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Functions.cpp
- Committer:
- ppovoa
- Date:
- 2021-05-06
- Revision:
- 4:256f2cbe3fdd
- Child:
- 5:bc42c03f2a23
File content as of revision 4:256f2cbe3fdd:
#include <math.h> #include <cmath> void velRobot2velWheels(float vRobot,float wRobot,float wheelsRadius,float wheelsDistance,float w[2]) { w[0]=(vRobot-(wheelsDistance/2)*wRobot)/wheelsRadius; w[1]=(vRobot+(wheelsDistance/2)*wRobot)/wheelsRadius; } void nextPose(float countsLeft, float countsRight, float wheelsRadius, float wheelsDistance, float pose[3]) { // Deslocamentos float d_l, d_r, desl, delta_ang, delta_x, delta_y; d_l = 2*3.1415926535 * wheelsRadius * ( countsLeft/1440.0f ); d_r = 2*3.1415926535 * wheelsRadius * ( countsRight/1440.0f ); desl = (d_l+d_r)/2.0f; delta_ang = (d_r-d_l)/wheelsDistance; delta_x = desl * cos(pose[2]+delta_ang/2.0f); delta_y = desl * sin(pose[2]+delta_ang/2.0f); pose[0] = pose[0] + delta_x; pose[1] = pose[1] + delta_y; pose[2] = pose[2] + delta_ang; } int** bresenham(float poseX, float poseY, float x1, float y1, int *dim){ float T, E, A, B; float x = poseX; float y = poseY; float dx = abs(x1 - poseX); float dy = abs(y1 - poseY); float s1 = (x1 - poseX)/dx; // substitui o sign() do matlab float s2 = (y1 - poseY)/dy; int interchange = 0; if (dy > dx){ T = dx; dx = dy; dy = T; interchange = 1; } E = 2.0f*dy - dx; A = 2.0f*dy; B = 2.0f*dy - 2.0f*dx; // ========================================= // Inicializar tabela bidimensional a zero // ========================================= int width = 2; int height = (int)(double)(dx+0.5); *dim = height; int** pointsVec = 0; pointsVec = new int*[height]; for (int h = 0; h < height; h++){ pointsVec[h] = new int[width]; for (int w = 0; w < width; w++){ pointsVec[h][w] = 0; } } // ========================================= for (int i = 0; i<dx; i++){ if (E < 0){ if (interchange == 1){ y = y + s2; } else{ x = x + s1; } E = E + A; } else{ y = y + s2; x = x + s1; E = E + B; } pointsVec[i][0] = static_cast<int>(x); // converte de float para int (confirmar) pointsVec[i][1] = static_cast<int>(y); } return pointsVec; } float Algorith_Inverse(float xi, float yi, float xt, float yt, float z){ float z_max = 200; // 2 m float alfa = 5; // 5 cm //float beta = 1; // 1 grau float L0 = 0.0; float Locc = 0.65; float Lfree = -0.65; float L; float r = sqrt( pow((xi-xt),2) + pow((yi-yt),2) ); //phi = atan2( yi-yt, xi-xt ) - theta; //if (r > min(z_max, z+alfa/2)) || (abs(phi-theta) > beta/2) //L = L0; if ((z < z_max) && (abs(r-z_max) < alfa/2.0)) L = Locc; else if (r <= z) L = Lfree; else L = L0; return L; } void Mapping(float MapaLog[40][40], float xi, float yi, int **pointsVec, float z, int dim){ int x, y; float L; for(int i=0; i<dim; i++){ x = pointsVec[i][0]; y = pointsVec[i][1]; L = Algorith_Inverse(xi, yi, x, y, z); MapaLog[x][y] = MapaLog[x][y] + L; } }