This commit is contained in:
backuppc
2026-02-13 14:55:28 +09:00
parent 213467fe3f
commit dbc53e3146
3 changed files with 271 additions and 92 deletions

View File

@@ -80,13 +80,16 @@ namespace AGVNavigationCore.Models
/// </summary>
public bool IsPass { get; set; }
public bool IsTurn { get; set; }
/// <summary>
/// 특수 동작 설명
/// </summary>
public string SpecialActionDescription { get; set; }
public NodeMotorInfo(int seqno,string nodeId,ushort rfid, AgvDirection motorDirection, MapNode nextNodeId = null, MagnetDirection magnetDirection = MagnetDirection.Straight)
public NodeMotorInfo(int seqno,string nodeId,ushort rfid,
AgvDirection motorDirection, MapNode nextNodeId = null, MagnetDirection magnetDirection = MagnetDirection.Straight,bool turn=false)
{
IsTurn = turn;
seq = seqno;
NodeId = nodeId;
RfidId = rfid;

View File

@@ -208,7 +208,7 @@ namespace AGVNavigationCore.PathFinding.Planning
// 초기 상태 설정
var openSet = new List<SearchState>();
var closedSet = new HashSet<string>(); // Key: "CurrentID_PrevID"
// 시작 상태 생성
var startState = new SearchState
{
@@ -271,7 +271,7 @@ namespace AGVNavigationCore.PathFinding.Planning
// 이미 방문한 더 나은 경로가 있는지 확인
// (여기서는 ClosedSet만 체크하고 OpenSet 내 중복 처리는 생략 - 간단 구현)
// A* 최적화를 위해 OpenSet 내 동일 상태(Key)가 있고 G Cost가 더 낮다면 Skip해야 함.
string newStateKey = GetStateKey(newState);
if (closedSet.Contains(newStateKey)) continue;
@@ -302,11 +302,11 @@ namespace AGVNavigationCore.PathFinding.Planning
public MapNode CurrentNode { get; set; }
public MapNode PreviousNode { get; set; }
public AgvDirection CurrentDirection { get; set; } // 현재 모터 방향 (Forward/Backward)
public float GCost { get; set; }
public float HCost { get; set; }
public float FCost => GCost + HCost;
public SearchState Parent { get; set; }
public string TurnType { get; set; } // Debug info
}
@@ -351,11 +351,11 @@ namespace AGVNavigationCore.PathFinding.Planning
// 1. 기본 거리 비용
float dist = (float)Math.Sqrt(Math.Pow(current.CurrentNode.Position.X - next.Position.X, 2) + Math.Pow(current.CurrentNode.Position.Y - next.Position.Y, 2));
// 2. 회전 각도 계산
// Vector Prev -> Curr
// Vector Curr -> Next
double angle = 180.0; // Straight
if (current.PreviousNode != null)
{
@@ -379,7 +379,7 @@ namespace AGVNavigationCore.PathFinding.Planning
// 부동소수점 오차 보정
if (cosTheta > 1.0) cosTheta = 1.0;
if (cosTheta < -1.0) cosTheta = -1.0;
double rad = Math.Acos(cosTheta);
// 외적을 이용해 좌/우 판별이 가능하지만, 여기서는 "꺾인 정도"만 중요하므로 내적각(0~180)만 사용
// 180도 = 직진, 90도 = 직각, 0도 = U턴(완전 뒤로)
@@ -387,14 +387,14 @@ namespace AGVNavigationCore.PathFinding.Planning
// Prev->Curr 가 (1,0) 이고 Curr->Next가 (1,0) 이면 각도 0도? 아니면 180?
// 위 내적 계산에서 같은 방향이면 cos=1 -> acos=0. 즉 0도가 직진임.
// 180도가 U턴(역방향).
// 변환: 사용자가 "120도 이상 완만해야" 라고 했음.
// 그림상 11->3->4는 예각(Sharp turn).
// 직선 주행시 각도 변화량(Deviation)으로 생각하면:
// 직진 = 0도 변화.
// 90도 턴 = 90도 변화.
// U턴 = 180도 변화.
angle = rad * (180.0 / Math.PI); // 0(직진) ~ 180(U턴)
}
}
@@ -411,15 +411,15 @@ namespace AGVNavigationCore.PathFinding.Planning
// 즉, "진행 방향의 꺾임각"이 크다(예: 150도 꺾임) = "내각"이 작다(30도).
