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sims.BlobDroneSystemExploration.scala Maven / Gradle / Ivy
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/*
* Copyright (C) 2016-2017, Roberto Casadei, Mirko Viroli, and contributors.
* See the LICENCE.txt file distributed with this work for additional
* information regarding copyright ownership.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package sims
import it.unibo.scafi.incarnations.BasicSimulationIncarnation.{AggregateProgram, BlockG}
import it.unibo.scafi.simulation.gui.{Launcher, Settings}
import lib.{FlockingLib, Movement2DSupport}
object BlobDroneSystemExploration extends Launcher {
// Configuring simulation
Settings.Sim_ProgramClass = "sims.BlobDroneSystemExplorationDemo" // starting class, via Reflection
Settings.ShowConfigPanel = false // show a configuration panel at startup
//Settings.Sim_Topology = Topologies.Grid_LoVar
Settings.Sim_NbrRadius = 0.05 // neighbourhood radius
Settings.Sim_NumNodes = 100 // number of nodes
//Settings.Led_Activator = (b: Any) => b.asInstanceOf[Boolean]
Settings.Movement_Activator = (b: Any) => b.asInstanceOf[(Double, Double)]
Settings.To_String = _ => ""
Settings.Sim_DrawConnections = true
Settings.Sim_realTimeMovementUpdate = false
//Settings.Sim_Draw_Sensor_Radius = true
launch()
}
/**
* Scenario: the drones explore a region while keeping constant connection with the base.
* If the network gets disconnected, the drones are able to go back to the
* last known position of the base.
* - Sense1: drones
* - Sense2: obstacles
* - Sense3: base
*/
class BlobDroneSystemExplorationDemo extends AggregateProgram with SensorDefinitions with FlockingLib with Movement2DSupport with BlockG {
private val attractionForce: Double = 10.0
private val alignmentForce: Double = 40.0
private val repulsionForce: Double = 80.0
private val repulsionRange: Double = Settings.Sim_NbrRadius * 60.0 / 100
private val obstacleForce: Double = 400.0
private val separationThr = Settings.Sim_NbrRadius * 80.0
private val neighboursThr = 4
override def main(): (Double, Double) = rep(randomMovement(), (0.5,0.5))(behaviour)._1
private def flockWithBase(myTuple: ((Double, Double),(Double,Double))): ((Double, Double),(Double,Double)) = {
val myPosition = currentPosition()
val gradient = distanceTo(sense3)
val minGradHood = minHood(nbr(gradient))
val nbrCount: Int = foldhoodPlus(0)(_ + _){1}
val basePosition: (Double, Double) = broadcast(sense3, (myPosition.x, myPosition.y))
mux(((gradient - minGradHood) > separationThr | gradient > 100) & nbrCount < neighboursThr) {
val baseVector = goToPointWithSeparation(myTuple._2, repulsionRange)
(baseVector, myTuple._2)
} {
val flockVector = flock(myTuple._1, Seq(sense1), Seq(sense2), repulsionRange, attractionForce, alignmentForce, repulsionForce, obstacleForce)
mux(basePosition._1 > 1.0 | basePosition._2 > 1.0 | (basePosition._1 == 0.0 & basePosition._2 == 0.0)) {
((flockVector._1, flockVector._2), myTuple._2)
} {
((flockVector._1, flockVector._2), basePosition)
}
}
}
private def behaviour(tuple:((Double, Double),(Double,Double))): ((Double, Double),(Double,Double)) = {
val myPosition = currentPosition()
mux(sense1){
flockWithBase(tuple)
}
{
mux(sense3){
val bp: (Double, Double) = broadcast(sense3, (myPosition.x, myPosition.y))
((0.0,0.0), bp)
}
{
val fv = flock(tuple._1, Seq(sense1), Seq(sense2), repulsionRange, 0.0, 0.0, repulsionForce, 0.0)
(fv, (0.5,0.5))
}
}
}
}
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