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Bezier trajectory functions to get position, velocity, accel on trajectory
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163
src/lib/bezier/BezierN.cpp
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163
src/lib/bezier/BezierN.cpp
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/****************************************************************************
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*
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* Copyright (c) 2020 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
|
||||
* are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright
|
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* notice, this list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in
|
||||
* the documentation and/or other materials provided with the
|
||||
* distribution.
|
||||
* 3. Neither the name PX4 nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software
|
||||
* without specific prior written permission.
|
||||
*
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||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
|
||||
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
|
||||
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
|
||||
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
|
||||
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* 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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/**
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* @file BezierN.cpp
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* Bezier function
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*
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* @author Julian Kent <julian@auterion.com>
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*/
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#include <bezier/BezierN.hpp>
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#include <matrix/Dual.hpp>
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namespace
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{
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/*
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* Generic in-place bezier implementation. Leaves result in first element.
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*
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*/
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template <typename Scalar, size_t D>
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void calculateBezier(matrix::Vector<Scalar, D> *positions, int N, Scalar t, Scalar one_minus_t)
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{
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for (int bezier_order = 1; bezier_order < N; bezier_order++) {
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for (int i = 0; i < N - bezier_order; i++) {
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positions[i] = positions[i] * one_minus_t + positions[i + 1] * t;
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}
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}
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}
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}
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namespace bezier
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{
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bool calculateBezierPosVel(const matrix::Vector3f *positions, int N, float t,
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matrix::Vector3f &position, matrix::Vector3f &velocity)
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{
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if (positions == nullptr || N == 0 || t < 0 || t > 1) {
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return false;
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}
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using Df = matrix::Dual<float, 1>;
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using Vector3Df = matrix::Vector3<Df>;
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Vector3Df intermediates[N];
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for (int i = 0; i < N; i++) {
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for (int j = 0; j < 3; j++) {
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intermediates[i](j) = positions[i](j);
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}
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}
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Df dual_t(t, 0); // derivative with respect to time
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calculateBezier(intermediates, N, dual_t, Df(1) - dual_t);
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position = matrix::collectReals(intermediates[0]);
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velocity = matrix::collectDerivatives(intermediates[0]);
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return true;
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}
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bool calculateBezierPosVelAcc(const matrix::Vector3f *positions, int N, float t,
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matrix::Vector3f &position, matrix::Vector3f &velocity, matrix::Vector3f &acceleration)
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{
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if (positions == nullptr || N == 0 || t < 0 || t > 1) {
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return false;
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}
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using Df = matrix::Dual<float, 1>;
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using DDf = matrix::Dual<Df, 1>;
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using Vector3DDf = matrix::Vector3<DDf>;
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Vector3DDf intermediates[N];
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for (int i = 0; i < N; i++) {
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for (int j = 0; j < 3; j++) {
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intermediates[i](j) = Df(positions[i](j));
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}
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}
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DDf dual_t(Df(t, 0), 0); // 1st and 2nd derivative with respect to time
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calculateBezier(intermediates, N, dual_t, Df(1) - dual_t);
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position = matrix::collectReals(matrix::collectReals(intermediates[0]));
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velocity = matrix::collectReals(matrix::collectDerivatives(intermediates[0]));
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acceleration = matrix::collectDerivatives(matrix::collectDerivatives(intermediates[0]));
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return true;
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}
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bool calculateBezierYaw(const float *setpoints, int N, float t, float &yaw_setpoint, float &yaw_vel_setpoint)
