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BezierQuad: update description, replace Data with Vector3_t
This commit is contained in:
@@ -35,7 +35,6 @@
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* Bezier function
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*
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* @author Dennis Mannhart <dennis.mannhart@gmail.com>
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*
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*/
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#include "BezierQuad.hpp"
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@@ -47,7 +46,7 @@ namespace bezier
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#define RESOLUTION 0.0001 //represents resolution; end criterion for golden section search
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template<typename Tp>
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void BezierQuad<Tp>::setBezier(const Data &pt0, const Data &ctrl, const Data &pt1,
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void BezierQuad<Tp>::setBezier(const Vector3_t &pt0, const Vector3_t &ctrl, const Vector3_t &pt1,
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Tp duration)
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{
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_pt0 = pt0;
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@@ -55,11 +54,10 @@ void BezierQuad<Tp>::setBezier(const Data &pt0, const Data &ctrl, const Data &pt
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_pt1 = pt1;
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_duration = duration;
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_cached_resolution = (Tp)(-1);
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}
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template<typename Tp>
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void BezierQuad<Tp>::getBezier(Data &pt0, Data &ctrl, Data &pt1)
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void BezierQuad<Tp>::getBezier(Vector3_t &pt0, Vector3_t &ctrl, Vector3_t &pt1)
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{
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pt0 = _pt0;
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ctrl = _ctrl;
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@@ -87,7 +85,7 @@ matrix::Vector<Tp, 3> BezierQuad<Tp>::getAcceleration()
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}
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template<typename Tp>
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void BezierQuad<Tp>::getStates(Data &point, Data &vel, Data &acc, const Tp time)
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void BezierQuad<Tp>::getStates(Vector3_t &point, Vector3_t &vel, Vector3_t &acc, const Tp time)
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{
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point = getPoint(time);
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vel = getVelocity(time);
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@@ -95,22 +93,22 @@ void BezierQuad<Tp>::getStates(Data &point, Data &vel, Data &acc, const Tp time)
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}
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template<typename Tp>
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void BezierQuad<Tp>::getStatesClosest(Data &point, Data &vel, Data &acc,
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const Data pose)
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void BezierQuad<Tp>::getStatesClosest(Vector3_t &point, Vector3_t &vel, Vector3_t &acc,
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const Vector3_t pose)
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{
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/* get t that corresponds to point closest on bezier point */
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// get t that corresponds to point closest on bezier point
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Tp t = _goldenSectionSearch(pose);
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/* get states corresponding to t */
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// get states corresponding to t
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getStates(point, vel, acc, t);
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}
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template<typename Tp>
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void BezierQuad<Tp>::setBezFromVel(const Data &ctrl, const Data &vel0, const Data &vel1,
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void BezierQuad<Tp>::setBezFromVel(const Vector3_t &ctrl, const Vector3_t &vel0, const Vector3_t &vel1,
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const Tp duration)
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{
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/* update bezier points */
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// update bezier points
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_ctrl = ctrl;
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_duration = duration;
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_pt0 = _ctrl - vel0 * _duration / (Tp)2;
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@@ -129,8 +127,6 @@ Tp BezierQuad<Tp>::getArcLength(const Tp resolution)
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// get number of elements
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int n = (int)(roundf(_duration / resolution));
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Data v0, vn;
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Tp y0, yn;
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// check if n is even
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if (n % 2 == 1) {
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@@ -139,9 +135,10 @@ Tp BezierQuad<Tp>::getArcLength(const Tp resolution)
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// step size
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Tp h = (_duration) / n;
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// get integration
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Data y;
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_cached_arc_length = (Tp)0;
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Vector3_t y;
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for (int i = 1; i < n; i++) {
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@@ -155,10 +152,9 @@ Tp BezierQuad<Tp>::getArcLength(const Tp resolution)
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}
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}
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v0 = getVelocity((Tp)0);
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vn = getVelocity(_duration);
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y0 = v0.length();
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yn = vn.length();
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// velocity length at start and end points
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Tp y0 = getVelocity((Tp)0).length();
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Tp yn = getVelocity(_duration).length();
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// 1/3 simpsons rule
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_cached_arc_length = h / (Tp)3 * (y0 + yn + _cached_arc_length);
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@@ -170,27 +166,22 @@ Tp BezierQuad<Tp>::getArcLength(const Tp resolution)
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}
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template<typename Tp>
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Tp BezierQuad<Tp>::getDistToClosestPoint(const Data &pose)
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Tp BezierQuad<Tp>::getDistToClosestPoint(const Vector3_t &pose)
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{
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/* get t that corresponds to point closest on bezier point */
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// get t that corresponds to point closest on bezier point
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Tp t = _goldenSectionSearch(pose);
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/* get closest point */
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Data point = getPoint(t);
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// get closest point
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Vector3_t point = getPoint(t);
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return (pose - point).length();
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}
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/*
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* HELPER FUNCTIONS (private)
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*/
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template<typename Tp>
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Tp BezierQuad<Tp>::_goldenSectionSearch(const Data &pose)
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Tp BezierQuad<Tp>::_goldenSectionSearch(const Vector3_t &pose)
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{
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Tp a, b, c, d;
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a = (Tp)0; //represents most left point
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b = _duration * (Tp)1; //represents most right point
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a = (Tp)0; // represents most left point
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b = _duration * (Tp)1; // represents most right point
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c = b - (b - a) / GOLDEN_RATIO;
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d = a + (b - a) / GOLDEN_RATIO;
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@@ -205,22 +196,21 @@ Tp BezierQuad<Tp>::_goldenSectionSearch(const Data &pose)
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c = b - (b - a) / GOLDEN_RATIO;
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d = a + (b - a) / GOLDEN_RATIO;
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}
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return (b + a) / (Tp)2;
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}
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template<typename Tp>
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Tp BezierQuad<Tp>::_getDistanceSquared(const Tp t, const Data &pose)
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Tp BezierQuad<Tp>::_getDistanceSquared(const Tp t, const Vector3_t &pose)
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{
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/* get point on bezier */
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Data vec = getPoint(t);
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// get point on bezier
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Vector3_t vec = getPoint(t);
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/* get vector from point to pose */
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// get vector from point to pose
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vec = vec - pose;
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/* norm squared */
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// norm squared
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return (vec * vec);
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}
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}
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@@ -35,147 +35,175 @@
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* @file BerzierQuad.hpp
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*
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* Quadratic bezier lib
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*
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* A quadratic bezier function/spline is completely defined by three 3D points in space and a time scaling factor.
