#include "Perception.h" #include "Angle.h" #include "DistanceSensor.h" #include "Switch.h" Perception::Perception() {} Perception::Perception(Placement* sensors, unsigned int sensorCount) { this->sensorCount = sensorCount; this->sensorPlacements = (Placement*)sensors; } unsigned int Perception::GetSensorCount() { return this->sensorCount; } Sensor* Perception::GetSensor(unsigned int sensorId) { if (sensorId >= this->sensorCount) return nullptr; Thing* thing = this->sensorPlacements[sensorId].thing; if (thing->IsSensor()) return (Sensor*)thing; 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; } bool Perception::ObjectNearby(float fromAngle, float toAngle) { if (toAngle < fromAngle) return false; 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()) return true; } else if (thing->type == Thing::SwitchType) { Switch* switchSensor = (Switch*)thing; if (switchSensor != nullptr && switchSensor->IsOn()) return true; } } } return false; }