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Add trajectory constraints helpers
This commit is contained in:
committed by
Mathieu Bresciani
parent
89693258a9
commit
025c044530
@@ -37,3 +37,6 @@ px4_add_library(FlightTaskAutoLineSmoothVel
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target_link_libraries(FlightTaskAutoLineSmoothVel PUBLIC FlightTaskAutoMapper2 FlightTaskUtility)
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target_include_directories(FlightTaskAutoLineSmoothVel PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
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px4_add_unit_gtest(SRC TrajectoryConstraintsTest.cpp)
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@@ -0,0 +1,156 @@
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/****************************************************************************
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*
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* Copyright (c) 2019 PX4 Development Team. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name PX4 nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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#pragma once
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#include <px4_defines.h>
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#include <matrix/math.hpp>
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#include <mathlib/mathlib.h>
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namespace math
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{
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namespace trajectory
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{
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using matrix::Vector3f;
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using matrix::Vector2f;
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struct VehicleDynamicLimits {
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float z_accept_rad;
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float xy_accept_rad;
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float max_acc_xy;
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float max_jerk;
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float max_speed_xy;
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// TODO: remove this
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float max_acc_xy_radius_scale;
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};
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/*
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* Compute the maximum allowed speed at the waypoint assuming that we want to
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* connect the two lines (current-target and target-next)
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* with a tangent circle with constant speed and desired centripetal acceleration: a_centripetal = speed^2 / radius
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* The circle should in theory start and end at the intersection of the lines and the waypoint's acceptance radius.
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* This is not exactly true in reality since Navigator switches the waypoint so we have to take in account that
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* the real acceptance radius is smaller.
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*
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*/
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inline float computeStartXYSpeedFromWaypoints(const Vector3f &start_position, const Vector3f &target,
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const Vector3f &next_target, float exit_speed, const VehicleDynamicLimits &config)
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{
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const float distance_target_next = (target - next_target).xy().norm();
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const bool target_next_different = distance_target_next > 0.001f;
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const bool waypoint_overlap = distance_target_next < config.xy_accept_rad;
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const bool has_reached_altitude = fabsf(target(2) - start_position(2)) < config.z_accept_rad;
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const bool altitude_stays_same = fabsf(next_target(2) - target(2)) < config.z_accept_rad;
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float speed_at_target = 0.0f;
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if (target_next_different &&
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!waypoint_overlap &&
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has_reached_altitude &&
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altitude_stays_same
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) {
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const float alpha = acosf(Vector2f((target - start_position).xy()).unit_or_zero().dot(
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Vector2f((target - next_target).xy()).unit_or_zero()));
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const float safe_alpha = constrain(alpha, 0.f, M_PI_F - FLT_EPSILON);
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float accel_tmp = config.max_acc_xy_radius_scale * config.max_acc_xy;
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float max_speed_in_turn = computeMaxSpeedInWaypoint(safe_alpha, accel_tmp, config.xy_accept_rad);
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speed_at_target = min(min(max_speed_in_turn, exit_speed), config.max_speed_xy);
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}
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float start_to_target = (start_position - target).xy().norm();
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float max_speed = computeMaxSpeedFromDistance(config.max_jerk, config.max_acc_xy, start_to_target, speed_at_target);
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return min(config.max_speed_xy, max_speed);
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}
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/*
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* This function computes the maximum speed XY that can be travelled, given a set of waypoints and vehicle dynamics
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*
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* The first waypoint should be the starting location, and the later waypoints the desired points to be followed.