// "120도 이상 완만해야" -> 내각이 120도 이상(점잖은 턴)이어야 한다.
// 즉, 꺾임각(Deviation)은 60도 이하여야 한다.
// 내 알고리즘의 `angle`은 "꺾임각(Deviation)"임. (0=직진, 180=U턴)
// 따라서 "내각 120도 이상" == "꺾임각 60도 이하".
// 그러므로 angle <= 60 이어야 Normal Turn 가능.
// 3번 노드 (RFID 3) 특수성:
// "3번 노드에서만 180도 턴 가능"
// "3->4 처럼 각이 좁은 경우 3번으로 가서 모터방향 바꿔서 4번으로 감"
bool isRfid3 = current.CurrentNode.RfidId == 3;
bool isSharpTurn = angle > 60.0; // 60도보다 많이 꺾이면 Sharp Turn (내각 120도 미만)
@@ -443,8 +443,8 @@ namespace AGVNavigationCore.PathFinding.Planning
// 비용 패널티 추가 (멈추고 바꾸는 시간 등)
res.IsPossible = true;
res.Cost = dist + 5000; // 큰 비용 (Switch Penalty)
res.NextDirection = (current.CurrentDirection == AgvDirection.Forward)
? AgvDirection.Backward
res.NextDirection = (current.CurrentDirection == AgvDirection.Forward)
? AgvDirection.Backward
: AgvDirection.Forward;
res.TurnType = "SwitchBack";
return res;
@@ -466,7 +466,7 @@ namespace AGVNavigationCore.PathFinding.Planning
// 도착 시 모터 방향 확인
// SearchState에 저장된 CurrentDirection이 도착 시 모터 방향임.
if (target.DockDirection == DockingDirection.Forward)
return state.CurrentDirection == AgvDirection.Forward;
@@ -484,7 +484,7 @@ namespace AGVNavigationCore.PathFinding.Planning
var current = endState;
var pathStack = new Stack<SearchState>();
while (current != null)
{
pathStack.Push(current);
@@ -497,10 +497,10 @@ namespace AGVNavigationCore.PathFinding.Planning
{
var step = pathStack.Pop();
pathList.Add(step.CurrentNode);
// Detailed Info (마그넷 방향 계산 등은 후처리 필요할 수도 있으나 여기선 단순화)
// SearchState에는 "어떤 방향으로 왔는지"가 저장되어 있음.
// 마그넷 방향 계산 (다음 노드가 있을 때)
MagnetDirection magDir = MagnetDirection.Straight;
if (pathStack.Count > 0)
@@ -510,33 +510,37 @@ namespace AGVNavigationCore.PathFinding.Planning
if (step.CurrentNode.MagnetDirections.ContainsKey(nextStep.CurrentNode.Id))
{
var magPos = step.CurrentNode.MagnetDirections[nextStep.CurrentNode.Id];
if (magPos == MagnetPosition.L) magDir = MagnetDirection.Left;
else if (magPos == MagnetPosition.R) magDir = MagnetDirection.Right;
if (magPos == MagnetPosition.L) magDir = MagnetDirection.Left;
else if (magPos == MagnetPosition.R) magDir = MagnetDirection.Right;
// 만약 SwitchBack 상황이라면?
// 모터 방향이 바뀌었다면 마그넷 방향도 그에 맞춰야 하나?
// 기존 로직 참고: MagnetDirection은 "진행 방향 기준" 좌/우 인가? 아님 절대적?
// 보통 "갈림길에서 어느 쪽" 인지 나타냄.
// 만약 SwitchBack 상황이라면?
// 모터 방향이 바뀌었다면 마그넷 방향도 그에 맞춰야 하나?
// 기존 로직 참고: MagnetDirection은 "진행 방향 기준" 좌/우 인가? 아님 절대적?
// 보통 "갈림길에서 어느 쪽" 인지 나타냄.
