導(dǎo)讀 關(guān)于機(jī)器人足球比賽引進(jìn)中國的第一人是誰,機(jī)器人足球比賽這個(gè)問題很多朋友還不知道,今天小六來為大家解答以上的問題,現(xiàn)在讓我們一起來看
關(guān)于機(jī)器人足球比賽引進(jìn)中國的第一人是誰,機(jī)器人足球比賽這個(gè)問題很多朋友還不知道,今天小六來為大家解答以上的問題,現(xiàn)在讓我們一起來看看吧!
1、不知道你說的是不是這樣,改動(dòng)之后可能會(huì)好一點(diǎn)! #ifndef Strategy_H #define Strategy_H // The following ifdef block is the standard way of creating macros which make exporting // from a DLL simpler. All files within this DLL are compiled with the STRATEGY_EXPORTS // symbol defined on the command line. this symbol should not be defined on any project // that uses this DLL. This way any other project whose source files include this file see // STRATEGY_API functions as being imported from a DLL, wheras this DLL sees symbols // defined with this macro as being exported. #ifdef STRATEGY_EXPORTS #define STRATEGY_API __declspec(dllexport) #else #define STRATEGY_API __declspec(dllimport) #endif #include #include const long PLAYERS_PER_SIDE = 5; // gameState const long FREE_BALL = 1; const long PLACE_KICK = 2; const long PENALTY_KICK = 3; const long FREE_KICK = 4; const long GOAL_KICK = 5; // whosBall const long ANYONES_BALL = 0; const long BLUE_BALL = 1; const long YELLOW_BALL = 2; // global variables -- Useful field positions ... maybe??? //預(yù)先定義好地稱的尺寸信息 const double FTOP = 77.2392; //Field Top Y coordinate const double FBOT = 6.3730; //Field Bottom y coordinate const double GTOPY = 49.6801; //Goal Top Y coordinate const double GBOTY = 33.9320; //Goal Bottom coordinate const double GRIGHT = 97.3632; //Right Goal Bach coordinate const double GLEFT = 2.8748; //Left Goal Back coordinate const double FRIGHTX = 93.4259; //Field Right x coordinate const double FLEFTX = 6.8118; //Field Left x coordinate const double OFFSET=4.5; int max; int min; int mid1; int mid2; int min1,min2; int Old_Role; int Area1,Area2; double RB_dis[5]; double RB_time[5]; double RB_angle[5]; double TOFFSET1; double dis[6]; typedef struct //機(jī)器人坐標(biāo) { double x, y, z; } Vector3D; typedef struct { double x, y; } Vector2D; typedef struct { long left, right, top, bottom; } Bounds; typedef struct //機(jī)器人信息 { Vector3D pos; //機(jī)器人坐標(biāo) double rotation; //機(jī)器人方向角 double velocityLeft, velocityRight; //機(jī)器人左右輪速 } Robot; typedef struct //對(duì)方機(jī)器人定義 { Vector3D pos; //對(duì)方機(jī)器人位置坐標(biāo) double rotation; //對(duì)方機(jī)器人方向角 } OpponentRobot; typedef struct //球信息定義 { Vector3D pos; } Ball; typedef struct { double x,y; } Point; typedef struct //環(huán)境結(jié)構(gòu)變量中邊界的定義 { double left, right, top, bottom; //邊界信息 } Bounds1; typedef struct //環(huán)境信息模型 { Robot home[PLAYERS_PER_SIDE]; //本方機(jī)器人數(shù)據(jù) OpponentRobot opponent[PLAYERS_PER_SIDE]; //對(duì)方機(jī)器人數(shù)據(jù) Ball currentBall, lastBall, predictedBall; //球的數(shù)據(jù) Bounds fieldBounds, goalBounds; //場(chǎng)地信息 long gameState; //比賽狀態(tài) long whosBall; //控球方 void *userData; //用戶數(shù)據(jù) } Environment; int flagHome1Home2; typedef void (*MyStrategyProc)(Environment*); /* MUST BE IMPLEMENTED */ extern "C" STRATEGY_API void Create ( Environment *env ); // 比賽開始時(shí)系統(tǒng)調(diào)用,用于出市話用戶定義的一些數(shù)據(jù) extern "C" STRATEGY_API void Strategy ( Environment *env );//比賽過程中系統(tǒng)調(diào)用。
2、每秒調(diào)用60次,仿真周期為1/60秒 extern "C" STRATEGY_API void Destroy ( Environment *env ); // 比賽結(jié)束后系統(tǒng)調(diào)用,釋放空間 /* 全局指針env:數(shù)據(jù)的輸入和輸出均要對(duì)改變量進(jìn)行操作。
3、實(shí)現(xiàn)仿真環(huán)境與代碼之間的通信,例如:要想獲 得1號(hào)機(jī)器人的坐標(biāo),只需讀取env->home[1].pos即可;設(shè)置一號(hào)機(jī)器人的輪速。
4、只需對(duì)env->home[1].velocityLeft, env->home[1].velocityRight修改 */ #endif // Strategy_H。
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