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flight_mode_manager: Extracted position trajectory motion planning into a library
Extract the functionality to plan smooth position motion trajectories into a motion planning library, such that it can be used in other parts of the code as well.
This commit is contained in:
committed by
Daniel Agar
parent
07303af8f8
commit
fed234de81
@@ -33,8 +33,10 @@
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px4_add_library(motion_planning
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VelocitySmoothing.cpp
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PositionSmoothing.cpp
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)
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target_include_directories(motion_planning PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
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px4_add_unit_gtest(SRC VelocitySmoothingTest.cpp LINKLIBS motion_planning)
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px4_add_unit_gtest(SRC PositionSmoothingTest.cpp LINKLIBS motion_planning)
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@@ -0,0 +1,323 @@
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/****************************************************************************
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*
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* Copyright (c) 2021 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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#include "PositionSmoothing.hpp"
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#include "TrajectoryConstraints.hpp"
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#include <mathlib/mathlib.h>
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#include <matrix/matrix/math.hpp>
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#include <matrix/matrix/helper_functions.hpp>
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void PositionSmoothing::generateSetpoints(
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const Vector3f &position,
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const Vector3f(&waypoints)[3],
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const Vector3f &feedforward_velocity,
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float delta_time,
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bool force_zero_velocity_setpoint,
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PositionSmoothingSetpoints &out_setpoints)
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{
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Vector3f velocity_setpoint{0.f, 0.f, 0.f};
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if (!force_zero_velocity_setpoint) {
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velocity_setpoint = _generateVelocitySetpoint(position, waypoints, feedforward_velocity);
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}
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out_setpoints.unsmoothed_velocity = velocity_setpoint;
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_generateTrajectory(
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position,
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velocity_setpoint,
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delta_time,
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out_setpoints
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);
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}
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bool PositionSmoothing::_isTurning(const Vector3f &target) const
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{
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const Vector2f vel_traj(_trajectory[0].getCurrentVelocity(),
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_trajectory[1].getCurrentVelocity());
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const Vector2f pos_traj(_trajectory[0].getCurrentPosition(),
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_trajectory[1].getCurrentPosition());
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const Vector2f target_xy(target);
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const Vector2f u_vel_traj = vel_traj.unit_or_zero();
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const Vector2f pos_to_target = Vector2f(target_xy - pos_traj);
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const float cos_align = u_vel_traj * pos_to_target.unit_or_zero();
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// The vehicle is turning if the angle between the velocity vector
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// and the direction to the target is greater than 10 degrees, the
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// velocity is large enough and the drone isn't in the acceptance
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// radius of the last WP.
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return (vel_traj.longerThan(0.2f)
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&& cos_align < 0.98f
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&& pos_to_target.longerThan(_target_acceptance_radius));
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}
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/* Constrain some value vith a constrain depending on the sign of the constraint
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* Example: - if the constrain is -5, the value will be constrained between -5 and 0
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* - if the constrain is 5, the value will be constrained between 0 and 5
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*/
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inline float _constrainOneSide(float val, float constraint)
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{
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const float min = (constraint < FLT_EPSILON) ? constraint : 0.f;
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const float max = (constraint > FLT_EPSILON) ? constraint : 0.f;
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return math::constrain(val, min, max);
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}
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inline float _constrainAbs(float val, float max)
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{
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return matrix::sign(val) * math::min(fabsf(val), fabsf(max));
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}
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float PositionSmoothing::_getMaxXYSpeed(const Vector3f(&waypoints)[3]) const
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{
