From 3e969a393963cee8f2f70df2ca18c389709f1eb8 Mon Sep 17 00:00:00 2001 From: Pascal Serrarens Date: Thu, 7 Dec 2023 10:35:37 +0100 Subject: [PATCH] Cleanup --- Perception.cpp | 140 ------------------------------------------------- 1 file changed, 140 deletions(-) diff --git a/Perception.cpp b/Perception.cpp index c193cda..c277f22 100644 --- a/Perception.cpp +++ b/Perception.cpp @@ -24,118 +24,6 @@ Sensor *Perception::GetSensor(unsigned int sensorId) { return nullptr; } -/* -float Perception::DistanceForward(float angle) { - float minDistance = INFINITY; - for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { - Placement placement = sensorPlacements[sensorIx]; - Sensor* sensor = (Sensor*)placement.thing; - if (sensor->IsSensor()) - continue; - - DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; - if (placement.verticalDirection > -angle && - placement.verticalDirection < angle && - placement.horizontalDirection > -angle && - placement.horizontalDirection < angle) { - minDistance = fmin(minDistance, distanceSensor->GetDistance()); - } - } - return minDistance; -} - -float Perception::DistanceLeft(float angle) { - float minDistance = INFINITY; - for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { - Placement placement = sensorPlacements[sensorIx]; - Sensor* sensor = (Sensor*)placement.thing; - if (sensor->IsSensor()) - continue; - - DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; - float sensorAngle = placement.horizontalDirection; - if (sensorAngle < 0 && sensorAngle > -angle) { - minDistance = fmin(minDistance, distanceSensor->GetDistance()); - } - } - return minDistance; -} - -float Perception::DistanceRight(float angle) { - float minDistance = INFINITY; - for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { - Placement placement = sensorPlacements[sensorIx]; - Sensor* sensor = (Sensor*)placement.thing; - if (sensor->type != Thing::DistanceSensorType) - continue; - - DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; - float sensorAngle = placement.horizontalDirection; - if (sensorAngle > 0 && sensorAngle < angle) { - minDistance = fmin(minDistance, distanceSensor->GetDistance()); - } - } - return minDistance; -} - -float Perception::DistanceUp(float angle) { - float minDistance = INFINITY; - for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { - Placement placement = sensorPlacements[sensorIx]; - Sensor* sensor = (Sensor*)placement.thing; - if (sensor->IsSensor()) - continue; - - DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; - float sensorAngle = placement.verticalDirection; - if (sensorAngle > 0 && sensorAngle < angle) { - minDistance = fmin(minDistance, distanceSensor->GetDistance()); - } - } - return minDistance; -} - -float Perception::DistanceDown(float angle) { - float minDistance = INFINITY; - for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { - Placement placement = sensorPlacements[sensorIx]; - Sensor* sensor = (Sensor*)placement.thing; - if (sensor->IsSensor()) - continue; - - DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; - float sensorAngle = placement.verticalDirection; - if (sensorAngle < 0 && sensorAngle > -angle) { - minDistance = fmin(minDistance, distanceSensor->GetDistance()); - } - } - return minDistance; -} -*/ - -// float Perception::GetDistance(float fromAngle, float toAngle) { -// float minDistance = INFINITY; -// if (toAngle < fromAngle) -// // Hmm. Can't look backward properly for now -// return minDistance; - -// for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { -// Placement placement = sensorPlacements[sensorIx]; -// float angle = placement.horizontalDirection; -// if (angle > fromAngle && angle < toAngle) { -// Thing* thing = placement.thing; -// if (thing == nullptr) -// continue; - -// if (thing->type == Thing::DistanceSensorType) { -// DistanceSensor* distanceSensor = (DistanceSensor*)thing; -// if (distanceSensor != nullptr && distanceSensor->ObjectNearby()) -// minDistance = fmin(minDistance, distanceSensor->GetDistance()); -// } -// } -// } -// return minDistance; -// } float Perception::GetDistance(float direction, float range) { float minDistance = INFINITY; @@ -160,34 +48,6 @@ float Perception::GetDistance(float direction, float range) { } return minDistance; } -// float Perception::GetDistance(float fromHorizontalAngle, -// float toHorizontalAngle, float -// fromVerticalAngle, float toVerticalAngle) { -// float minDistance = INFINITY; -// if (toHorizontalAngle < fromHorizontalAngle || -// toVerticalAngle < fromVerticalAngle) -// // Hmm. Can't look backward properly for now -// return minDistance; - -// for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { -// Placement placement = sensorPlacements[sensorIx]; -// if (placement.horizontalDirection > fromHorizontalAngle && -// placement.horizontalDirection < toHorizontalAngle && -// placement.verticalDirection > fromVerticalAngle && -// placement.verticalDirection < toVerticalAngle) { -// Thing *thing = placement.thing; -// if (thing == nullptr) -// continue; - -// if (thing->type == Thing::DistanceSensorType) { -// DistanceSensor *distanceSensor = (DistanceSensor *)thing; -// if (distanceSensor != nullptr && distanceSensor->ObjectNearby()) -// minDistance = fmin(minDistance, distanceSensor->GetDistance()); -// } -// } -// } -// return minDistance; -// } float Perception::GetDistance(float horizontalDirection, float verticalDirection, float range) {