AP_Math: make location_path_proportion() and location_passed_point() more efficient

the dot product is much more efficient than the trigonometry. Thanks
to Paul for the suggestion
This commit is contained in:
Andrew Tridgell 2015-01-03 10:35:55 +11:00
parent 6993be54b7
commit 6bb4a8c361

View File

@ -84,34 +84,7 @@ bool location_passed_point(const struct Location &location,
const struct Location &point1,
const struct Location &point2)
{
// the 3 points form a triangle. If the angle between lines
// point1->point2 and location->point2 is greater than 90
// degrees then we have passed the waypoint
Vector2f loc1(location.lat, location.lng);
Vector2f pt1(point1.lat, point1.lng);
Vector2f pt2(point2.lat, point2.lng);
float angle = (loc1 - pt2).angle(pt1 - pt2);
if (isinf(angle)) {
// two of the points are co-located.
// If location is equal to point2 then say we have passed the
// waypoint, otherwise say we haven't
if (get_distance(location, point2) == 0) {
return true;
}
return false;
} else if (angle == 0) {
// if we are exactly on the line between point1 and
// point2 then we are past the waypoint if the
// distance from location to point1 is greater then
// the distance from point2 to point1
return get_distance(location, point1) >
get_distance(point2, point1);
}
if (degrees(angle) > 90) {
return true;
}
return false;
return location_path_proportion(location, point1, point2) >= 1.0f;
}
@ -125,23 +98,14 @@ float location_path_proportion(const struct Location &location,
const struct Location &point1,
const struct Location &point2)
{
Vector2f loc1(location.lat, location.lng);
Vector2f pt1(point1.lat, point1.lng);
Vector2f pt2(point2.lat, point2.lng);
float angle = (loc1 - pt2).angle(pt1 - pt2);
float dist_p1_p2 = get_distance(point1, point2);
float dist_l_p2 = get_distance(location, point2);
if (dist_p1_p2 <= 0) {
Vector2f vec1 = location_diff(point1, point2);
Vector2f vec2 = location_diff(point1, location);
float dsquared = sq(vec1.x) + sq(vec1.y);
if (dsquared < 0.001f) {
// the two points are very close together
return 1.0f;
}
if (isinf(angle)) {
if (get_distance(location, point2) == 0) {
return 1.0f;
}
return 0.0f;
}
float x1 = cosf(angle) * dist_l_p2;
return (dist_p1_p2 - x1) / dist_p1_p2;
return (vec1 * vec2) / dsquared;
}
/*