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Vector3f pos_traj(_trajectory[0].getCurrentPosition(),
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_trajectory[1].getCurrentPosition(),
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_trajectory[2].getCurrentPosition());
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math::trajectory::VehicleDynamicLimits config;
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config.z_accept_rad = _vertical_acceptance_radius;
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config.xy_accept_rad = _target_acceptance_radius;
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config.max_acc_xy = _trajectory[0].getMaxAccel();
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config.max_jerk = _trajectory[0].getMaxJerk();
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config.max_speed_xy = _cruise_speed;
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config.max_acc_xy_radius_scale = _horizontal_trajectory_gain;
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// constrain velocity to go to the position setpoint first if the position setpoint has been modified by an external source
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// (eg. Obstacle Avoidance)
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Vector3f pos_to_waypoints[3] = {pos_traj, waypoints[1], waypoints[2]};
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return math::trajectory::computeXYSpeedFromWaypoints<3>(pos_to_waypoints, config);
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}
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float PositionSmoothing::_getMaxZSpeed(const Vector3f(&waypoints)[3]) const
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{
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const auto &target = waypoints[1];
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Vector3f pos_traj(_trajectory[0].getCurrentPosition(),
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_trajectory[1].getCurrentPosition(),
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_trajectory[2].getCurrentPosition());
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const float distance_start_target = fabs(target(2) - pos_traj(2));
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const float arrival_z_speed = 0.f;
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float max_speed = math::min(_trajectory[2].getMaxVel(), math::trajectory::computeMaxSpeedFromDistance(
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_trajectory[2].getMaxJerk(), _trajectory[2].getMaxAccel(),
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distance_start_target, arrival_z_speed));
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return max_speed;
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}
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const Vector3f PositionSmoothing::_getCrossingPoint(const Vector3f &position, const Vector3f(&waypoints)[3]) const
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{
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const auto &target = waypoints[1];
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if (!_isTurning(target)) {
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return target;
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}
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// Get the crossing point using L1-style guidance
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auto l1_point = _getL1Point(position, waypoints);
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return {l1_point(0), l1_point(1), target(2)};
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}
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const Vector2f PositionSmoothing::_getL1Point(const Vector3f &position, const Vector3f(&waypoints)[3]) const
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{
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const Vector2f pos_traj(_trajectory[0].getCurrentPosition(),
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_trajectory[1].getCurrentPosition());
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const Vector2f u_prev_to_target = Vector2f(waypoints[1] - waypoints[0]).unit_or_zero();
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const Vector2f prev_to_pos(pos_traj - Vector2f(waypoints[0]));
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const Vector2f prev_to_closest(u_prev_to_target * (prev_to_pos * u_prev_to_target));
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const Vector2f closest_pt = Vector2f(waypoints[0]) + prev_to_closest;
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// Compute along-track error using L1 distance and cross-track error
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const float crosstrack_error = Vector2f(closest_pt - pos_traj).length();
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const float l1 = math::max(_target_acceptance_radius, 5.f);
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float alongtrack_error = 0.f;
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// Protect against sqrt of a negative number
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if (l1 > crosstrack_error) {
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alongtrack_error = sqrtf(l1 * l1 - crosstrack_error * crosstrack_error);
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}
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// Position of the point on the line where L1 intersect the line between the two waypoints
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const Vector2f l1_point = closest_pt + alongtrack_error * u_prev_to_target;
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return l1_point;
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}
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const Vector3f PositionSmoothing::_generateVelocitySetpoint(const Vector3f &position, const Vector3f(&waypoints)[3],
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const Vector3f &feedforward_velocity_setpoint)
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{
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// Interface: A valid position setpoint generates a velocity target using conservative motion constraints.
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// If a velocity is specified, that is used as a feedforward to track the position setpoint
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// (ie. it assumes the position setpoint is moving at the specified velocity)
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// If the position setpoints are set to NAN, the values in the velocity setpoints are used as velocity targets: nothing to do here.
