今までのジョイスティックの入力を段階分けしていた方式から、アナログ値をできる限りそのまま使用する方式に変更しました。

Dependencies:   mbed-rtos mbed

Fork of ControlMain2017 by albatross

ValueProcessor.cpp

Committer:
YusukeWakuta
Date:
2017-04-23
Branch:
?????
Revision:
41:d2d123d7a6fa
Child:
42:6cc53727acc2

File content as of revision 41:d2d123d7a6fa:

#include "ValueProcessor.h"

enum InputType {
    enumRoll,
    enumPitch
};

void ValueProcess::setMaxAndMin(InputType it,float value)
{
    if(it == enumPitch) {
        if(value >pitchNeutral + pitchUpperDiff)
            pitchUpperDiff = value - pitchNeutral;
        else if(value < rollNeutral + pitchLowerDiff)
            pitchLowerDiff = value - pitchNeutral;
        return;
    } else if(it == enumRoll) {
        if(value >rollNeutral + rollUpperDiff)
            rollUpperDiff = value - rollNeutral;
        else if(value < rollNeutral + rollLowerDiff)
            rollLowerDiff = value  -rollNeutral ;
        return;
    }
}

void ValueProcessor::setNeutral(float rollRead,float pitchRead)
{
    float rollSum;
    float pitchSum;

    for(int i = 0; i < SUM_UP_NUM; i++) {
        rollSum += rollPin.read();
        pitchSum += pitchPin.read();
    }
    rollNeutral = rollSum / SUM_UP_NUM;
    pitchNeutral = pitchSum / SUM_UP_NUM;

    neutralDiff = pitchNeutral - rollNeutral; //ピッチの初期値の方がい小さいと仮定
    rollNeutral += neutralDiff;
    rollUpperDiff = 0;
}

//ジョイスティックの中間値から上と下の幅を合わせます。値を取得するたびに呼び出してください。範囲は広い方に合わせる物とします
float ValueProcessor::MatchUpperAndLower(InputType it, float max,float min,float neutral,float value)
{
    float Upper = max- neutral;
    float Lower  = neutral - min;

    if(it == enumRoll) {
        if(Upper > Lower) {
            if(value < neutral) {
                value =  neutral + ((value - neutral) * (Upper / Lower));
                rollLowerDiff  =  -rollUpperDiff;
            }
        } else  {
            if(value > neutral) {
                value =  neutral + ((value - neutral) * (Lower / Upper));
                rollUpperDiff = -rollLowerDiff;
            }
        }
        return value;
    } else if(it == enumPitch) {
        if(Upper > Lower) {
            if(value < neutral) {
                value =  neutral + ((value -neutral) * (Upper / Lower));
                pitchLowerDiff =  -pitchUpperDiff;
            }
        } else  {
            if(value > neutral) {
                value =  neutral + ((value - neutral) * (Lower / Upper));
                pitchUpperDiff= -pitchLowerDiff;
            }
        }
        return value;
    } else return value;
}

//範囲外に値がない場合にエラーが発生するので範囲内に収める
float ValueProcessor::Format2Range(float value,float max,float min)
{
    float result;

    if(value > max)
        result= max;
    else if(value < min)
        result = min;
    else
        result = value;
    return result;
}

//値をint型の段階に分ける
int ValueProcessor::PhaseFloat(float value,float max,float min)
{
    float PhaseWidth = (max - min) / PHASE_NUM;
    if(value< max&& value > min) {
        for(int i = 1; i <= PHASE_NUM; i++) {
            if(value < min + PhaseWidth * i&& value > min + PhaseWidth * (i - 1) )
                return i;
        }
    } else  if(value <= min)
        return 1;
    else if(value>=max)
        return PHASE_NUM;
}

float ValueProcessor::SetRollPitchRacio(float pitch,float roll)
{
    return (roll + pitch * PITCHPERROLL) / (1.0 + PITCHPERROLL);
}