using RobotApp.Common.Shares.Model; namespace RobotApp.Common.Shares; public static class MathExtensions { public static double NormalizeAngle(double angle) { angle = angle % 360; if (angle > 180) angle -= 360; else if (angle < -180) angle += 360; return angle; } public static (double x, double y) CurveDegreeTwo(double t, double x1, double y1, double controlPointX, double controlPointY, double x2, double y2) { var x = (1 - t) * (1 - t) * x1 + 2 * t * (1 - t) * controlPointX + t * t * x2; var y = (1 - t) * (1 - t) * y1 + 2 * t * (1 - t) * controlPointY + t * t * y2; return (x, y); } public static (double x, double y) CurveDegreeThree(double t, double x1, double y1, double controlPoint1X, double controlPoint1Y, double controlPoint2X, double controlPoint2Y, double x2, double y2) { var x = Math.Pow(1 - t, 3) * x1 + 3 * Math.Pow(1 - t, 2) * t * controlPoint1X + 3 * Math.Pow(t, 2) * (1 - t) * controlPoint2X + Math.Pow(t, 3) * x2; ; var y = Math.Pow(1 - t, 3) * y1 + 3 * Math.Pow(1 - t, 2) * t * controlPoint1Y + 3 * Math.Pow(t, 2) * (1 - t) * controlPoint2Y + Math.Pow(t, 3) * y2; return (x, y); } public static (double x, double y) Curve(double t, EdgeCalculatorModel edge) { if (edge.TrajectoryDegree == Enums.TrajectoryDegree.One) { return (edge.X1 + t * (edge.X2 - edge.X1), edge.Y1 + t * (edge.Y2 - edge.Y1)); } else if (edge.TrajectoryDegree == Enums.TrajectoryDegree.Two) { return CurveDegreeTwo(t, edge.X1, edge.Y1, edge.ControlPoint1X, edge.ControlPoint1Y, edge.X2, edge.Y2); } else { return CurveDegreeThree(t, edge.X1, edge.Y1, edge.ControlPoint1X, edge.ControlPoint1Y, edge.ControlPoint2X, edge.ControlPoint2Y, edge.X2, edge.Y2); } } public static (double x, double y) Curve(this EdgeCalculatorModel edge, double t) { return Curve(t, edge); } public static double GetEdgeLength(this EdgeCalculatorModel edge) { double distance = 0; if (edge.TrajectoryDegree == Enums.TrajectoryDegree.One) { distance = Math.Sqrt(Math.Pow(edge.X1 - edge.X2, 2) + Math.Pow(edge.Y1 - edge.Y2, 2)); } else if (edge.TrajectoryDegree == Enums.TrajectoryDegree.Two) { var length = Math.Sqrt(Math.Pow(edge.X1 - edge.X2, 2) + Math.Pow(edge.Y1 - edge.Y2, 2)); if (length == 0) return 0; double step = 0.1 / length; for (double t = step; t <= 1.001; t += step) { (double x1, double y1) = CurveDegreeTwo(t - step, edge.X1, edge.Y1, edge.ControlPoint1X, edge.ControlPoint1Y, edge.X2, edge.Y2); (double x2, double y2) = CurveDegreeTwo(t, edge.X1, edge.Y1, edge.ControlPoint1X, edge.ControlPoint1Y, edge.X2, edge.Y2); distance += Math.Sqrt(Math.Pow(x1 - x2, 2) + Math.Pow(y1 - y2, 2)); } } else { var length = Math.Sqrt(Math.Pow(edge.X1 - edge.X2, 2) + Math.Pow(edge.Y1 - edge.Y2, 2)); if (length == 0) return 0; double step = 0.1 / length; for (double t = step; t <= 1.001; t += step) { var sTime = t - step; (var sx, var sy) = CurveDegreeThree(1 - sTime, edge.X1, edge.Y1, edge.ControlPoint1X, edge.ControlPoint1Y, edge.ControlPoint2X, edge.ControlPoint2Y, edge.X2, edge.Y2); sTime = t; (var ex, var ey) = CurveDegreeThree(1 - sTime, edge.X1, edge.Y1, edge.ControlPoint1X, edge.ControlPoint1Y, edge.ControlPoint2X, edge.ControlPoint2Y, edge.X2, edge.Y2); distance += Math.Sqrt(Math.Pow(sx - ex, 2) + Math.Pow(sy - ey, 2)); } } return distance; } public static double GetVectorAngle(double originNodeX, double originNodeY, double vector1X, double vector1Y, double vector2X, double vector2Y) { double BA_x = vector1X - originNodeX; double BA_y = vector1Y - originNodeY; double BC_x = vector2X - originNodeX; double BC_y = vector2Y - originNodeY; // Tính độ dài của các vector AB và BC double lengthAB = Math.Sqrt(BA_x * BA_x + BA_y * BA_y); double lengthBC = Math.Sqrt(BC_x * BC_x + BC_y * BC_y); // Tính tích vô hướng của AB và BC double dotProduct = BA_x * BC_x + BA_y * BC_y; if (lengthAB * lengthBC == 0) return 0; if (dotProduct / (lengthAB * lengthBC) > 1) return 0; if (dotProduct / (lengthAB * lengthBC) < -1) return 180; return Math.Acos(dotProduct / (lengthAB * lengthBC)) * (180.0 / Math.PI); } public static double Distance(double x1, double y1, double x2, double y2) { return Math.Sqrt(Math.Pow(x2 - x1, 2) + Math.Pow(y2 - y1, 2)); } }