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sensor.js
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sensor.js
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class Sensor {
constructor(car) {
this.car = car;
this.rayCount = 5;
this.rayLength = 150;
this.raySpread = Math.PI/2;
this.rays = [];
this.readings = [];
}
update(roadBorders, traffic) {
this.#castRays();
this.readings=[];
for (let i = 0; i < this.rays.length; i++) {
this.readings.push(
this.#getReading(
this.rays[i],
roadBorders,
traffic)
);
}
}
#getReading(ray, roadBorders, traffic) {
let touches = [];
for (let i = 0; i < roadBorders.length; i++) {
const touch = getInteresection(
ray[0],
ray[1],
roadBorders[i][0],
roadBorders[i][1]
);
if (touch) {
touches.push(touch);
}
}
for (let i = 0; i < traffic.length; i++) {
const poly = traffic[i].polygon;
for (let j = 0; j < poly.length; j++) {
const value = getInteresection(
ray[0],
ray[1],
poly[j],
poly[(j+1)%poly.length]
);
if (value) {
touches.push(value);
}
}
}
if (touches.length == 0) {
return null;
}
else {
const offset = touches.map(e=>e.offset);
const minOffset = Math.min(...offset);
return touches.find(e=>e.offset==minOffset);
}
}
#castRays() {
this.rays = [];
for (let i = 0; i < this.rayCount; i++) {
const rayAngle=lerp(
this.raySpread/2,
-this.raySpread/2,
this.rayCount == 1?0.5:i/(this.rayCount-1)
) + this.car.angle;
const start = {x:this.car.x, y:this.car.y};
const end = {
x:this.car.x-
Math.sin(rayAngle)*this.rayLength,
y:this.car.y-
Math.cos(rayAngle) * this.rayLength
};
this.rays.push([start, end]);
}
}
draw(ctx) {
for (let i = 0; i < this.rayCount; i++) {
let end = this.rays[i][1];
if (this.readings[i]) {
end = this.readings[i];
}
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = "yellow";
ctx.moveTo(
this.rays[i][0].x,
this.rays[i][0].y
);
ctx.lineTo(
end.x,
end.y
);
ctx.stroke();
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = "black";
ctx.moveTo(
this.rays[i][1].x,
this.rays[i][1].y
);
ctx.lineTo(
end.x,
end.y
);
ctx.stroke();
}
}
}
function lerp(A, B, t) {
return A + (B - A) * t;
}
function getInteresection(A, B, C, D) {
const tTop = (D.x-C.x) * (A.y-C.y)-(D.y-C.y) * (A.x-C.x);
const uTop = (C.y-A.y) * (A.x-B.x)-(C.x-A.x) * (A.y-B.y);
const bottom = (D.y-C.y) * (B.x-A.x)-(D.x-C.x) * (B.y-A.y);
if (bottom !=0) {
const t =tTop/bottom;
const u=uTop/bottom;
if (t>=0 && t <=1 && u>=0 &&u<=1) {
return {
x:lerp(A.x, B.x, t),
y: lerp(A.y, B.y, t),
offset: t
}
}
}
return null;
}