RoboidControl-cpp/Perception.cpp

139 lines
4.4 KiB
C++

#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;
}