Пример #1
0
        private void HandleBehavior(UTurnBehavior cb)
        {
            // get the absolute transform
            AbsoluteTransformer absTransform = Services.StateProvider.GetAbsoluteTransformer(cb.TimeStamp);

            this.polygonTimestamp = absTransform.Timestamp;
            this.polygon = cb.Boundary.Transform(absTransform);
            this.finalLane = cb.EndingLane;
            this.finalSpeedCommand = cb.EndingSpeedCommand;
            this.stopOnLine = cb.StopOnEndingPath;
            this.stayOutPolygons = cb.StayOutPolygons;

            // run constant checking if we're supposed to stop on the final line
            if (stopOnLine) {
                checkMode = true;
            }
            else {
                checkMode = false;
            }

            // transform the path
            LinePath.PointOnPath closestPoint = cb.EndingPath.GetClosestPoint(originalPoint);
            // relativize the path
            LinePath relFinalPath = cb.EndingPath.Transform(absTransform);
            // get the ending orientation
            finalOrientation = new LineSegment(relFinalPath[closestPoint.Index], relFinalPath[closestPoint.Index+1]);

            Services.UIService.PushLineList(cb.EndingPath, cb.TimeStamp, "original path1", false);
        }
        private static double GetObstacleClearanceLine(LineSegment segment, IList<Polygon> obstacles)
        {
            double minDist = double.MaxValue;
            foreach (Polygon obs in obstacles) {
                foreach (Coordinates pt in obs) {
                    Coordinates closestPt = segment.ClosestPoint(pt);
                    double dist = closestPt.DistanceTo(pt);
                    if (dist < minDist)
                        minDist = dist;
                }
            }

            return minDist;
        }
Пример #3
0
        private ITrackingCommand BuildBackwardPass()
        {
            BehaviorManager.TraceSource.TraceEvent(TraceEventType.Information, 0, "UTurn Behavior: Initialize Backward Pass");

            // rotate the polygon into the current relative frame
            CarTimestamp curTimestamp = Services.RelativePose.CurrentTimestamp;
            RelativeTransform relTransform = Services.RelativePose.GetTransform(polygonTimestamp, curTimestamp);
            relTransform.TransformPointsInPlace(polygon);
            finalOrientation = finalOrientation.Transform(relTransform);
            polygonTimestamp = curTimestamp;

            // retrieve the vehicle state
            Coordinates headingVec = new Coordinates(1, 0);
            Coordinates headingVec180 = headingVec.Rotate180();
            Coordinates headingVec90 = headingVec.Rotate90();

            // figure out center point of turn
            Circle rearAxleCircle = Circle.FromPointSlopeRadius(new Coordinates(0,0), headingVec180, minRadius);
            Coordinates center = rearAxleCircle.center;

            // calculate the points of the wheels
            Coordinates rearLeftPoint = headingVec90*TahoeParams.T/2;
            Coordinates rearRightPoint = -headingVec90*TahoeParams.T/2;
            Coordinates frontLeftPoint = headingVec*TahoeParams.L + headingVec90*TahoeParams.T/2;
            Coordinates frontRightPoint = headingVec*TahoeParams.L - headingVec90*TahoeParams.T/2;

            double minHit = Math.PI/2.1;
            GetMinHitAngle(rearLeftPoint, center, ref minHit);
            GetMinHitAngle(rearRightPoint, center, ref minHit);
            //GetMinHitAngle(frontLeftPoint, center, false, ref minHit);
            //GetMinHitAngle(frontRightPoint, center, false, ref minHit);

            frontLeftPoint = headingVec*TahoeParams.FL + headingVec90*TahoeParams.T/2;
            frontRightPoint = headingVec*TahoeParams.FL - headingVec90*TahoeParams.T/2.0;
            rearRightPoint = -headingVec*TahoeParams.RL - headingVec90*TahoeParams.T/2.0;
            rearLeftPoint = -headingVec*TahoeParams.RL + headingVec90*TahoeParams.T/2.0;
            List<Polygon> obstacles = GetObstacles(curTimestamp);
            GetObstacleHitAngle(frontLeftPoint, center, obstacles, ref minHit);
            GetObstacleHitAngle(rearLeftPoint, center, obstacles, ref minHit);
            GetObstacleHitAngle(rearRightPoint, center, obstacles, ref minHit);

            // trim some off the hit for safety'
            minHit -= (0.3/minRadius);
            // move at least 0.6 meters
            minHit = Math.Max(minHit, 0.6 / minRadius);

