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sensor.js
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125 lines (113 loc) · 3.84 KB
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class Sensor{
constructor(car){
this.car = car;
this.rayCount = 70;
this.rayLength=200;
// math.pi used to make the angle of the sensor
this.raySpread=Math.PI/2;
this.rays=[];
this.readings=[];
}
update(roadBorders){
this.#castRays();
// creating sensors
this.readings=[];
for(let i=0; i<this.rays.length; i++){
this.readings.push(
this.#getReading(this.rays[i],roadBorders)
);
}
}
#getReading(ray,roadBorders){
// we need to check where the ray is hitting the borders
// so one ray can only hit one border
// if there are multiple intersections, the car is off the map for now,
// but later on we might add traffic so multiple intersection is possible
// we need to find the closest border
let touches=[];
for(let i=0; i<roadBorders.length; i++){
const touch= getIntersection(
ray[0],
ray[1],
roadBorders[i][0],
roadBorders[i][1]
);
if(touch){
touches.push(touch);
}
}
if (touches.length==0){
return null;
}else{
// we get three returns, x,y and offset
// hence we use mordern javascript method
const offsets = touches.map(e=>e.offset);
// the array map method, goes through all the elements in the array and for each element it takes the offsets
// and then it returns the offsets
// now we need to find the minimum offset or the nearest offset
const minOffset= Math.min(...offsets);
// this dot dot dot (...) is called the spread operator, and it spreads the
// array into individual elements (basically speaking)
return touches.find(e=>e.offset==minOffset);
// the code is short because we are using mordern javascript methods
// get used to these syntaxes, as you wil see them alot in react and other frameworks
}
}
#castRays(){
this.rays=[];
// this stores, each individual rays one by one
for(let i=0; i<this.rayCount;i++){
// this for loop populated the array above
// we use lerp now
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];
// end becomes a point with an x and y attributes
}
ctx.beginPath();
ctx.lineWidth=2;
ctx.strokeStyle="plum";
// move to sticks the ray to start or car
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();
}
}
}