#include
<iostream>
#include
<fstream>
#include
<sstream>
#include
<math.h>
#include
<vector>
using
namespace std;
struct
point
{
float x,y;
};
float
norm (point p) // get the norm of a vector
{
return pow(pow(p.x,2)+pow(p.y,2),.5);
}
point
trilateration(point point1, point point2, point point3, double r1, double r2,
double r3) {
point resultPose;
//unit vector in a direction from point1 to
point 2
double p2p1Distance =
pow(pow(point2.x-point1.x,2) + pow(point2.y-
point1.y,2),0.5);
point ex =
{(point2.x-point1.x)/p2p1Distance, (point2.y-point1.y)/p2p1Distance};
point aux =
{point3.x-point1.x,point3.y-point1.y};
//signed magnitude of the x component
double i = ex.x * aux.x + ex.y * aux.y;
//the unit vector in the y direction.
point aux2 = { point3.x-point1.x-i*ex.x,
point3.y-point1.y-i*ex.y};
point ey = { aux2.x / norm (aux2), aux2.y /
norm (aux2) };
//the signed magnitude of the y component
double j = ey.x * aux.x + ey.y * aux.y;
//coordinates
double x = (pow(r1,2) - pow(r2,2) +
pow(p2p1Distance,2))/ (2 * p2p1Distance);
double y = (pow(r1,2) - pow(r3,2) +
pow(i,2) + pow(j,2))/(2*j) - i*x/j;
//result coordinates
double finalX = point1.x+ x*ex.x + y*ey.x;
double finalY = point1.y+ x*ex.y + y*ey.y;
resultPose.x = finalX;
resultPose.y = finalY;
return resultPose;
}
int
main(int argc, char* argv[]){
point finalPose;
point p1 = {4.0,4.0};
point p2 = {9.0,7.0};
point p3 = {9.0,1.0};
double r1,r2,r3;
r1 = 4;
r2 = 3;
r3 = 3.25;
finalPose =
trilateration(p1,p2,p3,r1,r2,r3);
cout<<"X::: "<<finalPose.x<<endl;
cout<<"Y::: "<<finalPose.y<<endl;
}
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