            // calculate the exit stopping point
            // shift the line by the minimum turning radius
            Coordinates u = finalOrientation.P1 - finalOrientation.P0;
            u = u.Normalize().Rotate90();
            Line offsetLine = new Line();
            offsetLine.P0 = finalOrientation.P0 + u*(minRadius+2);
            offsetLine.P1 = finalOrientation.P1 + u*(minRadius+2);

            // final the intersection of the current turn circle with a radius of twice the min turn radius and the offset line
            Circle twoTurn = new Circle(2*minRadius + 2, center);
            Coordinates[] intersections;

            double startAngle = (-center).ArcTan;
            if (twoTurn.Intersect(offsetLine, out intersections)) {
                // figure out where there were hits
                for (int i = 0; i < intersections.Length; i++) {
                    // get the angle of the hit
                    double angle = (intersections[i] - center).ArcTan;

                    if (angle < startAngle)
                        angle += 2*Math.PI;

                    angle -= startAngle;

                    if (angle < minHit)
                        minHit = angle;
                }
            }

            minHit = Math.Max(minHit, 0.6 / minRadius);

            // set the stopping point at the min hit point
            Coordinates stopPoint = rearAxleCircle.GetPoint(startAngle+minHit);

            // calculate the stop distance
            stopDistance = rearAxleCircle.r*minHit;
            stopTimestamp = curTimestamp;
            curvature = 1/minRadius;
            // calculate the required steering angle
            double steeringCommand = SteeringUtilities.CurvatureToSteeringWheelAngle(-1/minRadius, uturnSpeed);

            ISpeedCommandGenerator shiftSpeedCommand = new ShiftSpeedCommand(TransmissionGear.Reverse);
            ISteeringCommandGenerator initialSteeringCommand = new ConstantSteeringCommandGenerator(steeringCommand, steeringRate, true);

            ISpeedCommandGenerator passSpeedCommand = new FeedbackSpeedCommandGenerator(new StopSpeedGenerator(new TravelledDistanceProvider(curTimestamp, stopDistance), uturnSpeed));
            ISteeringCommandGenerator passSteeringCommand = new ConstantSteeringCommandGenerator(steeringCommand, null, false);

            ChainedTrackingCommand cmd = new ChainedTrackingCommand(
                new TrackingCommand(shiftSpeedCommand, initialSteeringCommand, true),
                new TrackingCommand(passSpeedCommand, passSteeringCommand, false));
            cmd.Label = backwardLabel;

            Services.UIService.PushCircle(new Circle(minRadius, center), curTimestamp, "uturn circle", true);
            Services.UIService.PushPoint(stopPoint, curTimestamp, "uturn stop point", true);
            Services.UIService.PushPolygon(polygon, curTimestamp, "uturn polygon", true);

            return cmd;
        }
Пример #4
0
        private ITrackingCommand BuildForwardPass(out bool finalPass)
        {
            BehaviorManager.TraceSource.TraceEvent(TraceEventType.Information, 0, "UTurn Behavior: Determine Forward Pass");

            // rotate the polygon into the current relative frame
            CarTimestamp curTimestamp = Services.RelativePose.CurrentTimestamp;
            RelativeTransform relTransform = Services.RelativePose.GetTransform(polygonTimestamp, curTimestamp);
            relTransform.TransformPointsInPlace(polygon);
            finalOrientation = finalOrientation.Transform(relTransform);
            polygonTimestamp = curTimestamp;

            // retrieve the vehicle state
            Coordinates headingVec = new Coordinates(1, 0);
            Coordinates headingVec90 = headingVec.Rotate90();

            // check if we can make it out now
            Line curLine = new Line(new Coordinates(0,0), headingVec);
            Coordinates intersectionPoint;
            LineSegment finalLine = finalOrientation;
            Circle outCircle = Circle.FromLines(curLine, (Line)finalLine, out intersectionPoint);

            double steeringCommand;

            if (!outCircle.Equals(Circle.Infinite) && outCircle.r > minRadius) {
                // we found an out circle
                BehaviorManager.TraceSource.TraceEvent(TraceEventType.Information, 0, "found final pass output");

                // build the circle segment
                double hitAngle = (intersectionPoint - outCircle.center).ArcTan;
                double startAngle = (-outCircle.center).ArcTan;
                if (hitAngle < startAngle)
                    hitAngle += 2*Math.PI;

                hitAngle -= startAngle;

                if (stopOnLine) {
                    // get the angle of the end point of the line segment
                    double endPointAngle = (finalLine.P1 - outCircle.center).ArcTan;
                    if (endPointAngle < startAngle) endPointAngle += 2*Math.PI;
                    endPointAngle -= startAngle;

                    if (endPointAngle < hitAngle) {
                        hitAngle = endPointAngle;
                    }
                }