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{
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if (setpoints == nullptr || N == 0 || t < 0 || t > 1) {
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return false;
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}
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using Df = matrix::Dual<float, 1>;
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using Vector1Df = matrix::Vector<Df, 1>;
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Vector1Df intermediates[N];
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// all yaw setpoints are wrapped relative to the starting yaw
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const float offset = setpoints[0];
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for (int i = 0; i < N; i++) {
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intermediates[i](0) = matrix::wrap_pi(setpoints[i] - offset);
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}
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Df dual_t (t, 0); // derivative with respect to time
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calculateBezier(intermediates, N, dual_t, Df(1) - dual_t);
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Df result = intermediates[0](0);
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yaw_setpoint = matrix::wrap_pi(result.value + offset);
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yaw_vel_setpoint = result.derivative(0);
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return true;
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}
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bool calculateT(int64_t start_time, int64_t end_time, int64_t now, float &T)
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{
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if (now < start_time || end_time < now) {
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return false;
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}
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int64_t total_duration = end_time - start_time;
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int64_t elapsed_duration = now - start_time;
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T = (float) elapsed_duration / (float) total_duration;
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return true;
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}
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}
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76
src/lib/bezier/BezierN.hpp
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76
src/lib/bezier/BezierN.hpp
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@ -0,0 +1,76 @@
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/****************************************************************************
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*
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* Copyright (C) 2020 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
|
||||
* are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in
|
||||
* 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
|
||||
* used to endorse or promote products derived from this software
|
||||
* without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
|
||||
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
|
||||
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
|
||||
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
|
||||
* 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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/**
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* @file BerzierN.hpp
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*
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* @author Julian Kent <julian@auterion.com>
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*
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* N-order Bezier library designed for time-aware trajectory tracking
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*/
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#pragma once
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#include <matrix/math.hpp>
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namespace bezier
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{
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/*
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* Calculates the location and velocity with respect to T on a given bezier curve of any order.
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*
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*/
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bool calculateBezierPosVel(const matrix::Vector3f *positions, int N, float t,
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matrix::Vector3f &position, matrix::Vector3f &velocity);
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/*
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* Calculates the position, velocity and acceleration with respect to T on a given bezier curve of any order.
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*
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*/
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bool calculateBezierPosVelAcc(const matrix::Vector3f *positions, int N, float t,
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matrix::Vector3f &position, matrix::Vector3f &velocity, matrix::Vector3f &acceleration);
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/*
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* Calculates the position and velocity of yaw with respect to t on a bezier curve.
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* All yaw setpoints are wrapped relative to the starting yaw.
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*
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*/
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bool calculateBezierYaw(const float *setpoints, int N, float t, float &yaw_setpoint, float &yaw_vel_setpoint);
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/*
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* Calculates the fraction between the begin and end time which can be used for fast bezier curve lookups
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*/
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bool calculateT(int64_t start_time, int64_t end_time, int64_t now, float &T);
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}
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325
src/lib/bezier/BezierNTest.cpp
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325
src/lib/bezier/BezierNTest.cpp
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@ -0,0 +1,325 @@
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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
|
||||
* are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in
|
||||
* the documentation and/or other materials provided with the
|
||||
* distribution.
|
||||
* 3. Neither the name PX4 nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software
|
||||
* without specific prior written permission.
