Added a distance off route routine (works best with 2d cartesian coordinates.)

This commit is contained in:
curt 2000-10-23 14:57:29 +00:00
parent e4653be9a1
commit c39e08cb2a
6 changed files with 142 additions and 14 deletions

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@ -30,10 +30,54 @@
#include "vector.hxx"
// Given a point p, and a line through p0 with direction vector d,
// find the closest point (p1) on the line
void sgClosestPointToLine( sgVec3 p1, const sgVec3 p, const sgVec3 p0,
const sgVec3 d ) {
sgVec3 u, u1;
// u = p - p0
sgSubVec3(u, p, p0);
// calculate the projection, u1, of u along d.
// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
sgScaleVec3( u1, d, sgScalarProductVec3(u,d) / sgScalarProductVec3(d,d) );
// calculate the point p1 along the line that is closest to p
// p0 = p1 + u1
sgAddVec3(p1, p0, u1);
}
// Given a point p, and a line through p0 with direction vector d,
// find the closest point (p1) on the line
void sgdClosestPointToLine( sgdVec3 p1, const sgdVec3 p, const sgdVec3 p0,
const sgdVec3 d ) {
sgdVec3 u, u1;
// u = p - p0
sgdSubVec3(u, p, p0);
// calculate the projection, u1, of u along d.
// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
double ud = sgdScalarProductVec3(u, d);
double dd = sgdScalarProductVec3(d, d);
double tmp = ud / dd;
sgdScaleVec3(u1, d, tmp);;
// calculate the point p1 along the line that is closest to p
// p0 = p1 + u1
sgdAddVec3(p1, p0, u1);
}
// Given a point p, and a line through p0 with direction vector d,
// find the shortest distance (squared) from the point to the line
double sgPointLineDistSquared( const sgVec3 p, const sgVec3 p0,
const sgVec3 d ) {
double sgClosestPointToLineDistSquared( const sgVec3 p, const sgVec3 p0,
const sgVec3 d ) {
sgVec3 u, u1, v;
@ -54,20 +98,19 @@ double sgPointLineDistSquared( const sgVec3 p, const sgVec3 p0,
// Given a point p, and a line through p0 with direction vector d,
// find the shortest distance (squared) from the point to the line
double sgdPointLineDistSquared( const sgdVec3 p, const sgdVec3 p0,
const sgdVec3 d ) {
double sgdClosestPointToLineDistSquared( const sgdVec3 p, const sgdVec3 p0,
const sgdVec3 d ) {
sgdVec3 u, u1, v;
double ud, dd, tmp;
// u = p - p0
sgdSubVec3(u, p, p0);
// calculate the projection, u1, of u along d.
// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
ud = sgdScalarProductVec3(u, d);
dd = sgdScalarProductVec3(d, d);
tmp = ud / dd;
double ud = sgdScalarProductVec3(u, d);
double dd = sgdScalarProductVec3(d, d);
double tmp = ud / dd;
sgdScaleVec3(u1, d, tmp);;

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@ -93,14 +93,24 @@ inline void sgCopyNegateVec4( sgVec4 dst, sgVec4 src )
}
// Given a point p, and a line through p0 with direction vector d,
// find the shortest distance (squared) from the point to the line
double sgPointLineDistSquared( const sgVec3 p, const sgVec3 p0,
const sgVec3 d );
// find the closest point (p1) on the line
void sgClosestPointToLine( sgVec3 p1, const sgVec3 p, const sgVec3 p0,
const sgVec3 d );
// Given a point p, and a line through p0 with direction vector d,
// find the closest point (p1) on the line
void sgdClosestPointToLine( sgdVec3 p1, const sgdVec3 p, const sgdVec3 p0,
const sgdVec3 d );
// Given a point p, and a line through p0 with direction vector d,
// find the shortest distance (squared) from the point to the line
double sgdPointLineDistSquared( const sgdVec3 p, const sgdVec3 p0,
const sgdVec3 d );
double sgClosestPointToLineDistSquared( const sgVec3 p, const sgVec3 p0,
const sgVec3 d );
// Given a point p, and a line through p0 with direction vector d,
// find the shortest distance (squared) from the point to the line
double sgdClosestPointToLineDistSquared( const sgdVec3 p, const sgdVec3 p0,
const sgdVec3 d );
// This is same as
// sgMakeMatTrans4( sgMat4 sgTrans, sgVec3 trans )