                // get the obstacles
                Coordinates frontLeftPoint = headingVec * TahoeParams.FL + headingVec90 * TahoeParams.T / 2;
                Coordinates frontRightPoint = headingVec * TahoeParams.FL - headingVec90 * TahoeParams.T / 2.0;
                Coordinates rearRightPoint = -headingVec * TahoeParams.RL - headingVec90 * TahoeParams.T / 2.0;
                List<Polygon> obstacles = GetObstacles(curTimestamp);
                GetObstacleHitAngle(frontLeftPoint, outCircle.center, obstacles, ref hitAngle);
                GetObstacleHitAngle(frontRightPoint, outCircle.center, obstacles, ref hitAngle);
                GetObstacleHitAngle(rearRightPoint, outCircle.center, obstacles, ref hitAngle);

                // calculate stopping distance
                stopDistance = outCircle.r*hitAngle;
                stopTimestamp = curTimestamp;
                curvature = 1/outCircle.r;

                intersectionPoint = outCircle.center + Coordinates.FromAngle(startAngle + hitAngle)*outCircle.r;

                // calculate steering angle
                steeringCommand = SteeringUtilities.CurvatureToSteeringWheelAngle(1/outCircle.r, uturnSpeed);

                // mark that this will be the final pass
                finalPass = true;

                Services.UIService.PushCircle(outCircle, curTimestamp, "uturn circle", true);
                Services.UIService.PushPoint(intersectionPoint, curTimestamp, "uturn stop point", true);
                Services.UIService.PushPolygon(polygon, curTimestamp, "uturn polygon", true);
            }
            else {
                finalPass = false;
                // draw out 3 circles
                //  - front right wheel
                //  - front left wheel
                //  - rear left wheel

                // figure out center point of turn
                Circle rearAxleCircle = Circle.FromPointSlopeRadius(Coordinates.Zero, headingVec, minRadius);
                Coordinates center = rearAxleCircle.center;

                // calculate the points of the wheels
                Coordinates rearLeftPoint = headingVec90*TahoeParams.T/2;
                Coordinates rearRightPoint = -headingVec90*TahoeParams.T/2;
                Coordinates frontLeftPoint = headingVec*TahoeParams.L + headingVec90*TahoeParams.T/2;
                Coordinates frontRightPoint = headingVec*TahoeParams.L - headingVec90*TahoeParams.T/2;

                // initialize min hit angle to slightly less than 90 degrees
                double minHit = Math.PI/2.1;
                //GetMinHitAngle(rearLeftPoint, center, true, ref minHit);
                //GetMinHitAngle(rearRightPoint, center, true, ref minHit);
                GetMinHitAngle(frontLeftPoint, center, ref minHit);
                GetMinHitAngle(frontRightPoint, center, ref minHit);

                // get the obstacles
                List<Polygon> obstacles = GetObstacles(curTimestamp);
                frontLeftPoint = headingVec*TahoeParams.FL + headingVec90*TahoeParams.T/2;
                frontRightPoint = headingVec*TahoeParams.FL - headingVec90*TahoeParams.T/2.0;
                rearRightPoint = -headingVec*TahoeParams.RL - headingVec90*TahoeParams.T/2.0;
                GetObstacleHitAngle(frontLeftPoint, center, obstacles, ref minHit);
                GetObstacleHitAngle(frontRightPoint, center, obstacles, ref minHit);
                GetObstacleHitAngle(rearRightPoint, center, obstacles, ref minHit);

                // trim some off the hit for safety
                //if (minHit > 0.5/minRadius)
                minHit -= (0.5/minRadius);
                minHit = Math.Max(minHit, 0.6 / minRadius);

                double startAngle = (Coordinates.Zero-center).ArcTan;
                double hitAngle = startAngle + minHit;

                // set the stopping point at the min hit point
                Coordinates stopPoint = rearAxleCircle.GetPoint(hitAngle);

                // calculate the stop distance
                stopDistance = minRadius*minHit;

                // calculate the required steering angle
                steeringCommand = SteeringUtilities.CurvatureToSteeringWheelAngle(1/minRadius, uturnSpeed);

                Services.UIService.PushCircle(new Circle(minRadius, center), curTimestamp, "uturn circle", true);
                Services.UIService.PushPoint(stopPoint, curTimestamp, "uturn stop point", true);
                Services.UIService.PushPolygon(polygon, curTimestamp, "uturn polygon", true);
            }