|
||||
*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
|
||||
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
|
||||
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
|
||||
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
|
||||
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
||||
* 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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/**
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* Test code for the Velocity Smoothing library
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* Run this test only using make tests TESTFILTER=BezierN
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*
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* @author Julian Kent <julian@auterion.com>
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*/
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#include <gtest/gtest.h>
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#include <matrix/matrix/math.hpp>
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#include "BezierN.hpp"
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TEST(BezierN_calculateBezier, checks_validity)
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{
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matrix::Vector3f points[10];
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matrix::Vector3f a, b;
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EXPECT_FALSE(bezier::calculateBezierPosVel(nullptr, 10, 0.5f, a, b));
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EXPECT_FALSE(bezier::calculateBezierPosVel(points, 0, 0.5f, a, b));
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EXPECT_FALSE(bezier::calculateBezierPosVel(points, 10, -0.5f, a, b));
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EXPECT_FALSE(bezier::calculateBezierPosVel(points, 10, 1.5f, a, b));
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}
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TEST(BezierN_calculateBezier, checks_validity_accel)
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{
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matrix::Vector3f points[10];
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matrix::Vector3f a, b, c;
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EXPECT_FALSE(bezier::calculateBezierPosVelAcc(nullptr, 10, 0.5f, a, b, c));
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EXPECT_FALSE(bezier::calculateBezierPosVelAcc(points, 0, 0.5f, a, b, c));
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EXPECT_FALSE(bezier::calculateBezierPosVelAcc(points, 10, -0.5f, a, b, c));
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EXPECT_FALSE(bezier::calculateBezierPosVelAcc(points, 10, 1.5f, a, b, c));
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}
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TEST(BezierN_calculateBezier, work_1_point)
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{
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// GIVEN: a single point bezier curve
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matrix::Vector3f points[2] = {matrix::Vector3f(1, 2, 3), matrix::Vector3f(NAN, NAN, NAN)};
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matrix::Vector3f pos, vel;
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pos *= NAN;
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vel *= NAN;
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// WHEN: we get the half-way point
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 1, 0.5f, pos, vel));
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// THEN: it should be the same as the point, and the velocity should be 0
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EXPECT_EQ((pos - points[0]).norm(), 0.f);
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EXPECT_EQ(vel.norm(), 0.f);
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}
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TEST(BezierN_calculateBezier, works_2_points)
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{
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// GIVEN: a 2-point bezier curve
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matrix::Vector3f points[3] = {matrix::Vector3f(1, 2, 3), matrix::Vector3f(5, 0, 1), matrix::Vector3f(NAN, NAN, NAN)};
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matrix::Vector3f pos, vel;
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pos *= NAN;
