RoboidControl-cpp/Polar.cpp
2024-05-10 18:18:33 +02:00

101 lines
2.8 KiB
C++

#include <math.h>
#include "Angle.h"
#include "Polar.h"
#include "Spherical.h"
Polar::Polar() {
angle = 0.0F;
distance = 0.0F;
}
// Polar::Polar(float newAngle, float newDistance) {
Polar::Polar(float newDistance, Angle newAngle) {
// distance should always be 0 or greater
if (newDistance < 0) {
angle = Angle::Normalize(newAngle - 180);
distance = -newDistance;
} else {
angle = Angle::Normalize(newAngle);
distance = newDistance;
}
}
Polar::Polar(Vector2 v) {
angle = Vector2::SignedAngle(
Vector2::forward,
v); // atan2(v.x, sqrt(v.z * v.z + v.y * v.y)) * Angle::Rad2Deg;
distance = v.magnitude();
}
Polar::Polar(Spherical s) {
angle = s.horizontalAngle;
distance = s.distance * cosf(s.verticalAngle * Angle::Deg2Rad);
}
const Polar Polar::zero = Polar(0, 0);
float Polar::Distance(Polar &v1, Polar &v2) {
float d = Angle::CosineRuleSide(v1.distance, v2.distance,
(float)v2.angle - (float)v1.angle);
return d;
}
Polar Polar::operator+(Polar &v2) {
if (v2.distance == 0)
return Polar(this->distance,
this->angle); // Polar(this->angle, this->distance);
if (this->distance == 0)
return v2;
float deltaAngle = Angle::Normalize(v2.angle - (float)this->angle);
float rotation = deltaAngle < 0 ? 180 + deltaAngle : 180 - deltaAngle;
if (rotation == 180 && v2.distance > 0) {
// angle is too small, take this angle and add the distances
return Polar(
this->distance + v2.distance,
this->angle); // Polar(this->angle, this->distance + v2.distance);
}
float newDistance =
Angle::CosineRuleSide(v2.distance, this->distance, rotation);
float angle =
Angle::CosineRuleAngle(newDistance, this->distance, v2.distance);
float newAngle =
deltaAngle < 0 ? (float)this->angle - angle : (float)this->angle + angle;
newAngle = Angle::Normalize(newAngle);
Polar vector = Polar(newDistance, newAngle); // Polar(newAngle, newDistance);
return vector;
}
Polar Polar::operator-() {
Polar vector = Polar(this->distance,
(float)this->angle -
180); // Polar(this->angle - 180, this->distance);
return vector;
}
Polar Polar::operator-(Polar &v2) {
// Polar vector = *this + Polar(v2.distance, (float)v2.angle - 180);
//(Polar(v2.angle - 180, v2.distance));
Polar vector = -v2;
return *this + v2;
}
Polar Polar::operator*(float f) const {
return Polar(this->distance * f,
this->angle); // Polar(this->angle, this->distance * f);
}
Polar Polar::operator/(const float &f) {
return Polar(this->distance / f,
this->angle); // Polar(this->angle, this->distance / f);
}
Polar Polar::Rotate(Polar v, Angle angle) {
v.angle = Angle::Normalize(v.angle + angle);
return v;
}