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auto &target = waypoints[1];
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const bool xy_target_valid = PX4_ISFINITE(target(0)) && PX4_ISFINITE(target(1));
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const bool z_target_valid = PX4_ISFINITE(target(2));
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Vector3f velocity_setpoint = feedforward_velocity_setpoint;
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if (xy_target_valid && z_target_valid) {
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// Use 3D position setpoint to generate a 3D velocity setpoint
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Vector3f pos_traj(_trajectory[0].getCurrentPosition(),
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_trajectory[1].getCurrentPosition(),
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_trajectory[2].getCurrentPosition());
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const Vector3f u_pos_traj_to_dest((_getCrossingPoint(position, waypoints) - pos_traj).unit_or_zero());
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float xy_speed = _getMaxXYSpeed(waypoints);
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const float z_speed = _getMaxZSpeed(waypoints);
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if (_isTurning(target)) {
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// Limit speed during a turn
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xy_speed = math::min(_max_speed_previous, xy_speed);
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} else {
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_max_speed_previous = xy_speed;
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}
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Vector3f vel_sp_constrained = u_pos_traj_to_dest * sqrtf(xy_speed * xy_speed + z_speed * z_speed);
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math::trajectory::clampToXYNorm(vel_sp_constrained, xy_speed, 0.5f);
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math::trajectory::clampToZNorm(vel_sp_constrained, z_speed, 0.5f);
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for (int i = 0; i < 3; i++) {
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// If available, use the existing velocity as a feedforward, otherwise replace it
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if (PX4_ISFINITE(velocity_setpoint(i))) {
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velocity_setpoint(i) += vel_sp_constrained(i);
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} else {
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velocity_setpoint(i) = vel_sp_constrained(i);
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}
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}
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}
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else if (xy_target_valid) {
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// Use 2D position setpoint to generate a 2D velocity setpoint
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// Get various path specific vectors
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Vector2f pos_traj(_trajectory[0].getCurrentPosition(), _trajectory[1].getCurrentPosition());
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Vector2f pos_traj_to_dest_xy = Vector2f(_getCrossingPoint(position, waypoints)) - pos_traj;
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Vector2f u_pos_traj_to_dest_xy(pos_traj_to_dest_xy.unit_or_zero());
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float xy_speed = _getMaxXYSpeed(waypoints);
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if (_isTurning(target)) {
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// Lock speed during turn
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xy_speed = math::min(_max_speed_previous, xy_speed);
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} else {
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_max_speed_previous = xy_speed;
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}
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Vector2f vel_sp_constrained_xy = u_pos_traj_to_dest_xy * xy_speed;
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for (int i = 0; i < 2; i++) {
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// If available, use the existing velocity as a feedforward, otherwise replace it
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if (PX4_ISFINITE(velocity_setpoint(i))) {
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velocity_setpoint(i) += vel_sp_constrained_xy(i);
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} else {
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velocity_setpoint(i) = vel_sp_constrained_xy(i);
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}
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}
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}
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else if (z_target_valid) {
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// Use Z position setpoint to generate a Z velocity setpoint
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const float z_dir = matrix::sign(target(2) - _trajectory[2].getCurrentPosition());
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const float vel_sp_z = z_dir * _getMaxZSpeed(waypoints);
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// If available, use the existing velocity as a feedforward, otherwise replace it
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if (PX4_ISFINITE(velocity_setpoint(2))) {
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velocity_setpoint(2) += vel_sp_z;
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} else {
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velocity_setpoint(2) = vel_sp_z;
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}
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}
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return velocity_setpoint;
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}
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void PositionSmoothing::_generateTrajectory(
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const Vector3f &position,
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const Vector3f &velocity_setpoint,
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float delta_time,
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PositionSmoothingSetpoints &out_setpoints)
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{
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if (!PX4_ISFINITE(velocity_setpoint(0)) || !PX4_ISFINITE(velocity_setpoint(1))
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|| !PX4_ISFINITE(velocity_setpoint(2))) {
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return;
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}
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/* Slow down the trajectory by decreasing the integration time based on the position error.
