Replaced Sensing by perception
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198
Perception.cpp
198
Perception.cpp
@ -1,6 +1,202 @@
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#include "Perception.h"
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#include <Arduino.h>
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#include "Angle.h"
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#include "Switch.h"
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Perception::Perception() {}
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void Perception::AddSensors(Placement* things, unsigned int thingCount) {
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sensorCount = 0;
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for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) {
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Thing* thing = things[thingIx].thing;
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if ((thing->type & Thing::SensorType) != 0)
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sensorCount++;
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}
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sensorPlacements = new Placement[sensorCount];
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unsigned int sensorIx = 0;
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for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) {
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Thing* thing = things[thingIx].thing;
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if ((thing->type & Thing::SensorType) != 0) {
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sensorPlacements[sensorIx++] = things[thingIx];
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}
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}
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}
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unsigned int Perception::GetSensorCount() {
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return this->sensorCount;
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}
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Sensor* Perception::GetSensor(unsigned int sensorId) {
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if (sensorId >= this->sensorCount)
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return nullptr;
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Thing* thing = this->sensorPlacements[sensorId].thing;
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if (thing->type & Thing::SensorType != 0)
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return (Sensor*)thing;
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return nullptr;
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}
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float Perception::DistanceForward(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.z;
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if (sensorAngle > 0 && sensorAngle < angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Perception::DistanceLeft(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y;
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// Serial.printf(" distance sensor: %f %f 0\n", -angle, sensorAngle);
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if (sensorAngle < 0 && sensorAngle > -angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Perception::DistanceRight(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type != Thing::DistanceSensorType)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y;
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if (sensorAngle > 0 && sensorAngle < angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Perception::DistanceUp(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y; // not correct!
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if (sensorAngle > 0 && sensorAngle < angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Perception::DistanceDown(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y; // not correct!
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if (sensorAngle < 0 && sensorAngle > -angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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bool Perception::SwitchOn(float fromAngle, float toAngle) {
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if (toAngle < fromAngle)
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return false;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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float angle = placement.direction.y;
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if (angle > fromAngle && angle < toAngle) {
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Thing* thing = placement.thing;
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if (thing == nullptr)
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continue;
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if ((thing->type & (int)Thing::Type::DistanceSensor) != 0) {
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DistanceSensor* distanceSensor = (DistanceSensor*)thing;
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if (distanceSensor != nullptr && distanceSensor->IsOn())
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return true;
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} else if ((thing->type & (int)Thing::Type::Switch) != 0) {
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Switch* switchSensor = (Switch*)thing;
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if (switchSensor != nullptr && switchSensor->IsOn())
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return true;
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}
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}
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}
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return false;
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}
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unsigned int Perception::ToDepthMapIndex(float angle) {
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unsigned int depthMapIx =
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(unsigned int)(((angle - rangeMinimum) / (rangeMaximum - rangeMinimum)) *
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(float)resolution);
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return depthMapIx;
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}
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float Perception::GetDistance(float angle) {
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if (depthMap != nullptr) {
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if (angle < rangeMinimum || angle > rangeMaximum)
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return INFINITY;
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unsigned int depthMapIx = ToDepthMapIndex(angle);
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return depthMap[depthMapIx];
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} else {
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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float placementAngle = placement.direction.x;
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if (placementAngle == angle) {
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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return distanceSensor->GetDistance();
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}
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}
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}
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return INFINITY;
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}
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void Perception::SetResolution(unsigned int resolution) {
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this->resolution = resolution;
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this->depthMap = new float[this->resolution];
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}
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void Perception::SetRange(float min, float max) {
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this->rangeMinimum = min;
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this->rangeMaximum = max;
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}
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float* Perception::GetDepthMap() {
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return this->depthMap;
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}
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void Perception::SetDepthMap(float angle, float distance) {
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if (angle < rangeMinimum || angle > rangeMaximum)
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return;
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unsigned int depthMapIx = ToDepthMapIndex(angle);
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depthMap[depthMapIx] = distance;
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}
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DistanceSensor* Perception::GetSensor(float angle) {
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angle = Angle::Normalize(angle);
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82
Perception.h
82
Perception.h
@ -1,15 +1,83 @@
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#include "Sensing.h"
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#pragma once
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#include "Placement.h"
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#include "Sensor.h"
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namespace Passer {
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namespace RoboidControl {
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// using Perception = Sensing;
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class Perception {
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public:
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/// @brief Setup perception
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Perception();
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class Perception : public Sensing {
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public:
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DistanceSensor *GetSensor(float angle);
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// void AddSensors(SensorPlacement* sensors, unsigned int sensorCount);
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void AddSensors(Placement* sensors, unsigned int sensorCount);
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unsigned int GetSensorCount();
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Sensor* GetSensor(unsigned int sensorId);
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float DistanceForward(float angle = 90);
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/// @brief Distance to the closest object on the left
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/// @return distance in meters, INFINITY when no object is detected.
