RoboidControl-cpp/Angle.cpp
2024-12-26 12:34:26 +01:00

357 lines
9.4 KiB
C++

// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0.If a copy of the MPL was not distributed with this
// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
#include "Angle.h"
#include "FloatSingle.h"
#include <math.h>
const float Rad2Deg = 57.29578F;
const float Deg2Rad = 0.0174532924F;
/*
float Angle::Normalize(float angle) {
if (!isfinite(angle))
return angle;
while (angle <= -180)
angle += 360;
while (angle > 180)
angle -= 360;
return angle;
}
*/
//----------------------
template <typename T> AngleOf<T>::AngleOf() : value(0) {}
// template <typename T> AngleOf<T>::AngleOf(T angle) : value(angle) {}
//===== AngleSingle, AngleOf<float>
template <> AngleOf<float> AngleOf<float>::Degrees(float angle) {
if (isfinite(angle)) {
while (angle < -180)
angle += 360;
while (angle >= 180)
angle -= 360;
}
return AngleOf(angle);
}
template <> AngleOf<float> AngleOf<float>::Radians(float angle) {
if (isfinite(angle)) {
while (angle <= -pi)
angle += 2 * pi;
while (angle > pi)
angle -= 2 * pi;
}
return AngleOf(angle * Rad2Deg);
}
template <typename T> AngleOf<T> AngleOf<T>::Binary(T x) {
AngleOf<T> angle = AngleOf<T>();
angle.value = x;
return angle;
}
template <> float AngleOf<float>::InDegrees() const { return this->value; }
template <> float AngleOf<float>::InRadians() const {
return this->value * Deg2Rad;
}
//===== Angle16, AngleOf<signed short>
template <> AngleOf<signed short> AngleOf<signed short>::Degrees(float angle) {
// map float [-180..180) to integer [-32768..32767]
signed short value = (signed short)roundf(angle / 360.0F * 65536.0F);
return AngleOf<signed short>(value);
}
template <> AngleOf<signed short> AngleOf<signed short>::Radians(float angle) {
if (!isfinite(angle))
return AngleOf<signed short>(0);
// map float [-PI..PI) to integer [-32768..32767]
signed short value = (signed short)roundf(angle / pi * 32768.0F);
return AngleOf<signed short>(value);
}
template <> float AngleOf<signed short>::InDegrees() const {
float degrees = this->value / 65536.0f * 360.0f;
return degrees;
}
template <> float AngleOf<signed short>::InRadians() const {
float radians = this->value / 65536.0f * (2 * pi);
return radians;
}
//===== Angle8, AngleOf<signed char>
template <> AngleOf<signed char> AngleOf<signed char>::Degrees(float angle) {
// map float [-180..180) to integer [-128..127)
signed char value = (signed char)roundf(angle / 360.0F * 256.0F);
return AngleOf<signed char>(value);
}
template <> AngleOf<signed char> AngleOf<signed char>::Radians(float angle) {
if (!isfinite(angle))
return AngleOf<signed char>(0);
// map float [-pi..pi) to integer [-128..127)
signed char value = (signed char)roundf(angle / pi * 128.0f);
return AngleOf<signed char>(value);
}
template <> float AngleOf<signed char>::InDegrees() const {
float degrees = this->value / 256.0f * 360.0f;
return degrees;
}
template <> float AngleOf<signed char>::InRadians() const {
float radians = this->value / 128.0f * pi;
return radians;
}
//===== Generic
// template <typename T>
// const AngleOf<T> AngleOf<T>::zero = AngleOf<T>();
// template <typename T>
// const AngleOf<T> AngleOf<T>::deg90 = AngleOf<T>::Degrees(90);
// template <typename T>
// const AngleOf<T> AngleOf<T>::deg180 = AngleOf<T>::Degrees(180);
template <typename T> bool AngleOf<T>::operator==(const AngleOf<T> a) const {
return this->value == a.value;
}
template <typename T> bool AngleOf<T>::operator>(AngleOf<T> a) const {
return this->value > a.value;
}
template <typename T> bool AngleOf<T>::operator>=(AngleOf<T> a) const {
return this->value >= a.value;
}
template <typename T> bool AngleOf<T>::operator<(AngleOf<T> a) const {
return this->value < a.value;
}
template <typename T> bool AngleOf<T>::operator<=(AngleOf<T> a) const {
return this->value <= a.value;
}
template <typename T>
signed int Passer::LinearAlgebra::AngleOf<T>::Sign(AngleOf<T> a) {
if (a.value < 0)
return -1;
if (a.value > 0)
return 1;
return 0;
}
template <typename T>
AngleOf<T> Passer::LinearAlgebra::AngleOf<T>::Abs(AngleOf<T> a) {
if (Sign(a) < 0)
return -a;
else
return a;
}
template <typename T> AngleOf<T> AngleOf<T>::operator-() const {
AngleOf<T> angle = AngleOf(-this->value);
return angle;
}
template <>
AngleOf<float> AngleOf<float>::operator-(const AngleOf<float> &a) const {
AngleOf<float> angle = AngleOf(this->value - a.value);
angle = Normalize(angle);
return angle;
}
template <typename T>
AngleOf<T> AngleOf<T>::operator-(const AngleOf<T> &a) const {
AngleOf<T> angle = AngleOf(this->value - a.value);
