Calculate required speeds analytically rather than by guessing
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@ -289,6 +289,47 @@ float calculate_speed(float starting_speed, float horizontal_distance, float hei
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}
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}
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float calculateRequiredSpeed(float endSpeed, float horizontalDistance, float heightDifference, float dragCoefficient) {
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float slopeTan = heightDifference / horizontalDistance;
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// If it's flat, the calculation is kinda simple
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if (fabs(slopeTan) < 0.0001) {
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return endSpeed * exp(horizontalDistance * dragCoefficient);
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}
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// If it's not flat, we're going to need the terminal velocity
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float slope = atan(slopeTan);
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float slopeSin = sin(slope);
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float fullDistance = horizontalDistance * slopeTan / slopeSin;
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float acceleration = -GRAVITY_ACCELERATION * slopeSin;
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float terminalVelocity = sqrt(fabs(acceleration) / dragCoefficient);
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// Uphill
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if (slope > 0) {
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float timeToPeak = acos(cos(atan(endSpeed / terminalVelocity))/exp(fullDistance * dragCoefficient)) / (terminalVelocity * dragCoefficient);
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return terminalVelocity * tan(terminalVelocity * dragCoefficient * timeToPeak);
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}
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// Downhill, end speed equal to terminal velocity
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if (fabs(endSpeed - terminalVelocity) < 0.001) {
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return terminalVelocity;
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}
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// Downhill, end speed higher than terminal velocity
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if (endSpeed > terminalVelocity) {
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float k1 = asinh(exp(-fullDistance * dragCoefficient) * sinh(atanh(-terminalVelocity / endSpeed)));
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return -terminalVelocity / tanh(k1);
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}
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// If we got here, we're going downhill with an end speed lower than terminal velocity
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float discriminant = cosh(atanh(endSpeed / terminalVelocity)) / exp(fullDistance * dragCoefficient);
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if (discriminant >= 1) {
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return terminalVelocity * tanh(acosh(discriminant));
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}
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// If we got here, we will gain a higher speed than required even when starting from zero.
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return 0;
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}
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void getNeighbourConnections(RoadNode node, Connection* targetArray, int &numberOfConnections) {
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numberOfConnections = 0;
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if (node.connection_one.connected_point_number != -1) {
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@ -478,47 +519,6 @@ JSSearchResult findAllPathsFromPointJS(int startingNode, float minimumSpeed, flo
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return searchResult;
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}
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float calculateRequiredSpeed(float endSpeed, float horizontalDistance, float heightDifference, float dragCoefficient) {
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// The bike will never reach faster speeds than terminal velocity in free fall
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float maximumSpeed = sqrt(GRAVITY_ACCELERATION / dragCoefficient);
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// First, check if we'll reach the required speed no matter what
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if (calculate_speed(0.00001, horizontalDistance, heightDifference, 0.0, maximumSpeed, dragCoefficient) >= endSpeed) {
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return 0.0;
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}
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// Divide and conquer
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float numerator = 0;
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float denominator = 0.5;
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float foundEndSpeed = -100.0;
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int loopCounter = 0;
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float closestFoundSpeed = 1e99;
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float bestNumerator = 1;
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float bestDenominator = 1;
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do {
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numerator *= 2;
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denominator *= 2;
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if (foundEndSpeed > endSpeed) {
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numerator -= 1;
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} else {
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numerator += 1;
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}
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foundEndSpeed = calculate_speed(maximumSpeed * numerator / denominator, horizontalDistance, heightDifference, 0.01, 100.0, dragCoefficient);
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loopCounter++;
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if (fabs(foundEndSpeed - endSpeed) < closestFoundSpeed) {
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closestFoundSpeed = foundEndSpeed;
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bestNumerator = numerator;
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bestDenominator = denominator;
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}
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} while (fabs(foundEndSpeed - endSpeed) > 0.013 && loopCounter < 32);
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float requiredSpeed = maximumSpeed * bestNumerator / bestDenominator;
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return requiredSpeed;
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}
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std::vector<JSNodeInfo> getPathJS(uint32_t startingNode, uint32_t endNode, float minimumSpeed, float dragCoefficient) {
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std::vector<JSNodeInfo> path;
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