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/// @note An object is on the left when the `angle` is between -180 and 0
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/// degrees.
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/// @note An object dead straight (0 degrees) is not reported.
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float DistanceLeft() { return DistanceLeft(180); }
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/// @brief Distance to the closest object on the left
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/// @param angle the maximum angle on the left used for detection.
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/// @return distance in meters, INFINITY when no object is detected.
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/// @note An object is on the left when the `angle` is between -`angle` and 0
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/// degrees.
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/// @note An object dead straight (0 degrees) is not reported.
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/// @note When an object is beyond `angle` meters, it is not reported.
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float DistanceLeft(float angle);
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/// @brief Distance to the closest object on the right
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/// @return distance in meters, INFINITY when no object is detected
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/// @note An object is on the right when the `angle` is between 0 and 180
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/// degrees
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/// @note An object dead straight (0 degrees) is not reported
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float DistanceRight() { return DistanceRight(180); }
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/// @brief Distance to the closest object on the right
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/// @param angle the maximum angle on the left used for detection.
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/// @return distance in meters, INFINITY when no object is detected
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/// @note An object is on the left when the `angle` is between 0 and `angle`
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/// degrees.
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/// @note An object dead straight (0 degrees) is not reported.
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/// @note When an object is beyond `angle` meters, it is not reported.
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float DistanceRight(float angle);
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float DistanceUp() { return DistanceUp(180); }
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float DistanceUp(float angle);
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float DistanceDown() { return DistanceDown(180); }
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float DistanceDown(float angle);
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float Distance(float leftAngle, float rightAngle);
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float GetDistance(float angle);
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bool SwitchOn(float fromAngle, float toAngle);
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void SetResolution(unsigned int resolution);
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void SetRange(float min, float max);
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float* GetDepthMap();
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unsigned int ToDepthMapIndex(float angle);
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void SetDepthMap(float angle, float distance);
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DistanceSensor* GetSensor(float angle);
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protected:
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// SensorPlacement* sensors = nullptr;
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Placement* sensorPlacements = nullptr;
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unsigned int sensorCount = 0;
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unsigned int resolution;
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float rangeMinimum;
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float rangeMaximum;
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float* depthMap = nullptr;
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};
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} // namespace RoboidControl
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} // namespace Passer
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} // namespace RoboidControl
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} // namespace Passer
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using namespace Passer::RoboidControl;
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Sensing.cpp
213
Sensing.cpp
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#include "Sensing.h"
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#include "DistanceSensor.h"
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#include "Switch.h"
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#include <math.h>
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SensorPlacement::SensorPlacement(DistanceSensor* distanceSensor,
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Vector2 direction) {
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this->distanceSensor = distanceSensor;
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this->switchSensor = nullptr;
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this->direction = direction;
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}
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SensorPlacement::SensorPlacement(Switch* switchSensor, Vector2 direction) {
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this->distanceSensor = nullptr;
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this->switchSensor = switchSensor;
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this->direction = direction;
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}
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Sensing::Sensing() {}
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void Sensing::AddSensors(Placement* things, unsigned int thingCount) {
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sensorCount = 0;
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for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) {
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Thing* thing = things[thingIx].thing;
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if ((thing->type & Thing::SensorType) != 0)
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sensorCount++;
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}
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sensorPlacements = new Placement[sensorCount];
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unsigned int sensorIx = 0;
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for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) {
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Thing* thing = things[thingIx].thing;
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if ((thing->type & Thing::SensorType) != 0) {
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sensorPlacements[sensorIx++] = things[thingIx];
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}
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}
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}
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unsigned int Sensing::GetSensorCount() {
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return this->sensorCount;
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}
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Sensor* Sensing::GetSensor(unsigned int sensorId) {
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if (sensorId >= this->sensorCount)
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return nullptr;
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Thing* thing = this->sensorPlacements[sensorId].thing;
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if (thing->type & Thing::SensorType != 0)
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return (Sensor*)thing;
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return nullptr;
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}
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float Sensing::DistanceForward(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.z;
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if (sensorAngle > 0 && sensorAngle < angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Sensing::DistanceLeft(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y;
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// Serial.printf(" distance sensor: %f %f 0\n", -angle, sensorAngle);
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if (sensorAngle < 0 && sensorAngle > -angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Sensing::DistanceRight(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type != Thing::DistanceSensorType)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y;
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if (sensorAngle > 0 && sensorAngle < angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Sensing::DistanceUp(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y; // not correct!
