get the cost of the trajectory that connect the current node to the More... | |
bool | setType (int type) |
============================================================================================ setType(int type) Set the Type of Node, if Type ==1, the node connects to the successor with More... | |
bool | GetSuccessors (ThetaStarSearch< GNode > *thetastarsearch, GNode *parent_node) |
=========================================== bool GetSuccessors( ThetaStarSearch<GNode> <em>thetastarsearch, GNode
*parent_node ) This generates the successors to the given Node. More... | |
bool | lineofsight (GNode *parent_node, GNode *successor) |
============================================================================================ lineofsight(GNode *parent_node,GNode *successor)th It generates the trajectory based on the desired behaviour. More... | |
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virtual | ~GNode_base ()=default |
ompl::base::State * | toState () const |
Additional Inherited Members | |
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static bool | line (const GNode_base *parent_node, const GNode_base *successor) |
line(GNode *successor,GNode *parent_node) More... | |
static bool | isblock (double x, double y, double theta) |
bool isblock(double x, double y) More... | |
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double | steer_cost {0} |
Cost associated to the best Node selected. More... | |
int | nEdges {0} |
Number of outgoing edges per node. More... | |
double * | costs {nullptr} |
Cost per each orientation associated to the node. More... | |
double * | orientations {nullptr} |
array of possible orientations More... | |
int | READ_OR {0} |
flag to read orientations from Map More... | |
int | CHECK_SUCCESSOR {0} |
int | goal_x {0} |
int | goal_y {0} |
int | start_x {0} |
int | start_y {0} |
int | x {0} |
X and Y coordinates of the Node. More... | |
int | y {0} |
double | x_r {0} |
double | y_r {0} |
bool | steer {false} |
Flag to indicate if node hase been generated by a steering function. More... | |
double | theta {0} |
Orientation associated to the best node. More... | |
bool | hasParent {false} |
GNode_base * | parent {nullptr} |
GNode_base * | child {nullptr} |
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Different constructors.
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============================================================================================ float GetCost( GNode &successor )
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float GetCostTraj( GNode &successor ) get the cost of the trajectory that connect the current node to the
float GetCostTraj( GNode &successor ) get the cost of the trajectory that connect the current node to the
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=========================================== bool GetSuccessors( ThetaStarSearch<GNode> <em>thetastarsearch, GNode *parent_node ) This generates the successors to the given Node.
It uses a helper function called AddSuccessor to give the successors to the Thetastar class. The Theta specific initialisation is done for each node internally, so here you just set the state information that is specific to
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=========================================== bool GetSuccessors( ThetaStarSearch<GNode> <em>thetastarsearch, GNode *parent_node ) This generates the successors to the given Node.
It uses a helper function called AddSuccessor to give the successors to the Thetastar class. The Theta specific initialisation is done for each node internally, so here you just set the state information that is specific to
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============================================================================================ GoalDistanceEstimate( GNode &nodeGoal )
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============================================================================================ bool IsSameState( GNode &rhs )
============================================================================================ lineofsight(GNode *parent_node,GNode *successor)th It generates the trajectory based on the desired behaviour.
if OPTIM_OR == 1, generates the best trajectory according to a cost and choose also the best orientation to use OTHERWISE, connect the two poses
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============================================================================================ void PrintNodeInfo()
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============================================================================================ setOrientation(GNode *parent_node) set the orientation of the current node as the one of the line connecting
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============================================================================================ setType(int type) Set the Type of Node, if Type ==1, the node connects to the successor with