            // build the command
            ISpeedCommandGenerator shiftSpeedCommand = new ShiftSpeedCommand(TransmissionGear.First);
            ISteeringCommandGenerator initialSteeringCommand = new ConstantSteeringCommandGenerator(steeringCommand, steeringRate, true);

            ISpeedCommandGenerator passSpeedCommand = new FeedbackSpeedCommandGenerator(new StopSpeedGenerator(new TravelledDistanceProvider(curTimestamp, stopDistance), uturnSpeed));
            ISteeringCommandGenerator passSteeringCommand = new ConstantSteeringCommandGenerator(steeringCommand, null, false);

            ChainedTrackingCommand cmd = new ChainedTrackingCommand(
                new TrackingCommand(shiftSpeedCommand, initialSteeringCommand, true),
                new TrackingCommand(passSpeedCommand, passSteeringCommand, false));
            cmd.Label = forwardLabel;

            return cmd;
        }
        private Obstacle CreatePerimeterObstacle(LineSegment ls)
        {
            // perimeter points go clockwise, so shift this segment left to make it go outward
            LineSegment shifted = ls.ShiftLateral(1);

            // create a polygon for the obstacle
            Polygon obstaclePoly = new Polygon();
            obstaclePoly.Add(ls.P0);
            obstaclePoly.Add(ls.P1);
            obstaclePoly.Add(shifted.P1);
            obstaclePoly.Add(shifted.P0);

            Obstacle obs = new Obstacle();
            obs.obstaclePolygon = obstaclePoly;

            Circle tahoeCircle = new Circle(TahoeParams.T/2.0+0.1, Coordinates.Zero);
            Polygon tahoePoly = tahoeCircle.ToPolygon(24);
            obs.cspacePolygon = Polygon.ConvexMinkowskiConvolution(tahoePoly, obstaclePoly);

            obs.obstacleClass = ObstacleClass.StaticLarge;
            obs.desSpacing = 0.5;
            obs.minSpacing = 0.1;
            obs.age = 1;
            obs.trackID = -1;

            return obs;
        }
        private List<Obstacle> GetPerimeterObstacles()
        {
            // transform the polygon to relative coordinates
            AbsoluteTransformer absTransform = Services.StateProvider.GetAbsoluteTransformer();

            Polygon relPerimeter = zonePerimeter.Transform(absTransform);
            LinePath relRecommendedPath = recommendedPath.Transform(absTransform);

            if (relPerimeter.IsCounterClockwise) {
                relPerimeter = relPerimeter.Reverse();
            }

            // create a polygon for ourselves and see if we intersect any perimeters
            Polygon vehiclePoly = new Polygon();
            vehiclePoly.Add(new Coordinates(-TahoeParams.RL, -(TahoeParams.T/2.0)));
            vehiclePoly.Add(new Coordinates(TahoeParams.FL, -(TahoeParams.T/2.0)));
            vehiclePoly.Add(new Coordinates(TahoeParams.FL, TahoeParams.T/2.0));
            vehiclePoly.Add(new Coordinates(-TahoeParams.RL, TahoeParams.T/2.0));
            // inflate by about 2 m
            vehiclePoly = vehiclePoly.Inflate(2);

            // test if we intersect any of the perimeter points
            List<Obstacle> perimeterObstacles = new List<Obstacle>();
            List<OperationalObstacle> operationalObstacles = new List<OperationalObstacle>();
            List<LineSegment> segments = new List<LineSegment>();
            foreach (LineSegment ls1 in relPerimeter.GetSegmentEnumerator()) {
                segments.Clear();
                if (ls1.Length > 15) {
                    // split into multiple segment
                    double targetLength = 10;
                    int numSegments = (int)Math.Round(ls1.Length/targetLength);
                    double splitLength = ls1.Length/numSegments;

                    Coordinates pt = ls1.P0;
                    for (int i = 0; i < numSegments; i++) {
                        Coordinates endPoint = pt + ls1.Vector.Normalize(splitLength);
                        LineSegment seg = new LineSegment(pt, endPoint);
                        segments.Add(seg);
                        pt = endPoint;
                    }
                }
                else {
                    segments.Add(ls1);
                }

                foreach (LineSegment ls in segments) {
                    bool pathTooClose = false;

                    foreach (Coordinates pt in relRecommendedPath) {
                        Coordinates closest = ls.ClosestPoint(pt);
                        if (closest.DistanceTo(pt) < 1)
                            pathTooClose = true;
                    }

                    if (!vehiclePoly.DoesIntersect(ls) && !pathTooClose) {
                        Obstacle obs = CreatePerimeterObstacle(ls);
                        perimeterObstacles.Add(obs);