}
}
detailedList.Add(new NodeMotorInfo(seq++, step.CurrentNode.Id, step.CurrentNode.RfidId, step.CurrentDirection, null, magDir)); // NextNode는 일단 null
}
// NextNode 정보 채우기
for (int i = 0; i < detailedList.Count - 1; i++)
{
detailedList[i].NextNode = _mapNodes.FirstOrDefault(n => n.Id == detailedList[i+1].NodeId);
detailedList[i].NextNode = _mapNodes.FirstOrDefault(n => n.Id == detailedList[i + 1].NodeId);
}
result.Path = pathList;
result.DetailedPath = detailedList;
return result;
}
#endregion
#endregion
public enum MapZoneMonitor
{
LeftTop,
RightBtm,
}
public enum MapZone
{
None,
@@ -545,91 +549,261 @@ namespace AGVNavigationCore.PathFinding.Planning
Plating, // 72 ~ 05
Loader, // 71 ~ 04
Cleaner, // 70 ~ 01
Junction // Hub (11, 12, etc)
Junction, // Hub (11, 12, etc)
Turn,
}
public class MapZonePathData
{
public StationType NodeSta { get; set; }
public StationType NodeEnd { get; set; }
public MapZoneMonitor Monitor { get; set; }
public List<string> Path { get; set; }
}
public List<MapZonePathData> GetMapZonePathData()
{
var retval = new List<MapZonePathData>();
// Buffer -> ...
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "36F", "35F", "31F", "32F", "33F", "34F", "7F", "12F", "11B", "5B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "36B", "35B", "31B", "32B", "33B", "34B", "7B", "10B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Plating, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "36F", "35F", "31F", "32F", "33F", "34F", "7F", "12F", "11B", "5B", "72B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Plating, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "36B", "35B", "31B", "32B", "33B", "34B", "7B", "12B", "11B", "3T", "3B", "11B", "5B", "72B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Loader, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "36F", "35F", "31F", "32F", "33F", "34F", "7F", "12F", "11F", "3B", "4B", "71B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Loader, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "36B", "35B", "31B", "32B", "33B", "34B", "7B", "12B", "11B", "3T", "3B", "4B", "71B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Cleaner, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "36F", "35F", "31F", "32F", "33F", "34F", "7F", "12F", "11F", "3T", "3B", "2B", "1B", "70B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Buffer, NodeEnd = StationType.Cleaner, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "36B", "35B", "31B", "32B", "33B", "34B", "7B", "12B", "11B", "3B", "2B", "1B", "70B" } });
// Loader -> ...
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Cleaner, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "71B", "4B", "3B", "2B", "1B", "70B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Cleaner, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "71F", "4F", "3T", "3B", "2B", "1B", "70B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "71B", "4B", "3T", "3B", "11B", "5B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "71F", "4F", "3B", "11B", "5B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Plating, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "71B", "4B", "3T", "3B", "11B", "5B", "72B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Plating, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "71F", "4F", "3B", "11B", "5B", "72B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Buffer, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "71B", "4B", "3T", "3B", "11B", "12B", "7B", "8B", "9B", "34B", "33B", "32B", "31B", "35B", "36B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Loader, NodeEnd = StationType.Buffer, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "71F", "4F", "3B", "11B", "12B", "7B", "8B", "9B", "34B", "33B", "32B", "31B", "35B", "36B" } });
// Cleaner -> ...
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Loader, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "70F", "1F", "2F", "3T", "3B", "4B", "71B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Loader, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "70B", "1B", "2B", "3B", "4B", "71B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "70F", "1F", "2F", "3T", "3B", "11B", "5B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "70B", "1B", "2B", "3B", "11B", "5B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Plating, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "70F", "1F", "2F", "3T", "3B", "11B", "5B", "72B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Plating, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "70B", "1B", "2B", "3B", "11B", "5B", "72B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Buffer, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "70F", "1F", "2F", "3T", "3B", "11B", "12B", "7B", "8B", "9B", "34B", "33B", "32B", "31B", "35B", "36B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Cleaner, NodeEnd = StationType.Buffer, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "70B", "1B", "2B", "3B", "11B", "12B", "7B", "8B", "9B", "34B", "33B", "32B", "31B", "35B", "36B" } });
// Plating -> ...
