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Diff: Functions.cpp
- Revision:
- 4:256f2cbe3fdd
- Child:
- 5:bc42c03f2a23
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Functions.cpp Thu May 06 16:03:09 2021 +0000
@@ -0,0 +1,142 @@
+
+#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;
+ }
+
+}
\ No newline at end of file