#include "maps.h" #include // Базовая карта УОЗ (16x16) const float baseIgnitionMap[16][16] = { {10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 35, 35, 35}, // 0% нагрузки {10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 35, 35, 35}, {8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 34, 34}, {8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 33, 33, 33}, {6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 31, 31, 31}, {6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 29, 30, 30, 30}, {4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 27, 28, 28, 28}, {4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 25, 26, 27, 27, 27}, {2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 23, 24, 25, 25, 25}, {2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 21, 22, 23, 24, 24, 24}, {0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 19, 20, 21, 22, 22, 22}, {0, 2, 4, 6, 8, 10, 12, 14, 15, 16, 17, 18, 19, 20, 20, 20}, {0, 2, 4, 6, 8, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 18}, {0, 2, 4, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 16, 16}, {0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14}, {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 13, 13} // 100% нагрузки }; // Базовая карта длительности впрыска (16x16) const float baseInjectionMap[16][16] = { {1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0}, // 0% нагрузки {1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2}, {1.4, 1.6, 1.8, 2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4}, {1.6, 1.8, 2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6}, {1.8, 2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8}, {2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0}, {2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2}, {2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4}, {2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6}, {2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6, 5.8}, {3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6, 5.8, 6.0}, {3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6, 5.8, 6.0, 6.2}, {3.4, 3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6, 5.8, 6.0, 6.2, 6.4}, {3.6, 3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6, 5.8, 6.0, 6.2, 6.4, 6.6}, {3.8, 4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6, 5.8, 6.0, 6.2, 6.4, 6.6, 6.8}, {4.0, 4.2, 4.4, 4.6, 4.8, 5.0, 5.2, 5.4, 5.6, 5.8, 6.0, 6.2, 6.4, 6.6, 6.8, 7.0} // 100% нагрузки }; // Вспомогательные функции для преобразования значений float mapf(float x, float in_min, float in_max, float out_min, float out_max) { if (in_max == in_min) return out_min; // Защита от деления на ноль return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min; } float interpolate(float x, float in_min, float in_max, float out_min, float out_max) { if (in_max == in_min) return out_min; // Защита от деления на ноль return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min; } int findNearestIndex(float value, float* array, int size) { int idx = 0; float minDiff = abs(value - array[0]); for (int i = 1; i < size; i++) { float diff = abs(value - array[i]); if (diff < minDiff) { minDiff = diff; idx = i; } } return idx; } float getBaseIgnition(float load, float rpm) { // Находим ближайшие индексы для оборотов и нагрузки float rpmMap[] = {0, 500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 5500, 6000, 6500, 7000}; float mapMap[] = {0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100}; int rpmIdx = findNearestIndex(rpm, rpmMap, 16); int loadIdx = findNearestIndex(load, mapMap, 16); // Получаем значение из карты float baseValue = baseIgnitionMap[rpmIdx][loadIdx]; // Если нужна интерполяция и мы не на краях карты if (rpmIdx < 15 && loadIdx < 15) { float rpmFrac = (rpm - rpmMap[rpmIdx]) / (rpmMap[rpmIdx + 1] - rpmMap[rpmIdx]); float loadFrac = (load - mapMap[loadIdx]) / (mapMap[loadIdx + 1] - mapMap[loadIdx]); // Билинейная интерполяция float v1 = interpolate(rpmFrac, 0, 1, baseIgnitionMap[rpmIdx][loadIdx], baseIgnitionMap[rpmIdx + 1][loadIdx]); float v2 = interpolate(rpmFrac, 0, 1, baseIgnitionMap[rpmIdx][loadIdx + 1], baseIgnitionMap[rpmIdx + 1][loadIdx + 1]); baseValue = interpolate(loadFrac, 0, 1, v1, v2); } return baseValue; } float getBaseInjection(float load, float rpm) { // Находим ближайшие индексы для оборотов и нагрузки float rpmMap[] = {0, 500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 5500, 6000, 6500, 7000}; float mapMap[] = {0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100}; int rpmIdx = findNearestIndex(rpm, rpmMap, 16); int loadIdx = findNearestIndex(load, mapMap, 16); // Получаем значение из карты float baseValue = baseInjectionMap[rpmIdx][loadIdx]; // Если нужна интерполяция и мы не на краях карты if (rpmIdx < 15 && loadIdx < 15) { float rpmFrac = (rpm - rpmMap[rpmIdx]) / (rpmMap[rpmIdx + 1] - rpmMap[rpmIdx]); float loadFrac = (load - mapMap[loadIdx]) / (mapMap[loadIdx + 1] - mapMap[loadIdx]); // Билинейная интерполяция float v1 = interpolate(rpmFrac, 0, 1, baseInjectionMap[rpmIdx][loadIdx], baseInjectionMap[rpmIdx + 1][loadIdx]); float v2 = interpolate(rpmFrac, 0, 1, baseInjectionMap[rpmIdx][loadIdx + 1], baseInjectionMap[rpmIdx + 1][loadIdx + 1]); baseValue = interpolate(loadFrac, 0, 1, v1, v2); } return baseValue; }