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Loader, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "72F", "5F", "11F", "3B", "4B", "71B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Loader, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "72B", "5B", "11B", "3T", "3B", "4B", "71B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "72F", "5F", "11B", "5B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Charger, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "72B", "5B", "11B", "3T", "3B", "11B", "5B", "6B", "73B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Cleaner, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "72F", "5F", "11F", "3T", "3B", "2B", "1B", "70B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Cleaner, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "72B", "5B", "11B", "3B", "2B", "1B", "70B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Buffer, Monitor = MapZoneMonitor.RightBtm, Path = new List<string> { "72F", "5F", "11B", "12B", "7B", "8B", "9B", "34B", "33B", "32B", "31B", "35B", "36B" } });
retval.Add(new MapZonePathData { NodeSta = StationType.Plating, NodeEnd = StationType.Buffer, Monitor = MapZoneMonitor.LeftTop, Path = new List<string> { "72B", "5B", "11B", "3T", "3B", "11B", "12B", "7B", "8B", "9B", "34B", "33B", "32B", "31B", "35B", "36B" } });
return retval;
}
/// <summary>
/// 해당 노드가 속하는 존을 반환한다.
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public MapZone GetMapZone(MapNode node)
{
if (node == null) return MapZone.None;
int rfid = node.RfidId;
// Buffer: 91~07 (Linear)
// Assuming 91 is start, 07 is end.
// Range check might be tricky if IDs are not sequential.
// Using precise list based on map description if possible, acts as a catch-all for now.
if (rfid == 91 || (rfid >= 31 && rfid <= 36) || (rfid >= 7 && rfid <= 9)) return MapZone.Buffer;
// Charger: 73~10
if (rfid == 73 || rfid == 6 || rfid == 10) return MapZone.Charger;
Dictionary<MapZone, int[]> ZoneList = GetMapZoneNodeList();
var zone = ZoneList.Where(t => t.Value.Contains(rfid)).FirstOrDefault();
if (zone.Value == null) return MapZone.None;
// Plating: 72~5
if (rfid == 72 || rfid == 5) return MapZone.Plating;
// Loader: 71~4
if (rfid == 71 || rfid == 4) return MapZone.Loader;
// Cleaner: 70~1
if (rfid == 70 || rfid == 1 || rfid == 2 || rfid == 3) return MapZone.Cleaner;
// Junction (Hub)
if (rfid == 11 || rfid == 12) return MapZone.Junction;
return MapZone.None;
return zone.Key;
}
public Dictionary<MapZone, int[]> GetMapZoneNodeList()
{
Dictionary<MapZone, int[]> ZoneList = new Dictionary<MapZone, int[]>();
ZoneList.Add(MapZone.Turn, new int[] { 3 });
ZoneList.Add(MapZone.Buffer, new int[] { 91, 36, 35, 31, 32, 33, 34, 9, 8, 7 });
ZoneList.Add(MapZone.Charger, new int[] { 73, 6, 10 });
ZoneList.Add(MapZone.Junction, new int[] { 12, 11 });
ZoneList.Add(MapZone.Plating, new int[] { 72, 5 });
ZoneList.Add(MapZone.Loader, new int[] { 71, 4 });
ZoneList.Add(MapZone.Cleaner, new int[] { 70, 1, 2 });
return ZoneList;
}
public AGVPathResult CalculateScriptedPath(MapNode startNode, MapNode targetNode, MapNode prevNode, AgvDirection prevDir)
{
var startZone = GetMapZone(startNode);
var targetZone = GetMapZone(targetNode);
// 1. Same Zone or Trivial Case -> Use CalculatePath_new
if (startZone == targetZone && startZone != MapZone.None && startZone != MapZone.Junction)
// 존이 확인되지 않는다면 오류
if (startZone == MapZone.None || targetZone == MapZone.None)
{
return CalculatePath_new(startNode, targetNode, prevNode, prevDir);
// return AGVPathResult.CreateFailure($"Zone not found: {startNode.ID2}->{targetNode.ID2}");
}
// 2. Hub Logic (Buffer -> Hub -> Target, etc.)