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* This is only performed when the drone is behind the trajectory
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*/
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Vector2f position_trajectory_xy(_trajectory[0].getCurrentPosition(), _trajectory[1].getCurrentPosition());
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Vector2f position_xy(position);
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Vector2f vel_traj_xy(_trajectory[0].getCurrentVelocity(), _trajectory[1].getCurrentVelocity());
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Vector2f drone_to_trajectory_xy(position_trajectory_xy - position_xy);
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float position_error = drone_to_trajectory_xy.length();
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float time_stretch = 1.f - math::constrain(position_error / _max_allowed_horizontal_error, 0.f, 1.f);
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// Don't stretch time if the drone is ahead of the position setpoint
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if (drone_to_trajectory_xy.dot(vel_traj_xy) < 0.f) {
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time_stretch = 1.f;
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}
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for (int i = 0; i < 3; ++i) {
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_trajectory[i].updateTraj(delta_time, time_stretch);
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out_setpoints.jerk(i) = _trajectory[i].getCurrentJerk();
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out_setpoints.acceleration(i) = _trajectory[i].getCurrentAcceleration();
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out_setpoints.velocity(i) = _trajectory[i].getCurrentVelocity();
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out_setpoints.position(i) = _trajectory[i].getCurrentPosition();
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}
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for (int i = 0; i < 3; ++i) {
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_trajectory[i].updateDurations(velocity_setpoint(i));
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}
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VelocitySmoothing::timeSynchronization(_trajectory, 3);
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}
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@@ -0,0 +1,393 @@
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/****************************************************************************
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*
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* Copyright (c) 2021 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
|
||||
* 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
|
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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
|
||||
* "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
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
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*
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****************************************************************************/
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#pragma once
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#include <cmath>
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#include <motion_planning/VelocitySmoothing.hpp>
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#include <matrix/matrix/math.hpp>
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#include <px4_defines.h>
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using matrix::Vector2f;
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using matrix::Vector3f;
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/**
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* @brief Class that generates setpoints for a smooth trajectory
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* to position waypoints.
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*
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* This is achieved by first generating an unsmoothed velocity setpoint
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* which then gets smoothed using the VelocitySmoothing library.
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*/
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class PositionSmoothing
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{
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public:
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/**
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* @brief Result type of the position smoothing algorithm.
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* The included values shall then be used as setpoints for
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* the controllers.
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*/
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struct PositionSmoothingSetpoints {
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Vector3f jerk;
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Vector3f acceleration;
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Vector3f velocity;
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Vector3f position;
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Vector3f unsmoothed_velocity;
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};
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/**
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* @brief Generates new setpoints for jerk, acceleration, velocity and position
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* to reach the given waypoint smoothly from current position.
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*
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* @param position Current position of the vehicle
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* @param waypoints 0: Past waypoint, 1: target, 2: Target after next target
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* @param feedforward_velocity FF velocity
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* @param delta_time Time since last invocation of the function