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*
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* @param waypoints the list of waypoints to be followed, the first of which should be the starting location
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* @param config the vehicle dynamic limits
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*
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* @return the maximum speed at waypoint[0] which allows it to follow the trajectory while respecting the dynamic limits
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*/
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template <size_t N>
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float computeXYSpeedFromWaypoints(const Vector3f waypoints[N], const VehicleDynamicLimits &config)
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{
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static_assert(N >= 2, "Need at least 2 points to compute speed");
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float max_speed = 0.f;
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for (size_t j = 0; j < N - 1; j++) {
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size_t i = N - 2 - j;
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max_speed = computeStartXYSpeedFromWaypoints(waypoints[i],
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waypoints[i + 1],
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waypoints[min(i + 2, N - 1)],
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max_speed, config);
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}
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return max_speed;
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}
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inline bool clampToXYNorm(Vector3f &target, float max_xy_norm)
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{
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const float xynorm = target.xy().norm();
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const float scale_factor = max_xy_norm / xynorm;
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if (scale_factor < 1 && PX4_ISFINITE(scale_factor) && xynorm > FLT_EPSILON) {
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target *= scale_factor;
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return true;
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}
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return false;
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}
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inline bool clampToZNorm(Vector3f &target, float max_z_norm)
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{
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float znorm = fabs(target(2));
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const float scale_factor = max_z_norm / znorm;
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if (scale_factor < 1 && PX4_ISFINITE(scale_factor) && znorm > FLT_EPSILON) {
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target *= scale_factor;
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return true;
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}
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return false;
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}
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}
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}
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@@ -0,0 +1,363 @@
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#include <gtest/gtest.h>
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#include <flight_tasks/tasks/AutoLineSmoothVel/TrajectoryConstraints.hpp>
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using namespace matrix;
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using namespace math::trajectory;
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class TrajectoryConstraintsTest : public ::testing::Test
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{
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public:
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VehicleDynamicLimits config;
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Vector3f vehicle_location;
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Vector3f target;
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Vector3f next_target;
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float final_speed = 0;
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void SetUp() override
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{
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config.z_accept_rad = 1.f;
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config.xy_accept_rad = 0.99f;
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config.max_acc_xy = 3.f;
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config.max_jerk = 10.f;
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config.max_speed_xy = 10.f;
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config.max_acc_xy_radius_scale = 0.8f;
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/*
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* (20,20)
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* Next target
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*
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* ^
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* |
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*
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* (10,10) (20,10)
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* Vehicle -> Target
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*
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*/
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vehicle_location = Vector3f(10, 10, 5);
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target = Vector3f(20, 10, 5);
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next_target = Vector3f(20, 20, 5);
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}
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};
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TEST_F(TrajectoryConstraintsTest, testStraight)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.5f * (next_target - vehicle_location);
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightNaN)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.5f * (next_target - vehicle_location);
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next_target(0) = NAN;
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next_target(1) = NAN;
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// WHEN: we get the speed for points which are NaN afterwards
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed to the closer point
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Vector3f direct_points[2] = {vehicle_location, target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightLowJerkClose)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.05f * (next_target - vehicle_location);
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config.max_jerk = 8.f;
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightMidClose)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.05f * (next_target - vehicle_location);
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightMidFar)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.95f * (next_target - vehicle_location);
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, test90Angle)
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{
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// GIVEN: 3 waypoints in 90 degree angle
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EXPECT_FLOAT_EQ(0.f, (vehicle_location - target).dot(target - next_target));
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// WHEN: we get the speed for travel around the path
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be slightly faster than stopping at the intermediate point
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Vector3f stop_points[2] = {vehicle_location, target};
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float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
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EXPECT_GT(through_speed, stop_speed); //faster
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EXPECT_LT(through_speed, stop_speed * 1.03f); // but less than 3% faster
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}
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TEST_F(TrajectoryConstraintsTest, test45Angle)
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{
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// GIVEN: 3 waypoints in 45 degree angle