return angle;
}
template <>
AngleOf<float> AngleOf<float>::operator+(const AngleOf<float> &a) const {
AngleOf<float> angle = AngleOf(this->value + a.value);
angle = Normalize(angle);
return angle;
}
template <typename T>
AngleOf<T> AngleOf<T>::operator+(const AngleOf<T> &a) const {
AngleOf<T> angle = AngleOf(this->value + a.value);
return angle;
}
template <> AngleOf<float> AngleOf<float>::operator+=(const AngleOf<float> &a) {
this->value += a.value;
this->Normalize();
return *this;
}
template <typename T> AngleOf<T> AngleOf<T>::operator+=(const AngleOf<T> &a) {
this->value += a.value;
return *this;
}
template <typename T> void AngleOf<T>::Normalize() {
float angleValue = this->InDegrees();
if (!isfinite(angleValue))
return;
while (angleValue <= -180)
angleValue += 360;
while (angleValue > 180)
angleValue -= 360;
*this = AngleOf::Degrees(angleValue);
}
template <typename T> AngleOf<T> AngleOf<T>::Normalize(AngleOf<T> angle) {
float angleValue = angle.InDegrees();
if (!isfinite(angleValue))
return angle;
while (angleValue <= -180)
angleValue += 360;
while (angleValue > 180)
angleValue -= 360;
return AngleOf::Degrees(angleValue);
}
template <typename T>
AngleOf<T> AngleOf<T>::Clamp(AngleOf<T> angle, AngleOf<T> min, AngleOf<T> max) {
float r = Float::Clamp(angle.InDegrees(), min.InDegrees(), max.InDegrees());
return AngleOf<T>::Degrees(r);
}
template <typename T>
AngleOf<T> AngleOf<T>::MoveTowards(AngleOf<T> fromAngle, AngleOf<T> toAngle,
float maxDegrees) {
maxDegrees = fmaxf(0, maxDegrees); // filter out negative distances
AngleOf<T> d = toAngle - fromAngle;
float dDegrees = Abs(d).InDegrees();
d = AngleOf<T>::Degrees(Float::Clamp(dDegrees, 0, maxDegrees));
if (Sign(d) < 0)
d = -d;
return fromAngle + d;
}
template <typename T> float AngleOf<T>::Cos(AngleOf<T> a) {
return cosf(a.InRadians());
}
template <typename T> float AngleOf<T>::Sin(AngleOf<T> a) {
return sinf(a.InRadians());
}
template <typename T> float AngleOf<T>::Tan(AngleOf<T> a) {
return tanf(a.InRadians());
}
template <typename T> AngleOf<T> AngleOf<T>::Acos(float f) {
return AngleOf<T>::Radians(acosf(f));
}
template <typename T> AngleOf<T> AngleOf<T>::Asin(float f) {
return AngleOf<T>::Radians(asinf(f));
}
template <typename T> AngleOf<T> AngleOf<T>::Atan(float f) {
return AngleOf<T>::Radians(atanf(f));
}
template <typename T>
AngleOf<T> Passer::LinearAlgebra::AngleOf<T>::Atan2(float f1, float f2) {
return AngleOf<T>::Radians(atan2f(f1, f2));
}
// template <>
// float AngleOf<float>::CosineRuleSide(float a, float b, AngleOf<float> gamma)
// {
// float a2 = a * a;
// float b2 = b * b;
// float d =
// a2 + b2 -
// 2 * a * b * Cos(gamma); // cosf(gamma *
// Passer::LinearAlgebra::Deg2Rad);
// // Catch edge cases where float inacuracies lead tot nans
// if (d < 0)
// return 0.0f;
// float c = sqrtf(d);
// return c;
// }
template <typename T>
float AngleOf<T>::CosineRuleSide(float a, float b, AngleOf<T> gamma) {
float a2 = a * a;
float b2 = b * b;
float d =
a2 + b2 -
2 * a * b * Cos(gamma); // cosf(gamma * Passer::LinearAlgebra::Deg2Rad);
// Catch edge cases where float inacuracies lead tot nans
if (d < 0)
return 0;
float c = sqrtf(d);
return c;
}
// template <>
// AngleOf<float> AngleOf<float>::CosineRuleAngle(float a, float b, float c) {
// float a2 = a * a;
// float b2 = b * b;
// float c2 = c * c;
// float d = (a2 + b2 - c2) / (2 * a * b);
// // Catch edge cases where float inacuracies lead tot nans
// if (d >= 1)
// return 0.0f;
// if (d <= -1)
// return 180.0f;
// float gamma = acosf(d) * Rad2Deg;
// return gamma;
// }
template <typename T>
AngleOf<T> AngleOf<T>::CosineRuleAngle(float a, float b, float c) {
float a2 = a * a;
float b2 = b * b;
float c2 = c * c;
float d = (a2 + b2 - c2) / (2 * a * b);
// Catch edge cases where float inacuracies lead tot nans
if (d >= 1)
return AngleOf<T>();
if (d <= -1)
return AngleOf<T>::Degrees(180);
// float gamma = acosf(d) * Rad2Deg;
AngleOf<T> gamma = Acos(d);
return gamma;
}
// template <>
// AngleOf<float> AngleOf<float>::SineRuleAngle(float a,
// AngleOf<float> beta,
// float b) {
// float deg2rad = Deg2Rad;
// float alpha = asinf(a * sinf(beta.InDegrees() * deg2rad) / b);
// return alpha;
// }
template <typename T>
AngleOf<T> AngleOf<T>::SineRuleAngle(float a, AngleOf<T> beta, float b) {
// float deg2rad = Deg2Rad;
// float alpha = asinf(a * sinf(beta.InDegrees() * deg2rad) / b);
AngleOf<T> alpha = Asin(a * Sin(beta) / b);
return alpha;
}
template class AngleOf<float>;
template class AngleOf<signed char>;
template class AngleOf<signed short>;