RoboidControl-cpp/Perception.cpp
2023-12-07 10:02:08 +01:00

243 lines
8.4 KiB
C++

#include "Perception.h"
#include "Angle.h"
#include "DistanceSensor.h"
#include "Switch.h"
#include <math.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;
}
*/
// 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;
if (range < 0)
range = -range;
for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
Placement placement = sensorPlacements[sensorIx];
// This still needs support for angles wrapping around 180 degrees !!!!
if (placement.horizontalDirection > direction - range &&
placement.horizontalDirection < direction + range) {
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 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) {
float minDistance = INFINITY;
if (range < 0)
range = -range;
for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
Placement placement = sensorPlacements[sensorIx];
// This still needs support for angles wrapping around 180 degrees !!!!
if (placement.horizontalDirection > horizontalDirection - range &&
placement.horizontalDirection < horizontalDirection + range &&
placement.verticalDirection > verticalDirection - range &&
placement.verticalDirection < verticalDirection + range) {
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;
}
bool Perception::ObjectNearby(float direction, float range) {
if (range < 0)
range = -range;
for (unsigned int sensorIx = 0; sensorIx < this->sensorCount; sensorIx++) {
Placement placement = sensorPlacements[sensorIx];
if (placement.horizontalDirection > direction - range &&
placement.horizontalDirection < direction + range) {
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;
}