mirror of
https://github.com/Astatin3/rust-swerve-sim.git
synced 2026-06-09 00:28:04 -06:00
170 lines
4.8 KiB
Rust
170 lines
4.8 KiB
Rust
use std::f32::consts::PI;
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use crate::swervemodule::SwerveModule;
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//https://github.com/Pantherbotics/SwerveSim/blob/master/src/main/java/com/pantherbotics/swervesim/util/Vector2d.java
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#[derive(Clone, Copy)]
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pub struct Vector2d {
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pub(crate) x: f32,
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pub(crate) y: f32
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}
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impl Vector2d {
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pub const fn create(x:f32, y:f32) -> Vector2d {
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Vector2d {
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x,
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y
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}
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}
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pub fn set(&mut self, x:f32, y:f32) {
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self.x = x;
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self.y = y;
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}
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pub fn add(&mut self, other: Vector2d) {
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self.x += other.x;
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self.y += other.y;
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}
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pub fn rotate(&mut self, angle: f32) {
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let mag = f32::sqrt(self.x*self.x+self.y*self.y);
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let ang = f32::atan2(self.y, self.x) + degrees_to_radians(angle);
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self.x = f32::cos(ang)*mag;
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self.y = f32::sin(ang)*mag;
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}
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/**
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* Returns dot product of this vector with argument.
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*
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* @param vec Vector with which to perform dot product.
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* @return Dot product of this vector with argument.
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*/
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pub fn dot(&mut self, vec: Vector2d) -> f32 {
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return self.x * vec.x + self.y * vec.y;
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}
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/**
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* Returns magnitude of vector.
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*
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* @return Magnitude of vector.
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*/
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pub fn magnitude(self) -> f32 {
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return f32::sqrt(self.x * self.x + self.y * self.y);
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}
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/**
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* Returns scalar projection of this vector onto argument.
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*
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* @param vec Vector onto which to project this vector.
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* @return scalar projection of this vector onto argument.
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*/
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pub fn scalar_project(&mut self, mut vec: Vector2d) -> f32 {
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let mag = vec.magnitude();
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return self.dot(vec) / mag;
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}
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pub fn get_ang(self) -> f32 {
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return radians_to_degrees(f32::atan2(self.y, self.x));
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}
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}
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pub fn degrees_to_radians(degrees: f32) -> f32{
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return degrees * (PI / 180.0);
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}
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pub fn radians_to_degrees(radians: f32) -> f32{
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return radians * (180.0 / PI);
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}
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/**
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* I spent like half an hour figuring this out, don't try to figure it out just appreciate the results :)
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* 0 Degrees is straight forward, 90 degrees is to the right, 180 degrees is backwards, 270 degrees is to the left
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* Aka clockwise degrees and 0 is straight forward on the joystick :)
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* @param x the X value of a coordinate
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* @param y the Y value of a coordinate
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*/
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pub fn get_heading(x:f32, y:f32) -> f32 {
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if x == 0.0 && y == 0.0 { return 0.0; }
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let mut angle = (360. - ((f32::atan2(y, x)*180.0/PI) + 180.0)) - 90.0;
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if angle < 0. {
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angle = 270. + (90. - f32::abs(angle));
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}
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return angle;
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}
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/**
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* Used to re-obtain the X value of the point on a unit circle from an angle
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* The angles are in degrees from getHeading()
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* @param angle The angle (from getHeading()) to get the X value for
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*/
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pub fn get_heading_x(mut angle:f32) -> f32 {
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//Ensure values are [0, 360)
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while angle > 360. { angle -= 360.; }
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while angle < 0. { angle += 360.; }
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if angle >= 0. && angle <= 90. {
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return f32::cos(degrees_to_radians(90. - angle));
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}else if angle >= 90. && angle <= 270. {
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return f32::cos(-degrees_to_radians(angle - 90.));
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}else if angle >= 270. && angle <= 360. {
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return -f32::cos(degrees_to_radians(270. - angle));
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}
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return 0.;
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}
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/**
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* Used to re-obtain the Y value of the point on a unit circle from an angle
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* The angles are in degrees from getHeading()
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* @param angle The angle (from getHeading()) to get the Y value for
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*/
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pub fn get_heading_y(mut angle:f32) -> f32 {
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//Ensure values are [0, 360)
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while angle > 360. { angle -= 360.; }
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while angle < 0. { angle += 360.; }
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if angle >= 0. && angle <= 90. {
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return f32::sin(degrees_to_radians(90. - angle));
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}else if angle >= 90. && angle <= 270. {
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return f32::sin(-degrees_to_radians(angle - 90.));
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}else if angle >= 270. && angle <= 360. {
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return -f32::sin(degrees_to_radians(270. - angle));
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}
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return 0.;
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}
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/**
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* Takes a value and shifts it towards 0 by a specified amount
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* @param value the value to shift
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* @param shift the amount to shift it
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* @return the shifted value
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*/
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pub fn approach_zero(value:f32, shift:f32) -> f32 {
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if value >= 0. {
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return f32::max(0., value - shift);
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}else if value < 0. {
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return f32::min(0., value + shift);
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}
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return 0.;
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}
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/**
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* Returns a speed value from [-1, 1] based on joystick X and Y inputs
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* More critically it's snapped to the unit circle so X=1 Y=1 won't be sqrt(2)
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* @param X the X of a coordinate [-1, 1]
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* @param Y the Y of a coordinate [-1, 1]
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*/
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pub fn get_joystick_speed(y:f32, x:f32) -> f32 {
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let mut v: Vector2d = Vector2d {x:x, y:y};
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let angle = f32::atan2(v.x, v.y);
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let max_magnitude = if f32::abs(v.x) > f32::abs(v.y) {1. / f32::sin(angle)} else {1. / f32::cos(angle)};
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return f32::abs(Vector2d::magnitude(v) / max_magnitude);
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}
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