                        OperationalObstacle uiobs = new OperationalObstacle();
                        uiobs.age = obs.age;
                        uiobs.heading = 0;
                        uiobs.headingValid = false;
                        uiobs.ignored = false;
                        uiobs.obstacleClass = obs.obstacleClass;
                        uiobs.poly = obs.obstaclePolygon;

                        operationalObstacles.Add(uiobs);
                    }
                }
            }

            Services.UIService.PushObstacles(operationalObstacles.ToArray(), curTimestamp, "perimeter obstacles", true);

            return perimeterObstacles;
        }
        private void HandleBehavior(ZoneParkingBehavior b)
        {
            base.HandleBaseBehavior(b);

            this.parkingSpotLine = new LineSegment(b.ParkingSpotPath[0], b.ParkingSpotPath[1]);
            this.parkingSpotExtraDist = b.ExtraDistance;
            this.parkingSpotLeftBound = b.SpotLeftBound;
            this.parkingSpotRightBound = b.SpotRightBound;

            if (b is ZoneParkingPullOutBehavior) {
                ZoneParkingPullOutBehavior pb = (ZoneParkingPullOutBehavior)b;
                this.endingLine = new Line(pb.RecommendedPullOutPath[3], pb.RecommendedPullOutPath[2]);
                Coordinates parkPoint = parkingSpotLine.P1 + parkingSpotLine.UnitVector.Normalize(parkingSpotExtraDist);
                this.pulloutPoint = parkPoint + endingLine.UnitVector*10;
                this.pulloutMode = true;
            }
            else {
                this.pulloutMode = false;
            }

            Services.UIService.PushLineList(b.ParkingSpotPath, b.TimeStamp, "original path1", false);

            Services.UIService.PushLineList(parkingSpotLeftBound, b.TimeStamp, "left bound", false);
            Services.UIService.PushLineList(parkingSpotRightBound, b.TimeStamp, "right bound", false);
        }
        public static void FindParkingInterval(IList<Obstacle> obstacles, LineSegment projectionLine, double offDistMax, double offDistMin, double maxBottomDist, double maxTopDist, ref Coordinates topPoint, ref Coordinates bottomPoint)
        {
            List<double> projectedDists = new List<double>(1000);

            Coordinates vec = projectionLine.UnitVector;
            Coordinates startPt = projectionLine.P0;
            double len = projectionLine.Length;

            foreach (Obstacle obs in obstacles) {
                foreach (Coordinates pt in obs.AvoidancePolygon) {
                    double projDist = vec.Dot(pt - startPt);
                    double offDist = vec.Cross(pt - startPt);

                    if (projDist < 0 || projDist > len)
                        continue;

                    if (offDist < offDistMin || offDist > offDistMax)
                        continue;

                    // add to the list
                    projectedDists.Add(projDist);
                }
            }

            // sort the list
            projectedDists.Sort();

            // find the max dist between two adjacent projected distance
            double bestDist = -1;
            double bestProjBottom = 0;
            double bestProjTop = maxTopDist;
            for (int i = 0; i < projectedDists.Count-1; i++) {
                if (projectedDists[i] > maxBottomDist) {
                    if (bestDist < 0) {
                        bestDist = bestProjTop = projectedDists[i];
                    }
                    break;
                }
                double dist = projectedDists[i+1]-projectedDists[i];
                if (dist > bestDist) {
                    bestDist = dist;
                    bestProjBottom = projectedDists[i];
                    bestProjTop = projectedDists[i+1];
                }
            }

            bottomPoint = projectionLine.P0 + vec*bestProjBottom;
            topPoint = projectionLine.P0 + vec*bestProjTop;
        }
 public bool Equals(LineSegment other)
 {
     return P0.Equals(other.P0) && P1.Equals(other.P1);
 }
 public bool Intersect(LineSegment l, out Coordinates pt)
 {
     Coordinates K;
     return Intersect(l, out pt, out K);
 }
        public bool Intersect(LineSegment l, out Coordinates pt, out Coordinates K)
        {
            Coordinates P = P1 - P0;
            Coordinates S = l.P1 - l.P0;

            Matrix2 A = new Matrix2(P.X, -S.X, P.Y, -S.Y);

            if (Math.Abs(A.Determinant()) < 1e-10) {
                pt = default(Coordinates);
                K = default(Coordinates);
                return false;
            }