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* pt0 and pt1 define the start and end points of the spline. ctrl point is a point in space that effects the curvature
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* of the spline. The time scaling factor (= duration) defines the time it takes to travel along the spline from pt0 to
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* pt1.
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* A bezier spline is a continuous function from which position, velocity and acceleration can be extracted. For a given spline,
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* acceleration stays constant.
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*/
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#pragma once
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#include <px4_defines.h>
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#include <stdlib.h>
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#include <matrix/math.hpp>
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namespace bezier
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{
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template<typename Tp>
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class __EXPORT BezierQuad
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class BezierQuad
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{
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public:
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using Data = matrix::Vector<Tp, 3>;
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using Vector3_t = matrix::Vector<Tp, 3>;
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/**
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* empty constructor
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* Empty constructor
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*/
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BezierQuad(void) :
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_pt0(Data()), _ctrl(Data()), _pt1(Data()), _duration(1.0f) {}
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_pt0(Vector3_t()), _ctrl(Vector3_t()), _pt1(Vector3_t()), _duration(1.0f) {}
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/**
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* constructor from array
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* Constructor from array
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*/
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BezierQuad(const Tp pt0[3], const Tp ctrl[3], const Tp pt1[3], Tp duration = 1.0f) :
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_pt0(Data(pt0)), _ctrl(Data(ctrl)), _pt1(Data(pt1)), _duration(duration) {}
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_pt0(Vector3_t(pt0)), _ctrl(Vector3_t(ctrl)), _pt1(Vector3_t(pt1)), _duration(duration) {}
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/**
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* constructor from vector
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* Constructor from vector
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*/
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BezierQuad(const Data &pt0, const Data &ctrl, const Data &pt1,
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BezierQuad(const Vector3_t &pt0, const Vector3_t &ctrl, const Vector3_t &pt1,
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Tp duration = 1.0f):
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_pt0(pt0), _ctrl(ctrl), _pt1(pt1), _duration(duration) {}
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/*
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* return bezier points
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* Get bezier points
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*/
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void getBezier(Data &pt0, Data &ctrl, Data &pt1);
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void getBezier(Vector3_t &pt0, Vector3_t &ctrl, Vector3_t &pt1);
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/*
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* get pt0
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* Return pt0
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*/
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Data getPt0() {return _pt0;}
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Vector3_t getPt0() {return _pt0;}
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/*
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* get ctrl
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* Return ctrl
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*/
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Data getCtrl() {return _ctrl;}
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Vector3_t getCtrl() {return _ctrl;}
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/*
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* get pt1
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* Return pt1
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*/
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Data getPt1() {return _pt1;}
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Vector3_t getPt1() {return _pt1;}
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/**
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* set new bezier points
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* Set new bezier points and duration
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*/
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void setBezier(const Data &pt0, const Data &ctrl, const Data &pt1,
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void setBezier(const Vector3_t &pt0, const Vector3_t &ctrl, const Vector3_t &pt1,
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Tp duration = 1.0f);
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/*
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* set duration
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*/
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* Set duration
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*
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* @param time is the total time it takes to travel along the bezier spline.
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*/
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void setDuration(const Tp time) {_duration = time;}
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/**
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* get point on bezier point corresponding to t
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* Return point on bezier point corresponding to time t
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*
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* @param t is a time in seconds in between [0, duration]
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* @return a point on bezier
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*/
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Data getPoint(const Tp t);
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Vector3_t getPoint(const Tp t);
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/*
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* Distance to closest point given a position
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*
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* @param pose is a position in 3D space from which distance to bezier is computed.
