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📄 geometry.cpp

📁 2003年RoboCup仿真组世界冠军源代码 足球机器人 仿真组 的源代码
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    VecPosition; false otherwise */bool VecPosition::isBehindOf( const VecPosition &p ){  return ( ( m_x < p.getX( ) ) ? true : false );}/*! This method determines whether the x-coordinate of the current    VecPosition is behind (i.e. smaller than) a given double value.    \param d a double value to which the current x-coordinate must be    compared    \return true when the current x-coordinate is behind the given    value; false otherwise */bool VecPosition::isBehindOf( const double &d ){  return ( ( m_x < d ) ? true : false );}/*! This method determines whether the current VecPosition is to the    left of a given VecPosition, i.e. whether the y-coordinate of the    current VecPosition is smaller than the y-coordinate of the given    VecPosition.    \param p a VecPosition to which the current VecPosition must be    compared    \return true when the current VecPosition is to the left of the    given VecPosition; false otherwise */bool VecPosition::isLeftOf( const VecPosition &p ){  return ( ( m_y < p.getY( ) ) ? true : false );}/*! This method determines whether the y-coordinate of the current    VecPosition is to the left of (i.e. smaller than) a given double    value.    \param d a double value to which the current y-coordinate must be    compared    \return true when the current y-coordinate is to the left of the    given value; false otherwise */bool VecPosition::isLeftOf( const double &d ){  return ( ( m_y < d ) ? true : false );}/*! This method determines whether the current VecPosition is to the    right of a given VecPosition, i.e. whether the y-coordinate of the    current VecPosition is larger than the y-coordinate of the given    VecPosition.    \param p a VecPosition to which the current VecPosition must be    compared    \return true when the current VecPosition is to the right of the    given VecPosition; false otherwise */bool VecPosition::isRightOf( const VecPosition &p ){  return ( ( m_y > p.getY( ) ) ? true : false );}/*! This method determines whether the y-coordinate of the current    VecPosition is to the right of (i.e. larger than) a given double    value.    \param d a double value to which the current y-coordinate must be    compared    \return true when the current y-coordinate is to the right of the    given value; false otherwise */bool VecPosition::isRightOf( const double &d ){  return ( ( m_y > d ) ? true : false );}/*! This method determines whether the current VecPosition is in    between two given VecPositions when looking in the x-direction,    i.e. whether the current VecPosition is in front of the first    argument and behind the second.    \param p1 a VecPosition to which the current VecPosition must be    compared    \param p2 a VecPosition to which the current VecPosition must be    compared    \return true when the current VecPosition is in between the two    given VecPositions when looking in the x-direction; false    otherwise */bool VecPosition::isBetweenX( const VecPosition &p1, const VecPosition &p2 ){  return ( ( isInFrontOf( p1 ) && isBehindOf( p2 ) ) ? true : false );}/*! This method determines whether the x-coordinate of the current    VecPosition is in between two given double values, i.e. whether    the x-coordinate of the current VecPosition is in front of the    first argument and behind the second.    \param d1 a double value to which the current x-coordinate must be    compared    \param d2 a double value to which the current x-coordinate must be    compared    \return true when the current x-coordinate is in between the two    given values; false otherwise */bool VecPosition::isBetweenX( const double &d1, const double &d2 ){  return ( ( isInFrontOf( d1 ) && isBehindOf( d2 ) ) ? true : false );}/*! This method determines whether the current VecPosition is in    between two given VecPositions when looking in the y-direction,    i.e. whether the current VecPosition is to the right of the first    argument and to the left of the second.    \param p1 a VecPosition to which the current VecPosition must be    compared    \param p2 a VecPosition to which the current VecPosition must be    compared    \return true when the current VecPosition is in between the two    given VecPositions when looking in the y-direction; false    otherwise */bool VecPosition::isBetweenY( const VecPosition &p1, const VecPosition &p2 ){  return ( ( isRightOf( p1 ) && isLeftOf( p2 ) ) ? true : false );}/*! This method determines whether the y-coordinate of the current    VecPosition is in between two given double values, i.e. whether    the y-coordinate of the current VecPosition is to the right of the    first argument and to the left of the second.    \param d1 a double value to which the current y-coordinate must be    compared    \param d2 a double value to which the current y-coordinate must be    compared    \return true when the current y-coordinate is in between the two    given values; false otherwise */bool VecPosition::isBetweenY( const double &d1, const double &d2 ){  return ( ( isRightOf( d1 ) && isLeftOf( d2 ) ) ? true : false );}/*! This method normalizes a VecPosition by setting the magnitude of    the corresponding vector to 1. This thus changes the VecPosition    itself.    \return the result of normalizing the current VecPosition thus    yielding a different VecPosition */VecPosition VecPosition::normalize( ){  return ( setMagnitude( 1.0 ) );}/*! This method rotates the vector corresponding to the current    VecPosition over a given angle thereby changing the current    VecPosition itself. This is done by calculating the polar    coordinates of the current VecPosition and adding the given angle    to the phi-coordinate in the polar representation. The polar    coordinates are then converted back to Cartesian coordinates to    obtain the desired result.    \param angle an angle in degrees over which the vector    corresponding to the current VecPosition must be rotated    \return the result of rotating the vector corresponding to the    current VecPosition over the given angle thus yielding a different    VecPosition */VecPosition VecPosition::rotate( AngDeg angle ){  // determine the polar representation of the current VecPosition  double dMag    = this->getMagnitude( );  double dNewDir = this->getDirection( ) + angle;  // add rotation angle to phi  setVecPosition( dMag, dNewDir, POLAR );          // convert back to Cartesian  return ( *this );}/*! This method converts the coordinates of the current VecPosition    (which are represented in an global coordinate system with the    origin at (0,0)) into relative coordinates in a different    coordinate system (e.g. relative to a player). The new coordinate    system is defined by the arguments to the method. The relative    coordinates are now obtained by aligning the relative coordinate    system with the global coordinate system using a translation to    make both origins coincide followed by a rotation to align the    axes.    \param origin the origin of the relative coordinate frame    \param ang the angle between the world frame and the relative    frame (reasoning from the world frame)    \return the result of converting the current global VecPosition    into a relative VecPosition */VecPosition VecPosition::globalToRelative( VecPosition origin, AngDeg ang ){  // convert global coordinates into relative coordinates by aligning  // relative frame and world frame. First perform translation to make  // origins of both frames coincide. Then perform rotation to make  // axes of both frames coincide (use negative angle since you rotate  // relative frame to world frame).  *this -= origin;  return ( rotate( -ang ) );}/*! This method converts the coordinates of the current VecPosition    (which are represented in a relative coordinate system) into    global coordinates in the world frame (with origin at (0,0)). The    relative coordinate system is defined by the arguments to the    method. The global coordinates are now obtained by aligning the    world frame with the relative frame using a rotation to align the    axes followed by a translation to make both origins coincide.    \param origin the origin of the relative coordinate frame    \param ang the angle between the world frame and the relative    frame (reasoning from the world frame)    \return the result of converting the current relative VecPosition    into an global VecPosition */VecPosition VecPosition::relativeToGlobal( VecPosition origin, AngDeg ang ){  // convert relative coordinates into global coordinates by aligning  // world frame and relative frame. First perform rotation to make  // axes of both frames coincide (use positive angle since you rotate  // world frame to relative frame). Then perform translation to make  // origins of both frames coincide.  rotate( ang );  *this += origin;  return ( *this );}/*! This method returns a VecPosition that lies somewhere on the    vector between the current VecPosition and a given    VecPosition. The desired position is specified by a given fraction    of this vector (e.g. 0.5 means exactly in the middle of the    vector). The current VecPosition itself is left unchanged.    \param p a VecPosition which defines the vector to the current    VecPosition    \param dFrac double representing the fraction of the connecting    vector at which the desired VecPosition lies.    \return the VecPosition which lies at fraction dFrac on the vector    connecting p and the current VecPosition */VecPosition VecPosition::getVecPositionOnLineFraction( VecPosition &p,                                                       double      dFrac ){  // determine point on line that lies at fraction dFrac of whole line  // example: this --- 0.25 ---------  p  // formula: this + dFrac * ( p - this ) = this - dFrac * this + dFrac * p =  //          ( 1 - dFrac ) * this + dFrac * p  return ( ( *this ) * ( 1.0 - dFrac ) + ( p * dFrac ) );}/*! This method converts a polar representation of a VecPosition into    a Cartesian representation.    \param dMag a double representing the polar r-coordinate, i.e. the    distance from the point to the origin    \param ang the angle that the polar vector makes with the x-axis,    i.e. the polar phi-coordinate    \return the result of converting the given polar representation    into a Cartesian representation thus yielding a Cartesian    VecPosition */VecPosition VecPosition::getVecPositionFromPolar( double dMag, AngDeg ang ){  // cos(phi) = x/r <=> x = r*cos(phi); sin(phi) = y/r <=> y = r*sin(phi)  return ( VecPosition( dMag * cosDeg( ang ), dMag * sinDeg( ang ) ) );}/*! This method normalizes an angle. This means that the resulting    angle lies between -180 and 180 degrees.    \param angle the angle which must be normalized    \return the result of normalizing the given angle */AngDeg VecPosition::normalizeAngle( AngDeg angle ){  while( angle > 180.0  ) angle -= 360.0;  while( angle < -180.0 ) angle += 360.0;  return ( angle );}/*****************************************************************************//********************** CLASS GEOMETRY ***************************************//*****************************************************************************//*! A geometric series is one in which there is a constant ratio between each    element and the one preceding it. This method determines the    length of a geometric series given its first element, the sum of the    elements in the series and the constant ratio between the elements.    Normally: s = a + ar + ar^2 + ...  + ar^n    Now: dSum = dFirst + dFirst*dRatio + dFirst*dRatio^2 + .. + dFist*dRatio^n    \param dFirst first term of the series    \param dRatio ratio with which the the first term is multiplied    \param dSum the total sum of all the serie    \return the length(n in above example) of the series */double Geometry::getLengthGeomSeries( double dFirst, double dRatio, double dSum ){  if( dRatio < 0 )    cerr << "(Geometry:getLengthGeomSeries): negative ratio" << endl;  // s = a + ar + ar^2 + .. + ar^n-1 and thus sr = ar + ar^2 + .. + ar^n  // subtract: sr - s = - a + ar^n) =>  s(1-r)/a + 1 = r^n = temp  // log r^n / n = n log r / log r = n = length  double temp = (dSum * ( dRatio - 1 ) / dFirst) + 1;  if( temp <= 0 )    return -1.0;  return log( temp ) / log( dRatio ) ;}/*! A geometric series is one in which there is a constant ratio between each    element and the one preceding it. This method determines the sum of a    geometric series given its first element, the ratio and the number of steps    in the series    Normally: s = a + ar + ar^2 + ...  + ar^n    Now: dSum = dFirst + dFirst*dRatio + ... + dFirst*dRatio^dSteps    \param dFirst first term of the series    \param dRatio ratio with which the the first term is multiplied    \param dSum the number of steps to be taken into account    \return the sum of the series */double Geometry::getSumGeomSeries( double dFirst, double dRatio, double dLength){  // s = a + ar + ar^2 + .. + ar^n-1 and thus sr = ar + ar^2 + .. + ar^n  // subtract: s - sr = a - ar^n) =>  s = a(1-r^n)/(1-r)  return dFirst * ( 1 - pow( dRatio, dLength ) ) / ( 1 - dRatio ) ;}/*! A geometric series is one in which there is a constant ratio between each    element and the one preceding it. This method determines the sum of an    infinite geometric series given its first element and the constant ratio    between the elements. Note that such an infinite series will only converge    when 0<r<1.    Normally: s = a + ar + ar^2 + ar^3 + ....    Now: dSum = dFirst + dFirst*dRatio + dFirst*dRatio^2...    \param dFirst first term of the series    \param dRatio ratio with which the the first term is multiplied    \return the sum of the series */double Geometry::getSumInfGeomSeries( double dFirst, double dRatio ){  if( dRatio > 1 )    cerr << "(Geometry:CalcLengthGeomSeries): series does not converge" <<endl;

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