            K = A.Inverse()*(l.P0 - P0);

            if (K.X >= 0 && K.X <= 1 && K.Y >= 0 && K.Y <= 1) {
                pt = P0 + P*K.X;
                return true;
            }
            else {
                pt = default(Coordinates);
                return false;
            }
        }
        // obstacles - list of obstacles to avoid near the parking spot
        // projectionLine - P1 is the place where the front bumper of the vehicle should end up; P0 is where the rear bumper of the vehicle should end up
        // zonePerimiter - list of points specifying the perimiter of the parking zone
        // vehiclePosition - current position of the vehicle
        // vehicleHeading - heading of the car, in radians
        // corner1 and corner2 are always set to the corners of the rectangle, however if the function returns FALSE then
        // the rectangle is the minimum 8x8 box containing the vehicle's back axis whether or not the box contains obstacles or crosses the zone perimiter
        public static bool FindParkingInterval(IList<Obstacle> obstacles, LineSegment projectionLine, Polygon zonePerimeter, Coordinates vehiclePosition, double vehicleHeading, ref Coordinates[] corners)
        {
            const double expansion_step = .25;
              bool ret = true;

              // transform everything into "parking coordinates":
              // 0,0 is where the center of the rear bumper should end up when parking is finished
              // the vehicle should be parallel to (and on top of) the Y axis when parking has finished (positive Y)
              List<Polygon> pcObstacles = new List<Polygon>(obstacles.Count);
              for(int i=0;i<obstacles.Count;i++){
            Polygon p = obstacles[i].AvoidancePolygon.Inflate(Math.Max(obstacles[i].minSpacing,.5));
            for(int j=0;j<p.points.Count;j++){
              p.points[j] -= projectionLine.P0;
              p.points[j] = p.points[j].Rotate(-projectionLine.UnitVector.RotateM90().ArcTan);
            }
                pcObstacles.Add(p);
              }

              Polygon pcPerimeter = new Polygon(zonePerimeter);
              for (int i = 0; i < pcPerimeter.points.Count; i++)
              {
            pcPerimeter.points[i] -= projectionLine.P0;
            pcPerimeter.points[i] = pcPerimeter.points[i].Rotate(-projectionLine.UnitVector.RotateM90().ArcTan);
              }

              Coordinates pcVehPos = vehiclePosition;
              pcVehPos -= projectionLine.P0;
              pcVehPos = pcVehPos.Rotate(-projectionLine.UnitVector.RotateM90().ArcTan);

              double leftBound, rightBound;
              double lowBound; // highbound is always 0
              const double highBound = 0;

              leftBound = Math.Min(-TahoeParams.T / 2.0 - 1, pcVehPos.X - TahoeParams.T / 2.0 * 1.2);
              rightBound = Math.Max(TahoeParams.T / 2.0 + 1, pcVehPos.X + TahoeParams.T / 2.0 * 1.2);
              lowBound = Math.Min(0, pcVehPos.Y - TahoeParams.T / 2.0 * 1.2);

              bool canExpandDown = true;
              bool canExpandLeft = true;
              bool canExpandRight = true;

              // initial expansion... lower boundary
              while (lowBound > -8 && canExpandDown)
              {
            LineSegment l = new LineSegment(new Coordinates(leftBound, lowBound), new Coordinates(rightBound, lowBound));
            if (ExpansionViolatesConstraints(l,pcPerimeter,pcObstacles))
            {
              canExpandDown = false;
              break;
            }
            lowBound -= expansion_step;
              }

              // initial expansion... left & right boundary
              while ((rightBound-leftBound) < 8 && (canExpandRight || canExpandLeft))
              {
            LineSegment ls;

            ls = new LineSegment(new Coordinates(leftBound, lowBound), new Coordinates(leftBound, highBound));
            if (ExpansionViolatesConstraints(ls, pcPerimeter, pcObstacles))
            {
              canExpandLeft = false;
            }
            else
            {
              leftBound -= expansion_step;
            }

            ls = new LineSegment(new Coordinates(rightBound, lowBound), new Coordinates(rightBound, highBound));
            if (ExpansionViolatesConstraints(ls, pcPerimeter, pcObstacles))
            {
              canExpandRight = false;
            }
            else
            {
              rightBound += expansion_step;
            }
              }