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vel *= NAN;
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// WHEN: we get the half-way point
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 2, 0.5f, pos, vel));
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// THEN: the position should be the mid-point between the start and end, and velocity should be the length
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EXPECT_EQ((pos - matrix::Vector3f(3, 1, 2)).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel - (points[1] - points[0])).norm(), 0.f);
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// WHEN: we get the beginning point
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 2, 0.f, pos, vel));
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// THEN: the position should be the first point, and the velocity should still be the length
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EXPECT_EQ((pos - points[0]).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel - (points[1] - points[0])).norm(), 0.f);
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// WHEN: we get the end point
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 2, 1.f, pos, vel));
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// THEN: the position should be the first point, and the velocity should still be the length
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EXPECT_EQ((pos - points[1]).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel - (points[1] - points[0])).norm(), 0.f);
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}
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TEST(BezierN_calculateBezier, works_3_points_zero_accel)
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{
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// GIVEN: 3 points bezier, evenly spaced in a straight line
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matrix::Vector3f points[4] = {matrix::Vector3f(1, 2, 3), matrix::Vector3f(5, 0, 1), matrix::Vector3f(9, -2, -1), matrix::Vector3f(NAN, NAN, NAN)};
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matrix::Vector3f pos, vel;
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pos *= NAN;
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vel *= NAN;
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// WHEN: we get the half-way point
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 3, 0.5f, pos, vel));
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// THEN: it should be the middle point, with velocity of 1st to last
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EXPECT_FLOAT_EQ((pos - points[1]).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel - (points[2] - points[0])).norm(), 0.f);
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matrix::Vector3f pos2, vel2, accel2;
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// WHEN: we use the accel interface
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EXPECT_TRUE(bezier::calculateBezierPosVelAcc(points, 3, 0.5f, pos2, vel2, accel2));
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// THEN: it should give same position, velocity as the non-accel interface, and zero accel (since this curve is 0 accel)
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EXPECT_FLOAT_EQ((pos2 - pos).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel2 - vel).norm(), 0.f);
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EXPECT_FLOAT_EQ(accel2.norm(), 0.f);
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// WHEN: we check at the beginning
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 3, 0.f, pos, vel));
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EXPECT_TRUE(bezier::calculateBezierPosVelAcc(points, 3, 0.f, pos2, vel2, accel2));
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// THEN: it should be the starting point and same velocity
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EXPECT_FLOAT_EQ((pos - points[0]).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel - (points[2] - points[0])).norm(), 0.f);
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EXPECT_FLOAT_EQ((pos2 - pos).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel2 - vel).norm(), 0.f);
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EXPECT_FLOAT_EQ(accel2.norm(), 0.f);
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// WHEN: we check at the end
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 3, 1.f, pos, vel));