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if (sensorAngle > 0 && sensorAngle < angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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float Sensing::DistanceDown(float angle) {
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float minDistance = INFINITY;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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Sensor* sensor = (Sensor*)placement.thing;
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if (sensor->type & Thing::SensorType != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.y; // not correct!
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if (sensorAngle < 0 && sensorAngle > -angle) {
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minDistance = fmin(minDistance, distanceSensor->GetDistance());
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}
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}
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return minDistance;
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}
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bool Sensing::SwitchOn(float fromAngle, float toAngle) {
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if (toAngle < fromAngle)
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return false;
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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float angle = placement.direction.y;
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if (angle > fromAngle && angle < toAngle) {
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Thing* thing = placement.thing;
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if (thing == nullptr)
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continue;
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if ((thing->type & (int)Thing::Type::DistanceSensor) != 0) {
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DistanceSensor* distanceSensor = (DistanceSensor*)thing;
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if (distanceSensor != nullptr && distanceSensor->IsOn())
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return true;
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} else if ((thing->type & (int)Thing::Type::Switch) != 0) {
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Switch* switchSensor = (Switch*)thing;
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if (switchSensor != nullptr && switchSensor->IsOn())
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return true;
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}
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}
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}
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return false;
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}
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unsigned int Sensing::ToDepthMapIndex(float angle) {
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unsigned int depthMapIx =
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(unsigned int)(((angle - rangeMinimum) / (rangeMaximum - rangeMinimum)) *
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(float)resolution);
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return depthMapIx;
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}
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float Sensing::GetDistance(float angle) {
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if (depthMap != nullptr) {
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if (angle < rangeMinimum || angle > rangeMaximum)
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return INFINITY;
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unsigned int depthMapIx = ToDepthMapIndex(angle);
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return depthMap[depthMapIx];
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} else {
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for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
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Placement placement = sensorPlacements[sensorIx];
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float placementAngle = placement.direction.x;
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if (placementAngle == angle) {
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
|
||||
return distanceSensor->GetDistance();
|
||||
}
|
||||
}
|
||||
}
|
||||
return INFINITY;
|
||||
}
|
||||
|
||||
