源:机器人局部避障的动态窗口法(dynamic window approach) 首先在V_m∩V_d的范围内采样速度: allowable_v = generateWindow(robotV, robotModel) allowable_w = generateWindow(robotW, robotModel) 然后根据能否及时刹车剔除不安全的速度: for each v in allowable_v for each w in allowable_w dist = find_dist(v,
以下大部分内容参考自 ros_by_example_hydro_volume_1.pdf local costmap 是怎么生成的?跟三维点云有什么关系? global costmap在没有全局地图下怎么办? 要实现标题所述功能: 需要配置local costmap和global costmap 在move_base里默认用到的costmap(这一点在论文:ROS Navigation: Concepts and Tutorial 3.6最后一段节有说到,而且说明了怎么配置layered cos
[Unity][Heap sort]用Unity动态演示堆排序的过程 How Heap Sort Works 最近做了一个用Unity3D动态演示堆排序过程的程序. I've made this app to show how heap sort works recently. 效果图(Demo) 一图抵千言. A picture paints a thousand words. 堆排序(Heap Sort) 堆排序总是建立这样一个二叉树:其父结点总大于其子结点. Step 1: The fir
AssetBundles are files which you can export from Unity to contain assets of your choice. These files use a proprietary compressed format and can be loaded on demand in your application. This allows you to stream content like models, textures, audio c
using UnityEngine; using System.Collections; using System.IO; using System.Net; using System; using UnityEditor; public class WWWLoad : MonoBehaviour { //string urlPath = "http://www....."; string urlPath = @"http://localhost:8080/fbx/test.