              // move boundaries out to make at least an 8x8 m box, even if this violates the perimiter/includes obstacles
              if(rightBound-leftBound < 8){
            double tmp = (rightBound+leftBound)/2;
            leftBound = tmp - 4;
            rightBound = tmp + 4;
            ret = false;
              }
              if (lowBound > -8)
              {
            ret = false;
            lowBound = -8;
              }

              bool lastExpandLeft = false;

              while((canExpandDown || canExpandLeft || canExpandRight) && (lowBound>-30) && (rightBound-leftBound)<30){
            if(!(canExpandLeft || canExpandRight) || (-lowBound < (rightBound-leftBound) && canExpandDown)){
              LineSegment l = new LineSegment(new Coordinates(leftBound, lowBound - .5), new Coordinates(rightBound, lowBound - .5));
              if (ExpansionViolatesConstraints(l, pcPerimeter, pcObstacles))
              {
            canExpandDown = false;
              }else{
            lowBound -= expansion_step;
              }
            }else if(!(canExpandDown || canExpandRight) || (canExpandLeft && !(lastExpandLeft && canExpandRight))){
              LineSegment l = new LineSegment(new Coordinates(leftBound - .5, lowBound), new Coordinates(leftBound - .5, highBound));
              if (ExpansionViolatesConstraints(l, pcPerimeter, pcObstacles))
              {
            canExpandLeft = false;
              }else{
            leftBound -= expansion_step;
              }
              lastExpandLeft = true;
            }else{  // canExpandRight
              LineSegment l = new LineSegment(new Coordinates(rightBound + .5, lowBound), new Coordinates(rightBound + .5, highBound));
              if (ExpansionViolatesConstraints(l, pcPerimeter, pcObstacles))
              {
            canExpandRight = false;
              }
              else{
            rightBound += expansion_step;
              }
              lastExpandLeft = false;
            }
              }

              corners = new Coordinates[4];

              corners[0] = new Coordinates(leftBound, lowBound);
              corners[1] = new Coordinates(leftBound, highBound);
              corners[2] = new Coordinates(rightBound, highBound);
              corners[3] = new Coordinates(rightBound, lowBound);

            Random r = new Random();
              for (int i = 0; i < 4; i++)
              {
            corners[i] = corners[i].Rotate(projectionLine.UnitVector.RotateM90().ArcTan);
            corners[i] += projectionLine.P0;
              }

              return ret;

              /*Line pll = new Line(projectionLine.P0,projectionLine.P1);
              Coordinates offVec = projectionLine.UnitVector.Rotate90();
              // find the leftmost boundary (looking into the parking spot)
              for (int i = 0; i < 20; i++)
              {
            Line tl = new Line(pll);
            tl.P0 = tl.P0 + offVec * i;
            tl.P1 = tl.P1 + offVec * i;

            Coordinates[] ipts;
            zonePerimeter.Intersect(tl, out ipts);

            obstacles[0].AvoidancePolygon

            if (ipts.Length < 2) break; // the test line is completely outside of the zone perimiter
            if (ipts.Length == 2)
            {

            }
              }*/
        }
 // returns true if the line segment is not completely inside of the perimeter or if it touches one of the obstacles
 private static bool ExpansionViolatesConstraints(LineSegment ls, Polygon pcPerimeter, List<Polygon> pcObstacles)
 {
     if (!pcPerimeter.IsInside(ls)) return true;
       for (int i = 0; i < pcObstacles.Count; i++)
       {
     if (pcObstacles[i].DoesIntersect(ls))
     {
       return true;
     }
       }
       return false;
 }
        private static void TestObstacleCollision(double curvature, double dist, IList<Polygon> obstacles, out double collisionDist, out double clearanceDist)
        {
            if (Math.Abs(curvature) < 1e-10) {
                // process as a straight line
                // determine end point of circle -- s = rθ, θ = sk (s = arc len, r = radius, θ = angle, k = curvature (1/r)
                // this will always be very very near straight, so just process as straight ahead
                LineSegment rearAxleSegment = new LineSegment(new Coordinates(0, 0), new Coordinates(dist, 0));
                LineSegment frontAxleSegment = new LineSegment(new Coordinates(TahoeParams.FL, 0), new Coordinates(dist+TahoeParams.FL,0));
                collisionDist = Math.Min(TestObstacleCollisionStraight(rearAxleSegment, obstacles), TestObstacleCollisionStraight(frontAxleSegment, obstacles));
                clearanceDist = Math.Min(GetObstacleClearanceLine(rearAxleSegment, obstacles), GetObstacleClearanceLine(frontAxleSegment, obstacles));
            }
            else {
                // build out the circle formed by the rear and front axle
                bool leftTurn = curvature > 0;
                double radius = Math.Abs(1/curvature);
                double frontRadius = Math.Sqrt(TahoeParams.FL*TahoeParams.FL + radius*radius);