void Sensing::SetResolution(unsigned int resolution) {
|
||||
this->resolution = resolution;
|
||||
this->depthMap = new float[this->resolution];
|
||||
}
|
||||
|
||||
void Sensing::SetRange(float min, float max) {
|
||||
this->rangeMinimum = min;
|
||||
this->rangeMaximum = max;
|
||||
}
|
||||
|
||||
float* Sensing::GetDepthMap() {
|
||||
return this->depthMap;
|
||||
}
|
||||
|
||||
void Sensing::SetDepthMap(float angle, float distance) {
|
||||
if (angle < rangeMinimum || angle > rangeMaximum)
|
||||
return;
|
||||
|
||||
unsigned int depthMapIx = ToDepthMapIndex(angle);
|
||||
depthMap[depthMapIx] = distance;
|
||||
}
|
99
Sensing.h
99
Sensing.h
@ -1,99 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Placement.h"
|
||||
#include "Sensor.h"
|
||||
|
||||
// #include <list>
|
||||
|
||||
namespace Passer::RoboidControl {
|
||||
|
||||
class DistanceSensor;
|
||||
class Switch;
|
||||
|
||||
class NewSensorPlacement : public Placement {};
|
||||
|
||||
struct SensorPlacement {
|
||||
DistanceSensor* distanceSensor;
|
||||
Switch* switchSensor;
|
||||
Vector2 direction;
|
||||
|
||||
SensorPlacement(DistanceSensor* distanceSensor, Vector2 direction);
|
||||
SensorPlacement(Switch* switchSensor, Vector2 direction);
|
||||
};
|
||||
|
||||
// class Perception : public Sensing {
|
||||
// }
|
||||
|
||||
class Sensing {
|
||||
public:
|
||||
/// @brief Setup sensing
|
||||
Sensing();
|
||||
|
||||
// void AddSensors(SensorPlacement* sensors, unsigned int sensorCount);
|
||||
void AddSensors(Placement* sensors, unsigned int sensorCount);
|
||||
|
||||
unsigned int GetSensorCount();
|
||||
Sensor* GetSensor(unsigned int sensorId);
|
||||
|
||||
float DistanceForward(float angle = 90);
|
||||
|
||||
/// @brief Distance to the closest object on the left
|
||||
/// @return distance in meters, INFINITY when no object is detected.
|
||||
/// @note An object is on the left when the `angle` is between -180 and 0
|
||||
/// degrees.
|
||||
/// @note An object dead straight (0 degrees) is not reported.
|
||||
float DistanceLeft() { return DistanceLeft(180); }
|
||||
/// @brief Distance to the closest object on the left
|
||||
/// @param angle the maximum angle on the left used for detection.
|
||||
/// @return distance in meters, INFINITY when no object is detected.
|
||||
/// @note An object is on the left when the `angle` is between -`angle` and 0
|
||||
/// degrees.
|
||||
/// @note An object dead straight (0 degrees) is not reported.
|
||||
/// @note When an object is beyond `angle` meters, it is not reported.
|
||||
float DistanceLeft(float angle);
|
||||
|
||||
/// @brief Distance to the closest object on the right
|
||||
/// @return distance in meters, INFINITY when no object is detected
|
||||
/// @note An object is on the right when the `angle` is between 0 and 180
|
||||
/// degrees
|
||||
/// @note An object dead straight (0 degrees) is not reported
|
||||
float DistanceRight() { return DistanceRight(180); }
|
||||
/// @brief Distance to the closest object on the right
|
||||
/// @param angle the maximum angle on the left used for detection.
|
||||
/// @return distance in meters, INFINITY when no object is detected
|
||||
/// @note An object is on the left when the `angle` is between 0 and `angle`
|
||||
/// degrees.
|
||||
/// @note An object dead straight (0 degrees) is not reported.
|
||||
/// @note When an object is beyond `angle` meters, it is not reported.
|
||||
float DistanceRight(float angle);
|
||||
|
||||
float DistanceUp() { return DistanceUp(180); }
|
||||
float DistanceUp(float angle);
|
||||
float DistanceDown() { return DistanceDown(180); }
|
||||
float DistanceDown(float angle);
|
||||
|
||||
float Distance(float leftAngle, float rightAngle);
|
||||
float GetDistance(float angle);
|
||||
|
||||
bool SwitchOn(float fromAngle, float toAngle);
|
||||
|
||||
void SetResolution(unsigned int resolution);
|
||||
void SetRange(float min, float max);
|
||||
float* GetDepthMap();
|
||||
unsigned int ToDepthMapIndex(float angle);
|
||||
void SetDepthMap(float angle, float distance);
|
||||
|
||||
protected:
|
||||
// SensorPlacement* sensors = nullptr;
|
||||
Placement* sensorPlacements = nullptr;
|
||||
unsigned int sensorCount = 0;
|
||||
|
||||
unsigned int resolution;
|
||||
float rangeMinimum;
|
||||
float rangeMaximum;
|
||||
float* depthMap = nullptr;
|
||||
};
|
||||
|
||||
} // namespace Passer::RoboidControl
|
||||
|
||||
using namespace Passer::RoboidControl;
|
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Reference in New Issue
Block a user