214 lines
6.7 KiB
C++
214 lines
6.7 KiB
C++
#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.x;
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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 != 0)
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continue;
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DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
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float sensorAngle = placement.direction.x;
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// Serial.printf(" distance sensor: 0 %f %f\n", sensorAngle, angle);
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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;
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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 Sensing::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 Sensing::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* Sensing::GetDepthMap() {
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return this->depthMap;
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}
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void Sensing::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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} |