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movement.cpp
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#include "movement.h"
#include <QDebug>
Movement::Movement(QObject *parent)
: QObject(parent), sampleInterval(0.01), currentAngle(0.0) // assuming a sample interval of 0.05 seconds
{
}
void Movement::addAcceleration(double x, double y)
{
accelerations.append(QVector3D(x, y, 0.0));
}
void Movement::addAngleChange(double alpha)
{
angleChanges.append(alpha);
currentAngle = alpha;
}
qreal Movement::calculateDistanceTraveled() const
{
qreal totalDistance = 0.0;
qreal velocityX = 0.0;
qreal velocityY = 0.0;
qreal previousVelocityX = 0.0;
qreal previousVelocityY = 0.0;
for (const QVector3D &acceleration : accelerations) {
velocityX += acceleration.x() * sampleInterval;
velocityY += acceleration.y() * sampleInterval;
qreal averageVelocityX = (previousVelocityX + velocityX) / 2;
qreal averageVelocityY = (previousVelocityY + velocityY) / 2;
qreal distanceX = averageVelocityX * sampleInterval;
qreal distanceY = averageVelocityY * sampleInterval;
totalDistance += std::sqrt(distanceX * distanceX + distanceY * distanceY);
previousVelocityX = velocityX;
previousVelocityY = velocityY;
}
//qDebug() << totalDistance;
return totalDistance;
}
void Movement::setStartPosition(qreal x, qreal y)
{
startPosition = QVector3D(x, y, 0.0);
}
void Movement::setStartAngle(qreal angle)
{
currentAngle = angle;
}
qreal Movement::calculateDistanceTraveledX() const
{
qreal totalDistance = 0.0;
qreal velocityX = 0.0;
qreal previousVelocityX = 0.0;
for (const QVector3D &acceleration : accelerations) {
velocityX += acceleration.x() * sampleInterval;
qreal averageVelocityX = (previousVelocityX + velocityX) / 2;
qreal distanceX = averageVelocityX * sampleInterval;
totalDistance += distanceX;
previousVelocityX = velocityX;
}
return totalDistance;
}
qreal Movement::calculateDistanceTraveledY() const
{
qreal totalDistance = 0.0;
qreal velocityY = 0.0;
qreal previousVelocityY = 0.0;
for (const QVector3D &acceleration : accelerations) {
velocityY += acceleration.y() * sampleInterval;
qreal averageVelocityY = (previousVelocityY + velocityY) / 2;
qreal distanceY = averageVelocityY * sampleInterval;
totalDistance += distanceY;
previousVelocityY = velocityY;
}
return totalDistance;
}
QVector3D Movement::getCurrentPosition() const
{
qreal distanceTraveledX = calculateDistanceTraveledX();
qreal distanceTraveledY = calculateDistanceTraveledY();
QVector3D currentPosition = startPosition;
if (currentAngle == 0)
{
currentPosition.setX(startPosition.x() + distanceTraveledX);
currentPosition.setY(startPosition.y() + distanceTraveledY);
}
else if (currentAngle == 90)
{
currentPosition.setX(startPosition.x() - distanceTraveledY);
currentPosition.setY(startPosition.y() + distanceTraveledX);
}
else if (currentAngle == -90)
{
currentPosition.setX(startPosition.x() + distanceTraveledY);
currentPosition.setY(startPosition.y() - distanceTraveledX);
}
else if (currentAngle == 180)
{
currentPosition.setX(startPosition.x() - distanceTraveledX);
currentPosition.setY(startPosition.y() - distanceTraveledY);
}
currentPosition.setZ(0.0);
qDebug() << "New starting position:";
qDebug() << currentPosition;
return currentPosition;
}
double Movement::getCurrentAngle() const
{
return currentAngle;
}
void Movement::findDirection()
{
qreal distanceX = calculateDistanceTraveledX();
qreal distanceY = calculateDistanceTraveledY();
bool main_direction_is_X = std::abs(distanceX) > std::abs(distanceY);
qreal angle = getCurrentAngle();
QString direction = "Not assigned";
//logic
if(main_direction_is_X && distanceX > 0)
{
if(angle == 0)
direction = "Right";
else if(angle == 90)
direction = "Up";
else if(angle == -90)
direction = "Bottom";
else if(angle == 180)
direction = "Left";
}
else if(main_direction_is_X && distanceX < 0)
{
if(angle == 0)
direction = "Left";
else if(angle == 90)
direction = "Bottom";
else if(angle == -90)
direction = "Up";
else if(angle == 180)
direction = "Right";
}
if(!main_direction_is_X && distanceY > 0)
{
if(angle == 0)
direction = "Up";
else if(angle == 90)
direction = "Left";
else if(angle == -90)
direction = "Right";
else if(angle == 180)
direction = "Down";
}
else if(!main_direction_is_X && distanceY < 0)
{
if(angle == 0)
direction = "Down";
else if(angle == 90)
direction = "Right";
else if(angle == -90)
direction = "Left";
else if(angle == 180)
direction = "Up";
}
currentDirection = direction;
}
QString Movement::getDirection() const
{
return currentDirection;
}