// Logic: Start -> ExitNode -> Hub -> EntryNode -> Target
var monitorMode = GetMonitorMode(startNode, prevNode, prevDir);
var motDir = prevDir == AgvDirection.Forward ? 'F' : 'B';
// 시작 태그 검색용 (예: "91F")
string startTag = $"{startNode.RfidId}{motDir}";
MapNode exitNode = GetZoneExitNode(startZone);
MapNode entryNode = GetZoneEntryNode(targetZone);
// 모니터방향이 일치하고 대상노드가 동일한 경로를 찾는다
var zonepath = GetMapZonePathData();
// 모든 후보 경로 검색
var candidates = zonepath.Where(d =>
d.Monitor == monitorMode &&
d.NodeEnd == targetNode.StationType &&
d.Path.Any(p => p.StartsWith(startNode.RfidId.ToString())) && // 시작 포인트 포함
d.Path.Any(p => p.StartsWith(targetNode.RfidId.ToString())) // 끝 포인트 포함
).ToList();
// If Start/Target are in Junction or Unknown, handle gracefully
if (startZone == MapZone.Junction) exitNode = startNode;
if (targetZone == MapZone.Junction) entryNode = targetNode;
if (exitNode == null || entryNode == null)
if (candidates.Any())
{
// Fallback to normal search if zone logic fails
return CalculatePath_new(startNode, targetNode, prevNode, prevDir);
MapZonePathData bestPath = null;
int bestStartIndex = -1;
int bestEndIndex = -1;
int minPathLength = int.MaxValue;
foreach (var candidate in candidates)
{
// 시작 태그와 가장 일치하는 인덱스 찾기 (방향까지 고려 "91F")
int startIndex = candidate.Path.FindIndex(p => p == startTag);
if (startIndex == -1) // 방향이 안 맞으면 그냥 RFID로만 찾기
startIndex = candidate.Path.FindIndex(p => p.StartsWith(startNode.RfidId.ToString()));
// 끝 태그 인덱스 (뒤에서부터 찾기)
int endIndex = candidate.Path.FindLastIndex(p => p.StartsWith(targetNode.RfidId.ToString()));
if (startIndex != -1 && endIndex != -1 && startIndex < endIndex)
{
int length = endIndex - startIndex;
if (length < minPathLength)
{
minPathLength = length;
bestPath = candidate;
bestStartIndex = startIndex;
bestEndIndex = endIndex;
}
}
}
if (bestPath != null)
{
// 추출된 경로 조각
var slicedPath = bestPath.Path.Skip(bestStartIndex).Take(bestEndIndex - bestStartIndex + 1).ToList();
var a = ConvertHardcodedPathToResult(slicedPath, startNode, prevNode, prevDir);
return a;
}
}
// Path 1: Start -> Exit
var path1 = CalculatePath_new(startNode, exitNode, prevNode, prevDir);
if (!path1.Success) return AGVPathResult.CreateFailure($"Zone Exit Failure: {startNode.ID2}->{exitNode.ID2}");
// 하드코딩된 경로가 없으면 기존 A* 로직으로 대체 또는 실패 반환
return null;
}
// Path 2: Exit -> Entry (Hub Crossing)
// Use CalculatePath_new for Hub crossing relative to Arrival Direction
var lastNode1 = path1.Path.Last();
var lastDir1 = path1.DetailedPath.Last().MotorDirection;
var prevNode1 = path1.Path.Count > 1 ? path1.Path[path1.Path.Count - 2] : prevNode;
private MapZoneMonitor GetMonitorMode(MapNode startNode, MapNode prevNode, AgvDirection prevDir)
{
if (prevNode == null) return MapZoneMonitor.RightBtm;
var path2 = CalculatePath_new(exitNode, entryNode, prevNode1, lastDir1);
if (!path2.Success) return AGVPathResult.CreateFailure($"Hub Crossing Failure: {exitNode.ID2}->{entryNode.ID2}");
int dx = startNode.Position.X - prevNode.Position.X;
int dy = startNode.Position.Y - prevNode.Position.Y;
// Path 3: Entry -> Target
var lastNode2 = path2.Path.Last();
var lastDir2 = path2.DetailedPath.Last().MotorDirection;
var prevNode2 = path2.Path.Count > 1 ? path2.Path[path2.Path.Count - 2] : lastNode1;
bool isMonitorLeft = false;
if (Math.Abs(dx) > Math.Abs(dy)) // Horizontal
{
isMonitorLeft = (prevDir == AgvDirection.Backward);
}
else // Vertical
{
isMonitorLeft = (prevDir == AgvDirection.Forward);