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EXPECT_TRUE(bezier::calculateBezierPosVelAcc(points, 3, 1.f, pos2, vel2, accel2));
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// THEN: it should be the ending point and same velocity
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EXPECT_FLOAT_EQ((pos - points[2]).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel - (points[2] - points[0])).norm(), 0.f);
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EXPECT_FLOAT_EQ((pos2 - pos).norm(), 0.f);
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EXPECT_FLOAT_EQ((vel2 - vel).norm(), 0.f);
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EXPECT_FLOAT_EQ(accel2.norm(), 0.f);
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}
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TEST(BezierN_calculateBezier, works_3_points_accel)
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{
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// GIVEN: 3 points bezier, in a curve
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matrix::Vector3f points[4] = {matrix::Vector3f(1, 2, 3), matrix::Vector3f(5, 0, 1), matrix::Vector3f(19, -8, 1), matrix::Vector3f(NAN, NAN, NAN)};
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matrix::Vector3f pos, vel;
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pos *= NAN;
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vel *= NAN;
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matrix::Vector3f pos2;
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pos2 *= NAN;
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matrix::Vector3f accel_start, accel_mid, accel_end;
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matrix::Vector3f vel_start, vel_mid, vel_end;
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// WHEN: we check at the beginning
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EXPECT_TRUE(bezier::calculateBezierPosVel(points, 3, 0.f, pos, vel));
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EXPECT_TRUE(bezier::calculateBezierPosVelAcc(points, 3, 0.f, pos2, vel_start, accel_start));
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// THEN: it should give same position, velocity as the non-accel interface, and non-zero accel
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EXPECT_FLOAT_EQ((pos2 - pos).norm(), 0.f);
|
||||
EXPECT_FLOAT_EQ((vel_start - vel).norm(), 0.f);
|
||||
EXPECT_GT(accel_start.norm(), 0.f);
|
||||
|
||||
// WHEN: we use the accel interface to get the half-way point
|
||||
EXPECT_TRUE(bezier::calculateBezierPosVel(points, 3, 0.5f, pos, vel));
|
||||
EXPECT_TRUE(bezier::calculateBezierPosVelAcc(points, 3, 0.5f, pos2, vel_mid, accel_mid));
|
||||
|
||||
// THEN: the values should matche between accel and non-accel version
|
||||
EXPECT_FLOAT_EQ((pos2 - pos).norm(), 0.f);
|
||||
EXPECT_FLOAT_EQ((vel_mid - vel).norm(), 0.f);
|
||||
|
||||
// AND: the accel should be the same as the start
|
||||
EXPECT_FLOAT_EQ((accel_mid - accel_start).norm(), 0.f);
|
||||
|
||||
|
||||
// WHEN: we check at the end
|
||||
EXPECT_TRUE(bezier::calculateBezierPosVel(points, 3, 1.f, pos, vel));
|
||||
EXPECT_TRUE(bezier::calculateBezierPosVelAcc(points, 3, 1.f, pos2, vel_end, accel_end));
|
||||
|
||||
// THEN: it should be the ending point, and accel should match
|
||||
EXPECT_FLOAT_EQ((pos - points[2]).norm(), 0.f);
|
||||
EXPECT_FLOAT_EQ((pos2 - pos).norm(), 0.f);
|
||||
EXPECT_FLOAT_EQ((vel_end - vel).norm(), 0.f);
|
||||
EXPECT_FLOAT_EQ((accel_end - accel_start).norm(), 0.f);
|
||||
|
||||
// FINALLY: mid point velocity should be average of start and end velocity
|
||||
EXPECT_FLOAT_EQ((vel_mid - 0.5f * (vel_start + vel_end)).norm(), 0.f);
|
||||
}
|
||||
|
||||
TEST(BezierN_calculateBezierYaw, checks_validity)
|
||||
{
|
||||
float points[10];
|
||||
float a, b;
|
||||
EXPECT_FALSE(bezier::calculateBezierYaw(nullptr, 10, 0.5f, a, b));
|
||||
EXPECT_FALSE(bezier::calculateBezierYaw(points, 0, 0.5f, a, b));
|
||||
EXPECT_FALSE(bezier::calculateBezierYaw(points, 10, -0.5f, a, b));
|
||||
EXPECT_FALSE(bezier::calculateBezierYaw(points, 10, 1.5f, a, b));
|
||||
}
|
||||
|
||||
TEST(BezierN_calculateBezierYaw, work_1_point)
|
||||
{
|
||||
// GIVEN: a single yaw point
|
||||
float points[2] = {M_PI / 2, NAN};
|
||||
float yaw, yaw_speed;
|
||||
|
||||
// WHEN: we use it as a 1-point bezier curve
|
||||
EXPECT_TRUE(bezier::calculateBezierYaw(points, 1, 0.5f, yaw, yaw_speed));
|
||||
|
||||
// THEN: it should have that same value, and the velocity should be 0
|
||||
EXPECT_FLOAT_EQ(yaw, M_PI / 2);
|
