public static Angles ToDegrees(Angles r) { var degrees = new Angles { BearingAngle = MathHelper.ToDegrees(r.BearingAngle), BearingErrorAngle = MathHelper.ToDegrees(r.BearingErrorAngle), GoalAngle = MathHelper.ToDegrees(r.GoalAngle), HeadingAngle = MathHelper.ToDegrees(r.HeadingAngle), PitchAngle = MathHelper.ToDegrees(r.PitchAngle), RollAngle = MathHelper.ToDegrees(r.RollAngle) }; return degrees; }
/// <summary> /// TODO Temporary. We might later distinguish between physical state and navigation state. /// </summary> /// <param name="s"></param> /// <param name="heightAboveGround"></param> /// <param name="waypoint"></param> /// <param name="output"></param> /// <returns></returns> public static HeliState ToHeliState(PhysicalHeliState s, float heightAboveGround, Waypoint waypoint, JoystickOutput output) { // Update state var r = new HeliState { HeightAboveGround = heightAboveGround, Orientation = s.Orientation, Forward = s.Axes.Forward, Up = s.Axes.Up, Right = s.Axes.Right, Output = output, Position = s.Position, Velocity = s.Velocity, Acceleration = s.Acceleration, Waypoint = waypoint, HPositionToGoal = VectorHelper.ToHorizontal(waypoint.Position - s.Position), }; // Update angles from current state var radians = new Angles { PitchAngle = VectorHelper.GetPitchAngle(s.Orientation), RollAngle = VectorHelper.GetRollAngle(s.Orientation), HeadingAngle = VectorHelper.GetHeadingAngle(s.Orientation), }; // Velocity can be zero, and thus have no direction (NaN angle) radians.BearingAngle = (s.Velocity.Length() < 0.001f) ? radians.HeadingAngle : VectorHelper.GetHeadingAngle(s.Velocity); //GetAngle(VectorHelper.ToHorizontal(s.Velocity)); radians.GoalAngle = VectorHelper.GetAngle(r.HPositionToGoal); radians.BearingErrorAngle = VectorHelper.DiffAngle(radians.BearingAngle, radians.GoalAngle); // Store angles as both radians and degrees for ease-of-use later r.Radians = radians; r.Degrees = ToDegrees(radians); return r; }