                CircleSegment rearSegment, frontSegment;

                if (leftTurn) {
                    Coordinates center = new Coordinates(0, radius);
                    rearSegment = new CircleSegment(radius, center, Coordinates.Zero, dist, true);
                    frontSegment = new CircleSegment(frontRadius, center, new Coordinates(TahoeParams.FL, 0), dist, true);
                }
                else {
                    Coordinates center = new Coordinates(0, -radius);
                    rearSegment = new CircleSegment(radius, center, Coordinates.Zero, dist, false);
                    frontSegment = new CircleSegment(frontRadius, center, new Coordinates(TahoeParams.FL, 0), dist, false);
                }

                collisionDist = Math.Min(TestObstacleCollisionCircle(rearSegment, obstacles), TestObstacleCollisionCircle(frontSegment, obstacles));
                clearanceDist = Math.Min(GetObstacleClearanceCircle(rearSegment, obstacles), GetObstacleClearanceCircle(frontSegment, obstacles));
            }
        }
        /// <summary>
        /// Get lanes that overlap with hte interconnect
        /// </summary>
        /// <param name="lanes"></param>
        /// <param name="ai"></param>
        /// <returns></returns>
        private List<IntersectionInvolved> laneOverlaps(List<ArbiterLane> lanes, ArbiterInterconnect ai, IEnumerable<ITraversableWaypoint> exits)
        {
            List<IntersectionInvolved> overlaps = new List<IntersectionInvolved>();
            LineSegment aiSegment = new LineSegment(ai.InitialGeneric.Position, ai.FinalGeneric.Position);

            if (ai.FinalGeneric is ArbiterWaypoint)
            {
                ArbiterWaypoint fin = (ArbiterWaypoint)ai.FinalGeneric;
                if (fin.PreviousPartition != null && !this.FoundStop(fin.PreviousPartition.Initial, exits, fin.Lane))
                {
                    ArbiterWaypoint foundExit = null;
                    foreach (ITraversableWaypoint itw in exits)
                    {
                        if (itw is ArbiterWaypoint && ((ArbiterWaypoint)itw).Lane.Equals(fin.Lane) &&
                            (foundExit == null || itw.Position.DistanceTo(fin.Position) < foundExit.Position.DistanceTo(fin.Position)))
                            foundExit = (ArbiterWaypoint)itw;
                    }

                    if (foundExit != null)
                        overlaps.Add(new IntersectionInvolved(foundExit, fin.Lane, ArbiterTurnDirection.Straight));
                    else
                        overlaps.Add(new IntersectionInvolved(fin.Lane));
                }
            }

            foreach (ArbiterLane al in lanes)
            {
                if (!(ai.InitialGeneric is ArbiterWaypoint) || !((ArbiterWaypoint)ai.InitialGeneric).Lane.Equals(al))
                {
                    foreach (LineSegment ls in al.LanePath().GetSegmentEnumerator())
                    {
                        Coordinates interCoord;
                        bool intersect = ls.Intersect(aiSegment, out interCoord);

                        /*if (intersect)
                        {
                            Console.WriteLine("");
                        }*/

                        if (intersect && ai.IsInside(interCoord) && !overlaps.Contains(new IntersectionInvolved(al)) &&
                            ai.InterconnectPath.GetClosestPoint(interCoord).Location.DistanceTo(interCoord) < 0.00001 && al.IsInside(interCoord))
                        {
                            // get closest partition
                            ArbiterLanePartition alp = al.GetClosestPartition(interCoord);
                            if (!this.FoundStop(alp.Initial, exits, al))
                            {
                                ArbiterWaypoint foundExit = null;
                                foreach (ITraversableWaypoint itw in exits)
                                {
                                    if (itw is ArbiterWaypoint && ((ArbiterWaypoint)itw).Lane.Equals(alp.Lane) &&
                                        (foundExit == null || itw.Position.DistanceTo(interCoord) < foundExit.Position.DistanceTo(interCoord)))
                                        foundExit = (ArbiterWaypoint)itw;
                                }

                                if (foundExit != null)
                                    overlaps.Add(new IntersectionInvolved(foundExit, alp.Lane, ArbiterTurnDirection.Straight));
                                else
                                    overlaps.Add(new IntersectionInvolved(al));
                            }
                        }
                    }
                }
            }

            return overlaps;
        }
        private static double TestObstacleCollisionStraight(LineSegment segment, IList<Polygon> obstacles)
        {
            double minDist = double.MaxValue;
            foreach (Polygon obs in obstacles) {
                Coordinates[] pts;
                double[] K;
                if (obs.Intersect(segment, out pts, out K)) {
                    // this is a potentially closest intersection
                    for (int i = 0; i < K.Length; i++) {
                        double dist = K[i]*segment.Length;
                        if (dist < minDist) {
                            minDist = dist;
                        }
                    }
                }
            }

            return minDist;
        }
 public bool Intersect(LineSegment line, out Coordinates[] pts)
 {
     double[] K;
     return(Intersect(line, out pts, out K));
 }