fixed GPS
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ba05ff7645
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@ -1,11 +1,14 @@
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package kernel.gps;
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package kernel.gps;
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import kernel.log.Log;
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import lib.KVStore;
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import lib.KVStore;
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import kernel.net.Net;
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import kernel.net.Net;
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import kernel.net.INetworkInterface;
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import kernel.net.INetworkInterface;
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import kernel.net.Package;
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import kernel.net.Package;
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import lib.Pos3;
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import lib.Pos3;
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using tink.CoreApi;
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/**
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/**
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Determines the position of the computer based on the distance to other computers.
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Determines the position of the computer based on the distance to other computers.
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When receiving a message from another computer via wireless, the distance is also received.
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When receiving a message from another computer via wireless, the distance is also received.
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@ -15,6 +18,7 @@ class GPS {
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public static var instance:GPS;
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public static var instance:GPS;
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private var shouldRespond = true;
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private var shouldRespond = true;
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private var shouldDoWholeNumberCheck = true;
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private var posAccuracy = 0; // 0 = unkown, 1 = (ins,best guess), 2 = (stored/manual,should be right), 3 = (gps,confirmed)
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private var posAccuracy = 0; // 0 = unkown, 1 = (ins,best guess), 2 = (stored/manual,should be right), 3 = (gps,confirmed)
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private var cachedPosition:Pos3;
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private var cachedPosition:Pos3;
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private var lastPositionResponse: Array<{pos:Pos3,dist:Float}> = [];
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private var lastPositionResponse: Array<{pos:Pos3,dist:Float}> = [];
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@ -112,12 +116,18 @@ class GPS {
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var response = new Package(Net.instance.networkID,pack.fromID, pack.msgID, GPSResponse(cachedPosition),null,0);
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var response = new Package(Net.instance.networkID,pack.fromID, pack.msgID, GPSResponse(cachedPosition),null,0);
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iface.send(pack.fromID,Net.instance.networkID,response);
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iface.send(pack.fromID,Net.instance.networkID,response);
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case GPSResponse(pos):
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case GPSResponse(pos):
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if (lastPositionResponse.contains({pos:pos,dist:dist})) return;
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if (lastPositionResponse.contains({pos:pos,dist:dist})) return; // Ignore duplicate responses
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lastPositionResponse.push({pos:pos,dist:dist});
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if (lastPositionResponse.length > 5) lastPositionResponse.shift();
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lastPositionResponse.push({pos:pos,dist:dist});
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if (lastPositionResponse.length < 3) return;
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// TODO: wait for a few seconds before calculating the position, so we can get more responses
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if (lastPositionResponse.length < 4) return; // We need at least 3 responses to calculate the position
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var calculatedPosition = calculatePosition().round();
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lastPositionResponse = []; // Reset the response array
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var calculatedPosition = calculatePosition();
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if (calculatedPosition == null) return;
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if (calculatedPosition == null) return;
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cachedPosition = calculatedPosition;
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cachedPosition = calculatedPosition;
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posAccuracy = 3;
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posAccuracy = 3;
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@ -137,62 +147,46 @@ class GPS {
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var r2 = lastPositionResponse[1].dist;
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var r2 = lastPositionResponse[1].dist;
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var r3 = lastPositionResponse[2].dist;
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var r3 = lastPositionResponse[2].dist;
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return trilateration(p1,p2,p3,r1,r2,r3);
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var result = trilateration(p1,p2,p3,r1,r2,r3);
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// var calculatedPositions: Array<Pos3> = [];
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if (result.a.close(result.b)) return result.a;
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// // Loop through all possible permutations of the last 3 responses
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// If we have more than 3 responses, we can use the 4th response to determine which of the two positions is correct
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// for (i in 0...lastPositionResponse.length) {
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// TODO: if this is a pocket computer we cant use this since it can move freely
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// for (j in 0...lastPositionResponse.length) {
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if (lastPositionResponse.length > 3){
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// if (i == j) continue;
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var err1 = Math.abs(result.a.distance(lastPositionResponse[3].pos) - lastPositionResponse[3].dist);
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// for (k in 0...lastPositionResponse.length) {
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var err2 = Math.abs(result.b.distance(lastPositionResponse[3].pos) - lastPositionResponse[3].dist);
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// if (i == k || j == k) continue;
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// var p1 = lastPositionResponse[i].pos;
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if (Math.abs(err1 - err2) < 0.0001) {
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// var p2 = lastPositionResponse[j].pos;
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Log.warn("Failed to determine GPS position via 4th fix");
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// var p3 = lastPositionResponse[k].pos;
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return null; // The two positions are essentially the same, so we cant determine which one is correct
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// var r1 = lastPositionResponse[i].dist;
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// var r2 = lastPositionResponse[j].dist;
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// var r3 = lastPositionResponse[k].dist;
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// calculatedPositions.push(trilateration(p1,p2,p3,r1,r2,r3));
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// }
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// }
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// }
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// var tainted = false;
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// // Check if all calculated positions are the same
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// for (i in 0...calculatedPositions.length) {
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// for (j in 0...calculatedPositions.length) {
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// if (i == j) continue;
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// if (calculatedPositions[i] != calculatedPositions[j]){
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// Log.warn("GPS not all calculated positions are the same");
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// tainted = true;
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// }
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// }
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// }
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// if (!tainted) return calculatedPositions[0];
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// // Get the most common position
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// var mostCommon:Pos3 = null;
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// var mostCommonCount = 0;
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// for (i in 0...calculatedPositions.length) {
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// var count = 0;
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// for (j in 0...calculatedPositions.length) {
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// if (calculatedPositions[i] == calculatedPositions[j]) count++;
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// }
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// if (count > mostCommonCount) {
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// mostCommon = calculatedPositions[i];
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// mostCommonCount = count;
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// }
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// }
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// return mostCommon;
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}
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}
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private function trilateration(p1:Pos3,p2:Pos3,p3: Pos3,r1:Float,r2:Float,r3:Float):Pos3 {
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if (err1 < err2) return result.a;
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if (err2 < err1) return result.b;
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}
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// last resort, just use the position that is closest to a whole number (whithin a resonable margin of error)
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if (!shouldDoWholeNumberCheck) return null;
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// TODO: mark the position as not so accurate if we use this method
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var err1 = (result.a - result.a.round()).length();
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var err2 = (result.b - result.b.round()).length();
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if (err1 < err2 && err1 < 0.0001) {
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return result.a;
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} else if (err2 < 0.0001) {
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return result.b;
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}
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return null;
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}
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/**
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Determines the position(s) of a point given 3 other points and the distance to each of them.
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**/
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private function trilateration(p1:Pos3,p2:Pos3,p3: Pos3,r1:Float,r2:Float,r3:Float):Pair<Pos3,Pos3> {
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var a2b = p2 - p1;
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var a2b = p2 - p1;
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var a2c = p3 - p1;
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var a2c = p3 - p1;
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@ -211,9 +205,9 @@ class GPS {
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var zSquared = r1 * r1 - x * x - y * y;
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var zSquared = r1 * r1 - x * x - y * y;
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if (zSquared > 0) {
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if (zSquared > 0) {
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var z = Math.sqrt(zSquared);
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var z = Math.sqrt(zSquared);
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result += ez * z;
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return new Pair(result + (ez * z),result - (ez * z));
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}
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}
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return result;
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return new Pair(result,result);
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}
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}
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}
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}
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