}
var path3 = CalculatePath_new(entryNode, targetNode, prevNode2, lastDir2);
if (!path3.Success) return AGVPathResult.CreateFailure($"Zone Entry Failure: {entryNode.ID2}->{targetNode.ID2}");
return isMonitorLeft ? MapZoneMonitor.LeftTop : MapZoneMonitor.RightBtm;
}
// Merge Paths
var merged = Utility.CombineResults(path1, path2);
merged = Utility.CombineResults(merged, path3);
private AGVPathResult ConvertHardcodedPathToResult(List<string> pathStrings, MapNode startNode, MapNode prevNode, AgvDirection prevDir)
{
var result = new AGVPathResult { Success = true };
var pathList = new List<MapNode>();
var detailedList = new List<NodeMotorInfo>();
return merged;
int seq = 1;
for (int i = 0; i < pathStrings.Count; i++)
{
string s = pathStrings[i];
if (string.IsNullOrEmpty(s)) continue;
string rfIdStr = "";
char flag = ' ';
foreach (char c in s)
{
if (char.IsDigit(c)) rfIdStr += c;
else flag = c;
}
var node = _mapNodes.FirstOrDefault(n => n.RfidId.ToString() == rfIdStr);
if (node == null) continue;
// Determine Motor Direction from Flag or Maintain Previous
AgvDirection motorDir = detailedList.Count > 0 ? detailedList.Last().MotorDirection : prevDir;
bool isTurn = false;
if (flag == 'F') motorDir = AgvDirection.Forward;
else if (flag == 'B') motorDir = AgvDirection.Backward;
else if (flag == 'T') isTurn = true;
pathList.Add(node);
// Magnet direction lookup
MagnetDirection magDir = MagnetDirection.Straight;
if (i + 1 < pathStrings.Count)
{
var nextTag = pathStrings[i + 1];
string nextRfidStr = "";
foreach (char c in nextTag) if (char.IsDigit(c)) nextRfidStr += c;
var nextNode = _mapNodes.FirstOrDefault(n => n.RfidId.ToString() == nextRfidStr);
if (nextNode != null && node.MagnetDirections.ContainsKey(nextNode.Id))
{
var magPos = node.MagnetDirections[nextNode.Id];
if (magPos == MagnetPosition.R) magDir = MagnetDirection.Right;
else if (magPos == MagnetPosition.L) magDir = MagnetDirection.Left;
}
}
var info = new NodeMotorInfo(seq++, node.Id, node.RfidId, motorDir, null, magDir, isTurn);
detailedList.Add(info);
}
// Connect NextNode pointers
for (int i = 0; i < detailedList.Count - 1; i++)
{
detailedList[i].NextNode = pathList[i + 1];
}
result.Path = pathList;
result.DetailedPath = detailedList;
result.TotalDistance = CalculatePathDistance(pathList);
return result;
}
private float CalculatePathDistance(List<MapNode> path)
{
float dist = 0;
for (int i = 0; i < path.Count - 1; i++)
{
dist += (float)Math.Sqrt(Math.Pow(path[i].Position.X - path[i + 1].Position.X, 2) + Math.Pow(path[i].Position.Y - path[i + 1].Position.Y, 2));
}
return dist;
}
private MapNode GetZoneExitNode(MapZone zone)
@@ -649,7 +823,7 @@ namespace AGVNavigationCore.PathFinding.Planning
private MapNode GetZoneEntryNode(MapZone zone)
{
int entryRfid = -1;
int entryRfid = -1;
switch (zone)
{
case MapZone.Buffer: entryRfid = 7; break; // Bi-directional entry/exit?
@@ -736,7 +910,7 @@ namespace AGVNavigationCore.PathFinding.Planning
if (!fixpath)
{
if (targetNode.StationType == StationType.Limit || targetNode.StationType == StationType.Normal)
{
@@ -790,7 +964,7 @@ namespace AGVNavigationCore.PathFinding.Planning
if (pathToGateway.Path.Count > 1)
{
//다음이동방향이 이전노드와 동일하다면? 되돌아가야한다는것이다
predictNext = pathToGateway.Path[1];
predictNext = pathToGateway.Path[1];
if (predictNext.Id == prevNode.Id)
{
var reverseDir = prevDir == AgvDirection.Backward ? AgvDirection.Forward : AgvDirection.Backward;