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next_target = Vector3f(25, 15, 5);
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// WHEN: we get the speed for travel around the path
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be slightly faster than stopping at the intermediate point
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Vector3f stop_points[2] = {vehicle_location, target};
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float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
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EXPECT_GT(through_speed, stop_speed * 1.03f); // more than 3% faster
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EXPECT_LT(through_speed, stop_speed * 1.06f); // but less than 6% faster
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}
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TEST_F(TrajectoryConstraintsTest, test10Angle)
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{
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// GIVEN: 3 waypoints in 10 degree angle
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next_target = Vector3f(30, 11.7, 5);
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// WHEN: we get the speed for travel around the path
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be slightly faster than stopping at the intermediate point
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Vector3f stop_points[2] = {vehicle_location, target};
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float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
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EXPECT_GT(through_speed, stop_speed * 1.25f); // more than 25% faster
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EXPECT_LT(through_speed, stop_speed * 1.3f); // but less than 30% faster
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}
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TEST_F(TrajectoryConstraintsTest, test10AngleFarNext)
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{
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// GIVEN: 3 waypoints in 10 degree angle, but next waypoint is far
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next_target = 2.f * (Vector3f(30, 11.7, 5) - target) + target;
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// WHEN: we get the speed for travel around the path
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Vector3f far_waypoints[3] = {vehicle_location, target, next_target};
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float far_speed = computeXYSpeedFromWaypoints<3>(far_waypoints, config);
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// THEN: it should be the same speed as a closer next waypoint at the same angle, since the bottleneck is the turn
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next_target = Vector3f(30, 11.7, 5);
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Vector3f close_waypoints[3] = {vehicle_location, target, next_target};
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float close_speed = computeXYSpeedFromWaypoints<3>(close_waypoints, config);
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EXPECT_FLOAT_EQ(far_speed, close_speed);
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}
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TEST_F(TrajectoryConstraintsTest, test10AngleCloseNext)
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{
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// GIVEN: 3 waypoints in right angle, but next waypoint is far
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next_target = .2f * (Vector3f(30, 11.7, 5) - target) + target;
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// WHEN: we get the speed for travel around the path
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Vector3f close_waypoints[3] = {vehicle_location, target, next_target};
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float close_speed = computeXYSpeedFromWaypoints<3>(close_waypoints, config);
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// THEN: it should be slower than a further next waypoint at the same angle, since the bottleneck is the distance
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next_target = Vector3f(30, 11.7, 5);
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Vector3f normal_waypoints[3] = {vehicle_location, target, next_target};
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float normal_speed = computeXYSpeedFromWaypoints<3>(normal_waypoints, config);
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EXPECT_LT(close_speed, normal_speed);
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormNoEffectLarge)
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{
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// GIVEN: a short vector
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Vector3f vec(1, 2, 3);
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// WHEN: we clamp it on XY with a long cutoff
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clampToXYNorm(vec, 1000.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(1, 2, 3));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormNoEffect)
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{
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// GIVEN: a short vector
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Vector3f vec(1, 2, 3);
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// WHEN: we clamp it on XY with a long cutoff
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clampToZNorm(vec, 1000.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(1, 2, 3));
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormNoEffectExact)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, 1);
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// WHEN: we clamp it on XY with exact cutoff
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clampToXYNorm(vec, 5.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(3, 4, 1));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormNoEffectExact)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, -1);
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// WHEN: we clamp it on Z with exact cutoff
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clampToZNorm(vec, 1.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(3, 4, -1));
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormHalf)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, 1);
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// WHEN: we clamp it on XY with half hypot length
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clampToXYNorm(vec, 2.5f);
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// THEN: it should be half length
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EXPECT_TRUE(vec == Vector3f(1.5f, 2.f, 0.5f));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormHalf)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(3, 4, 10);
|
||||
|
||||
// WHEN: we clamp it on Z with half length
|
||||
clampToZNorm(vec, 5.f);
|
||||
|
||||
// THEN: it should be half length
|
||||
EXPECT_TRUE(vec == Vector3f(1.5f, 2.f, 5.f));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToXYNormZero)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(3, 4, 1);
|
||||
|
||||
// WHEN: we clamp it on XY with half hypot length
|
||||
clampToXYNorm(vec, 0.f);
|
||||
|
||||
// THEN: it should be 0
|
||||
EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToZNormZero)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(3, 4, 1);
|
||||
|
||||
// WHEN: we clamp it on Z with half hypot length
|
||||
clampToZNorm(vec, 0.f);
|
||||
|
||||
// THEN: it should be 0
|
||||
EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToXYNormVecZero)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(0, 0, 0);
|
||||
|
||||
// WHEN: we clamp it on XY
|
||||
clampToXYNorm(vec, 1.f);
|
||||
|
||||
// THEN: it should be 0 still
|
||||
EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToZNormVecZero)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(0, 0, 0);
|
||||
|
||||
// WHEN: we clamp it on Z
|
||||
clampToZNorm(vec, 1.f);
|
||||
|
||||
// THEN: it should be 0 still
|
||||
EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToXYNormVecZeroToZero)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(0, 0, 0);
|
||||
|
||||
// WHEN: we clamp it on XY
|
||||
clampToXYNorm(vec, 0.f);
|
||||
|
||||
// THEN: it should be 0 still
|
||||
EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToZNormVecZeroToZero)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(0, 0, 0);
|
||||
|
||||
// WHEN: we clamp it on XY
|
||||
clampToZNorm(vec, 0.f);
|
||||
|
||||
// THEN: it should be 0 still
|
||||
EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
|
||||
}
|
||||
Reference in New Issue
Block a user