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@ -10,11 +10,18 @@ libsgroute_a_SOURCES = \
INCLUDES += -I$(top_srcdir)
noinst_PROGRAMS = waytest
noinst_PROGRAMS = waytest routetest
waytest_SOURCES = waytest.cxx
waytest_LDADD = \
$(top_builddir)/simgear/route/libsgroute.a \
$(top_builddir)/simgear/math/libsgmath.a \
$(top_builddir)/simgear/debug/libsgdebug.a
routetest_SOURCES = routetest.cxx
routetest_LDADD = \
$(top_builddir)/simgear/route/libsgroute.a \
$(top_builddir)/simgear/math/libsgmath.a \
$(top_builddir)/simgear/debug/libsgdebug.a

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@ -21,6 +21,10 @@
// $Id$
#include <plib/sg.h>
#include <simgear/math/vector.hxx>
#include "route.hxx"
@ -33,3 +37,34 @@ SGRoute::SGRoute() {
// destructor
SGRoute::~SGRoute() {
}
// Calculate perpendicular distance from the current route segment
// This routine assumes all points are laying on a flat plane and
// ignores the altitude (or Z) dimension. For best results, use with
// CARTESIAN way points.
double SGRoute::distance_off_route( double x, double y ) const {
if ( current_wp > 0 ) {
int n0 = current_wp - 1;
int n1 = current_wp;
sgdVec3 p, p0, p1, d;
sgdSetVec3( p, x, y, 0.0 );
sgdSetVec3( p0,
route[n0].get_target_lon(), route[n0].get_target_lat(),
0.0 );
sgdSetVec3( p1,
route[n1].get_target_lon(), route[n1].get_target_lat(),
0.0 );
sgdSubVec3( d, p0, p1 );
return sqrt( sgdClosestPointToLineDistSquared( p, p0, d ) );
} else {
// We are tracking the first waypoint so there is no route
// segment. If you add the current location as the first
// waypoint and the actual waypoint as the second, then we
// will have a route segment and calculate distance from it.
return 0;
}
}

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@ -127,6 +127,12 @@ public:
route.erase( route.begin() );
}
}
// Calculate perpendicular distance from the current route segment
// This routine assumes all points are laying on a flat plane and
// ignores the altitude (or Z) dimension. For best results, use
// with CARTESIAN way points.
double distance_off_route( double x, double y ) const;
};

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@ -0,0 +1,27 @@
#include <simgear/constants.h>
#include "route.hxx"
#include "waypoint.hxx"
int main() {
SGRoute route;
route.add_waypoint( SGWayPoint(0, 0, 0, SGWayPoint::CARTESIAN, "Start") );
route.add_waypoint( SGWayPoint(1, 0, 0, SGWayPoint::CARTESIAN, "1") );
route.add_waypoint( SGWayPoint(2, 0, 0, SGWayPoint::CARTESIAN, "2") );
route.add_waypoint( SGWayPoint(2, 2, 0, SGWayPoint::CARTESIAN, "3") );
route.add_waypoint( SGWayPoint(4, 2, 0, SGWayPoint::CARTESIAN, "4") );
route.set_current( 1 );
cout << "( 0.5, 0 ) = " << route.distance_off_route( 0.5, 0 ) << endl;
cout << "( 0.5, 1 ) = " << route.distance_off_route( 0.5, 1 ) << endl;
cout << "( 0.5, -1 ) = " << route.distance_off_route( 0.5, 1 ) << endl;
route.set_current( 3 );
cout << "( 2, 4 ) = " << route.distance_off_route( 2, 4 ) << endl;
cout << "( 2.5, 4 ) = " << route.distance_off_route( 2.5, 4 ) << endl;
return 0;
}