RoboidControl-cpp/Perception.cpp

220 lines
6.9 KiB
C++

#include "Perception.h"
#include "Angle.h"
#include "Switch.h"
Perception::Perception() {}
Perception::Perception(Placement* sensors, unsigned int sensorCount) {
this->sensorCount = sensorCount;
this->sensorPlacements = (Placement*)sensors;
}
void Perception::AddSensors(Placement* things, unsigned int thingCount) {
sensorCount = 0;
for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) {
Thing* thing = things[thingIx].thing;
if ((thing->type & Thing::SensorType) != 0)
sensorCount++;
}
sensorPlacements = new Placement[sensorCount];
unsigned int sensorIx = 0;
for (unsigned int thingIx = 0; thingIx < thingCount; thingIx++) {
Thing* thing = things[thingIx].thing;
if ((thing->type & Thing::SensorType) != 0) {
sensorPlacements[sensorIx++] = things[thingIx];
}
}
}
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->type & Thing::SensorType) != 0)
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->type & Thing::SensorType) != 0)
continue;
DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
float sensorAngle = placement.direction.z;
if (sensorAngle > 0 && sensorAngle < 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->type & Thing::SensorType) != 0)
continue;
DistanceSensor* distanceSensor = (DistanceSensor*)placement.thing;
float sensorAngle = placement.direction.y;
// Serial.printf(" distance sensor: %f %f 0\n", -angle, sensorAngle);
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.direction.y;
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->type & Thing::SensorType) != 0)
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 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->type & Thing::SensorType) != 0)
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 Perception::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.y;
if (angle > fromAngle && angle < toAngle) {
Thing* thing = placement.thing;
if (thing == nullptr)
continue;
if ((thing->type & (int)Thing::Type::DistanceSensor) != 0) {
DistanceSensor* distanceSensor = (DistanceSensor*)thing;
if (distanceSensor != nullptr && distanceSensor->IsOn())
return true;
} else if ((thing->type & (int)Thing::Type::Switch) != 0) {
Switch* switchSensor = (Switch*)thing;
if (switchSensor != nullptr && switchSensor->IsOn())
return true;
}
}
}
return false;
}
unsigned int Perception::ToDepthMapIndex(float angle) {
unsigned int depthMapIx =
(unsigned int)(((angle - rangeMinimum) / (rangeMaximum - rangeMinimum)) *
(float)resolution);
return depthMapIx;
}
float Perception::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 Perception::SetResolution(unsigned int resolution) {
this->resolution = resolution;
this->depthMap = new float[this->resolution];
}
void Perception::SetRange(float min, float max) {
this->rangeMinimum = min;
this->rangeMaximum = max;
}
float* Perception::GetDepthMap() {
return this->depthMap;
}
void Perception::SetDepthMap(float angle, float distance) {
if (angle < rangeMinimum || angle > rangeMaximum)
return;
unsigned int depthMapIx = ToDepthMapIndex(angle);
depthMap[depthMapIx] = distance;
}
DistanceSensor* Perception::GetSensor(float angle) {
angle = Angle::Normalize(angle);
for (unsigned int ix = 0; ix < this->sensorCount; ix++) {
Placement placement = this->sensorPlacements[ix];
if (abs(placement.direction.y - angle) < 0.01F)
return (DistanceSensor*)placement.thing;
}
DistanceSensor* distanceSensor = new DistanceSensor();
Placement* newPlacement = new Placement(distanceSensor, angle);
AddSensors(newPlacement, 1);
return distanceSensor;
}