#include "Sensing.h" #include "DistanceSensor.h" // #include #include #include SensorPlacement::SensorPlacement(DistanceSensor* distanceSensor, Vector2 direction) { this->distanceSensor = distanceSensor; this->switchSensor = nullptr; this->direction = direction; } SensorPlacement::SensorPlacement(Switch* switchSensor, Vector2 direction) { this->distanceSensor = nullptr; this->switchSensor = switchSensor; this->direction = direction; } Sensing::Sensing() {} // void Sensing::AddSensors(SensorPlacement* sensors, unsigned int sensorCount) // { // this->sensors = sensors; // this->sensorCount = sensorCount; // } void Sensing::AddSensors(Placement* things, unsigned int thingCount) { sensorCount = 0; for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) { Thing* thing = things[thingIx].thing; // if (thing->isSensor) if (thing->type == Thing::Type::Sensor) sensorCount++; } sensorPlacements = new Placement[sensorCount]; unsigned int sensorIx = 0; for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) { Thing* thing = things[thingIx].thing; // if (thing->isSensor) if (thing->type == Thing::Type::Sensor) sensorPlacements[sensorIx++] = things[thingIx]; } } unsigned int Sensing::GetSensorCount() { return this->sensorCount; } Sensor* Sensing::GetSensor(unsigned int sensorId) { if (sensorId >= this->sensorCount) return nullptr; Thing* thing = this->sensorPlacements[sensorId].thing; // if (thing->isSensor) if (thing->type == Thing::Type::Sensor) return (Sensor*)thing; return nullptr; } float Sensing::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->isDistanceSensor == false) continue; DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; float sensorAngle = placement.direction.z; if (sensorAngle > 0 && sensorAngle < angle) { minDistance = fmin(minDistance, distanceSensor->GetDistance()); } } return minDistance; } float Sensing::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->isDistanceSensor == false) continue; DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; float sensorAngle = placement.direction.x; // Serial.printf(" distance sensor: %f %f 0\n", -angle, sensorAngle); if (sensorAngle < 0 && sensorAngle > -angle) { minDistance = fmin(minDistance, distanceSensor->GetDistance()); } } return minDistance; } float Sensing::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->isDistanceSensor == false) continue; DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; float sensorAngle = placement.direction.x; // Serial.printf(" distance sensor: 0 %f %f\n", sensorAngle, angle); if (sensorAngle > 0 && sensorAngle < angle) { minDistance = fmin(minDistance, distanceSensor->GetDistance()); } } return minDistance; } float Sensing::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->isDistanceSensor == false) continue; DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; float sensorAngle = placement.direction.y; // not correct! if (sensorAngle > 0 && sensorAngle < angle) { minDistance = fmin(minDistance, distanceSensor->GetDistance()); } } return minDistance; } float Sensing::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->isDistanceSensor == false) continue; DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; float sensorAngle = placement.direction.y; // not correct! if (sensorAngle < 0 && sensorAngle > -angle) { minDistance = fmin(minDistance, distanceSensor->GetDistance()); } } return minDistance; } bool Sensing::SwitchOn(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.direction.x; if (angle > fromAngle && angle < toAngle) { DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing; // if (placement.switchSensor != nullptr && // placement.switchSensor->IsOn()) // return true; // else if (distanceSensor != nullptr && distanceSensor->IsOn()) return true; } } return false; } unsigned int Sensing::ToDepthMapIndex(float angle) { unsigned int depthMapIx = (unsigned int)(((angle - rangeMinimum) / (rangeMaximum - rangeMinimum)) * (float)resolution); return depthMapIx; } float Sensing::GetDistance(float angle) { if (depthMap != nullptr) { if (angle < rangeMinimum || angle > rangeMaximum) return INFINITY; unsigned int depthMapIx = ToDepthMapIndex(angle); return depthMap[depthMapIx]; } else { for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) { Placement placement = sensorPlacements[sensorIx]; float placementAngle = placement.direction.x; if (placementAngle == angle) { 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; }