||||
EXPECT_FLOAT_EQ(yaw_speed, 0);
|
||||
}
|
||||
|
||||
TEST(BezierN_calculateBezierYaw, work_2_points)
|
||||
{
|
||||
// GIVEN: a single yaw point
|
||||
float points[3] = {0, M_PI / 2, NAN};
|
||||
float yaw, yaw_speed;
|
||||
|
||||
// WHEN: we get the beginning
|
||||
EXPECT_TRUE(bezier::calculateBezierYaw(points, 2, 0.f, yaw, yaw_speed));
|
||||
|
||||
// THEN: it should have the beginning value, and the velocity should be the difference between first and last
|
||||
EXPECT_FLOAT_EQ(yaw, 0);
|
||||
EXPECT_FLOAT_EQ(yaw_speed, M_PI / 2);
|
||||
|
||||
// WHEN: we get the middle
|
||||
EXPECT_TRUE(bezier::calculateBezierYaw(points, 2, 0.5f, yaw, yaw_speed));
|
||||
|
||||
// THEN: it should have the beginning value, and the velocity should be the difference between first and last
|
||||
EXPECT_FLOAT_EQ(yaw, M_PI / 4);
|
||||
EXPECT_FLOAT_EQ(yaw_speed, M_PI / 2);
|
||||
|
||||
// WHEN: we get the end
|
||||
EXPECT_TRUE(bezier::calculateBezierYaw(points, 2, 1.f, yaw, yaw_speed));
|
||||
|
||||
// THEN: it should have the beginning value, and the velocity should be the difference between first and last
|
||||
EXPECT_FLOAT_EQ(yaw, M_PI / 2);
|
||||
EXPECT_FLOAT_EQ(yaw_speed, M_PI / 2);
|
||||
}
|
||||
|
||||
TEST(BezierN_calculateBezierYaw, work_2_points_wrap)
|
||||
{
|
||||
// GIVEN: 2 yaw points on either side of the +- PI wrap line
|
||||
float points[3] = {-M_PI + 0.1, M_PI - 0.1, NAN};
|
||||
float yaw, yaw_speed;
|
||||
|
||||
// WHEN: we get the beginning
|
||||
EXPECT_TRUE(bezier::calculateBezierYaw(points, 2, 0.f, yaw, yaw_speed));
|
||||
|
||||
// THEN: it should have the beginning value, and the velocity should be the wrapped distance between first and last
|
||||
EXPECT_FLOAT_EQ(yaw, -M_PI + 0.1);
|
||||
EXPECT_NEAR(yaw_speed, -0.2, 1e-6f);
|
||||
|
||||
// WHEN: we get the middle
|
||||
EXPECT_TRUE(bezier::calculateBezierYaw(points, 2, 0.5f, yaw, yaw_speed));
|
||||
|
||||
// THEN: it should have the wrapped middle value, and the velocity should be the wrapped distance between first and last
|
||||
EXPECT_FLOAT_EQ(matrix::wrap_pi(yaw - float(M_PI)), 0);
|
||||
EXPECT_NEAR(yaw_speed, -0.2, 1e-6f);
|
||||
|
||||
// WHEN: we get the end
|
||||
EXPECT_TRUE(bezier::calculateBezierYaw(points, 2, 1.f, yaw, yaw_speed));
|
||||
|
||||
// THEN: it should have the end value, and the velocity should be the wrapped distance between first and last
|
||||
EXPECT_FLOAT_EQ(yaw, M_PI - 0.1);
|
||||
EXPECT_NEAR(yaw_speed, -0.2, 1e-6f);
|
||||
}
|
||||
|
||||
|
||||
TEST(BezierN_calculateT, rejects_bad_timestamps)
|
||||
{
|
||||
float f = NAN;
|
||||
EXPECT_FALSE(bezier::calculateT(100, 1000, 99, f));
|
||||
EXPECT_FALSE(bezier::calculateT(100, 1000, 1001, f));
|
||||
EXPECT_FALSE(bezier::calculateT(1001, 1000, 1001, f));
|
||||
}
|
||||
|
||||
|
||||
TEST(BezierN_calculateT, begin_middle_end)
|
||||
{
|
||||
float f = NAN;
|
||||
EXPECT_TRUE(bezier::calculateT(100, 1000, 100, f));
|
||||
EXPECT_FLOAT_EQ(f, 0.f);
|
||||
|
||||
EXPECT_TRUE(bezier::calculateT(100, 1000, 550, f));
|
||||
EXPECT_FLOAT_EQ(f, 0.5f);
|
||||
|
||||
EXPECT_TRUE(bezier::calculateT(100, 1000, 1000, f));
|
||||
EXPECT_FLOAT_EQ(f, 1.f);
|
||||
}
|
||||
|
||||
TEST(BezierN_calculateT, giant_offset)
|
||||
{
|
||||
int64_t offset = 0xFFFFFFFFFFFF; // 48 bit max
|
||||
float f = NAN;
|
||||
EXPECT_TRUE(bezier::calculateT(offset + 100, offset + 1000, offset + 100, f));
|
||||
EXPECT_FLOAT_EQ(f, 0.f);
|
||||
|
||||
EXPECT_TRUE(bezier::calculateT(offset + 100, offset + 1000, offset + 550, f));
|
||||
EXPECT_FLOAT_EQ(f, 0.5f);
|
||||
|
||||
EXPECT_TRUE(bezier::calculateT(offset + 100, offset + 1000, offset + 1000, f));
|
||||
EXPECT_FLOAT_EQ(f, 1.f);
|
||||
}
|
||||
@ -37,6 +37,12 @@
|
||||
* @author Dennis Mannhart <dennis.mannhart@gmail.com>
|
||||
*/
|
||||
|
||||
// The header includes this implementation, so in order to have this library shared with other
|
||||
// .cpp files and avoid duplication of constants, we need to prevent including it twice
|
||||
#ifndef BEZIER_QUAD_CPP
|
||||
#define BEZIER_QUAD_CPP
|
||||
|
||||
|
||||
#include "BezierQuad.hpp"
|
||||
|
||||
namespace bezier
|
||||
@ -213,3 +219,5 @@ Tp BezierQuad<Tp>::_getDistanceSquared(const Tp t, const Vector3_t &pose)
|
||||
return (vec * vec);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@ -33,4 +33,7 @@
|
||||
|
||||
px4_add_library(bezier
|
||||
BezierQuad.cpp
|
||||
BezierN.cpp
|
||||
)
|
||||
|
||||
px4_add_unit_gtest(SRC BezierNTest.cpp LINKLIBS bezier)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user