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* @return distance to closest point on bezier
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*/
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Tp getDistToClosestPoint(const Data &pose);
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Tp getDistToClosestPoint(const Vector3_t &pose);
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/*
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* get velocity on bezier corresponding to t
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* Return velocity on bezier corresponding to time t
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*
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* @param t is a time in seconds in between [0, duration]
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* @return velocity vector at time t
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*/
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Data getVelocity(const Tp t);
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Vector3_t getVelocity(const Tp t);
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/*
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* get acceleration on bezier corresponding to t
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* Return acceleration on bezier corresponding to time t
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*
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* @return constant acceleration of bezier
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*/
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Data getAcceleration();
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Vector3_t getAcceleration();
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/*
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* get states on bezier corresponding to t
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* Get all states on bezier corresponding to time t
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*/
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void getStates(Data &point, Data &vel, Data &acc, const Tp t);
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void getStates(Vector3_t &point, Vector3_t &vel, Vector3_t &acc, const Tp t);
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/*
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* get states on bezier which are closest to pose
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* Get states on bezier which are closest to pose in space
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*
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* @param point is a posiiton on the spline that is closest to a given pose
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* @param vel is the velocity at that given point
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* @param acc is the acceleration for that spline
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* @param pose represent a position in space from which closest point is computed
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*/
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void getStatesClosest(Data &point, Data &vel, Data &acc,
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const Data pose);
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void getStatesClosest(Vector3_t &point, Vector3_t &vel, Vector3_t &acc,
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const Vector3_t pose);
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/*
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* compute bezier from velocity at bezier end points and ctrl point
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* Compute bezier from velocity at bezier end points and ctrl point
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*
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* The bezier end points are fully defined by a given control point ctrl, the duration and
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* the desired velocity vectors at the end points.
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*/
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void setBezFromVel(const Data &ctrl, const Data &vel0, const Data &vel1,
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void setBezFromVel(const Vector3_t &ctrl, const Vector3_t &vel0, const Vector3_t &vel1,
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const Tp duration = 1.0f);
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/*
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* simpsons inegrattion applied to velocity
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* Return the arc length of a bezier spline
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*
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* The arc length is computed with simpsons integration.
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* @param resolution in meters.
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*/
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Tp getArcLength(const Tp resolution);
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private:
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/* control points */
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Data _pt0;
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Data _ctrl;
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Data _pt1;
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Tp _duration;
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Vector3_t _pt0; /**< Bezier starting point */
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Vector3_t _ctrl; /**< Bezier control point */
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Vector3_t _pt1; /**< bezier end point */
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Tp _duration = (Tp)1; /**< Total time to travle along spline */
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/* cache */
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Tp _cached_arc_length;
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Tp _cached_resolution = (Tp)(-1); // negative number means that cache is not up to date
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Tp _cached_arc_length = (Tp)0; /**< The saved arc length of the spline */
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Tp _cached_resolution = (Tp)(
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-1); /**< The resolution used to compute the arc length. Negative number means that cache is not up to date. */
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/*
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* Helper functions
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* Golden section search
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*/
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/* golden section search */
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Tp _goldenSectionSearch(const Data &pose);
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Tp _goldenSectionSearch(const Vector3_t &pose);
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/*
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* get distance to point on bezier
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* Get squared distance from 3D pose in space and a point on bezier.
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*
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* @param t is the time in between [0, duration] that defines a point on the bezier.
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* @param pose is a 3D pose in space.
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*/
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Tp _getDistanceSquared(const Tp t, const Data &pose);
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Tp _getDistanceSquared(const Tp t, const Vector3_t &pose);
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};
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using BezierQuadf = BezierQuad<float>;
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using BezierQuadd = BezierQuad<double>;
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using BezierQuad_f = BezierQuad<float>;
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using BezierQuad_d = BezierQuad<double>;
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}
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// include implementation
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@@ -38,7 +38,7 @@ bool BezierQuadTest::_get_states_from_time()
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matrix::Vector3f pt1(0.5f, 0.0f, 0.0f);
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// create bezier with default t = [0,1]
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bezier::BezierQuadf bz(pt0, ctrl, pt1);
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bezier::BezierQuad_f bz(pt0, ctrl, pt1);
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matrix::Vector3f pos, vel, acc;
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float precision = 0.00001;
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@@ -165,7 +165,7 @@ bool BezierQuadTest::_get_arc_length()
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duration = random(0.0f, T);
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// create bezier
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bezier::BezierQuadf bz(pt0, ctrl, pt1, duration);
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bezier::BezierQuad_f bz(pt0, ctrl, pt1, duration);
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// compute arc length, triangle length and straigh length
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arc_length = bz.getArcLength(resolution);
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@@ -211,7 +211,7 @@ bool BezierQuadTest::_set_bez_from_vel()
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matrix::Vector3f vel1(random(low, max), random(low, max), random(low, max));
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float duration = random(0.0f, 100.0f);
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bezier::BezierQuadf bz;;
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bezier::BezierQuad_f bz;;
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bz.setBezFromVel(ctrl, vel0, vel1, duration);
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// get velocity back
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