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* @param force_zero_velocity_setpoint Force vehicle to stop. Generate trajectory that ends with still vehicle.
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* @param out_setpoints Output of the generated setpoints
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*/
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void generateSetpoints(
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const Vector3f &position,
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const Vector3f(&waypoints)[3],
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const Vector3f &feedforward_velocity,
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float delta_time,
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bool force_zero_velocity_setpoint,
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PositionSmoothingSetpoints &out_setpoints
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);
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/**
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* @brief Reset internal state to the given values
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*
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* @param acceleration current acceleration
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* @param velocity current velocity
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* @param position current position
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*/
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void reset(const Vector3f &acceleration, const Vector3f &velocity, const Vector3f &position)
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{
|
||||
for (size_t i = 0; i < 3; i++) {
|
||||
_trajectory[i].reset(acceleration(i), velocity(i), position(i));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory acceleration in X
|
||||
*/
|
||||
inline float getCurrentAccelerationX() const
|
||||
{
|
||||
return _trajectory[0].getCurrentAcceleration();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory acceleration in Y
|
||||
*/
|
||||
inline float getCurrentAccelerationY() const
|
||||
{
|
||||
return _trajectory[1].getCurrentAcceleration();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory acceleration in Z
|
||||
*/
|
||||
inline float getCurrentAccelerationZ() const
|
||||
{
|
||||
return _trajectory[2].getCurrentAcceleration();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory acceleration
|
||||
*/
|
||||
inline Vector3f getCurrentAcceleration() const
|
||||
{
|
||||
return {getCurrentAccelerationX(), getCurrentAccelerationY(), getCurrentAccelerationZ()};
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory velocity in X
|
||||
*/
|
||||
inline float getCurrentVelocityX() const
|
||||
{
|
||||
return _trajectory[0].getCurrentVelocity();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory velocity in Y
|
||||
*/
|
||||
inline float getCurrentVelocityY() const
|
||||
{
|
||||
return _trajectory[1].getCurrentVelocity();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory velocity in Z
|
||||
*/
|
||||
inline float getCurrentVelocityZ() const
|
||||
{
|
||||
return _trajectory[2].getCurrentVelocity();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory velocity
|
||||
*/
|
||||
inline Vector3f getCurrentVelocity() const
|
||||
{
|
||||
return {getCurrentVelocityX(), getCurrentVelocityY(), getCurrentVelocityZ()};
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory position in X
|
||||
*/
|
||||
inline float getCurrentPositionX() const
|
||||
{
|
||||
return _trajectory[0].getCurrentPosition();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory position in Y
|
||||
*/
|
||||
inline float getCurrentPositionY() const
|
||||
{
|
||||
return _trajectory[1].getCurrentPosition();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory position in Z
|
||||
*/
|
||||
inline float getCurrentPositionZ() const
|
||||
{
|
||||
return _trajectory[2].getCurrentPosition();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return float Current trajectory position
|
||||
*/
|
||||
inline Vector3f getCurrentPosition() const
|
||||
{
|
||||
return {getCurrentPositionX(), getCurrentPositionY(), getCurrentPositionZ()};
|
||||
}
|
||||
|
||||
/**
|
||||
* @param jerk maximum jerk for generated trajectory
|
||||
*/
|
||||
inline void setMaxJerkXY(float jerk)
|
||||
{
|
||||
_trajectory[0].setMaxJerk(jerk);
|
||||
_trajectory[1].setMaxJerk(jerk);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param jerk maximum jerk for generated trajectory
|
||||
*/
|
||||
inline void setMaxJerkZ(float jerk)
|
||||
{
|
||||
_trajectory[2].setMaxJerk(jerk);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param jerk maximum jerk for generated trajectory
|
||||
*/
|
||||
inline void setMaxJerk(const Vector3f &jerk)
|
||||
{
|
||||
_trajectory[0].setMaxJerk(jerk(0));
|
||||
_trajectory[1].setMaxJerk(jerk(1));
|
||||
_trajectory[2].setMaxJerk(jerk(2));
|
||||
}
|
||||
|
||||
/**
|
||||
* @param accel maximum acceleration for generated trajectory
|
||||
*/
|
||||
inline void setMaxAccelerationXY(float accel)
|
||||
{
|
||||
_trajectory[0].setMaxAccel(accel);
|
||||
_trajectory[1].setMaxAccel(accel);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param accel maximum acceleration for generated trajectory
|
||||
*/
|
||||
inline void setMaxAccelerationZ(float accel)
|
||||
{
|
||||
_trajectory[2].setMaxAccel(accel);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param accel maximum acceleration for generated trajectory
|
||||
*/
|
||||
inline void setMaxAcceleration(const Vector3f &accel)
|
||||
{
|
||||
_trajectory[0].setMaxAccel(accel(0));
|
||||
_trajectory[1].setMaxAccel(accel(1));
|
||||
_trajectory[2].setMaxAccel(accel(2));
|
||||
}
|
||||
|
||||
/**
|
||||
* @param vel maximum velocity for generated trajectory
|
||||
*/
|
||||
inline void setMaxVelocityXY(float vel)
|
||||
{
|
||||
_trajectory[0].setMaxVel(vel);
|
||||
_trajectory[1].setMaxVel(vel);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param vel maximum velocity for generated trajectory
|
||||
*/
|
||||
inline void setMaxVelocityZ(float vel)
|
||||
{
|
||||
_trajectory[2].setMaxVel(vel);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param vel maximum velocity for generated trajectory
|
||||
*/
|
||||
inline void setMaxVelocity(const Vector3f &vel)
|
||||
{
|
||||
_trajectory[0].setMaxVel(vel(0));
|
||||
_trajectory[1].setMaxVel(vel(1));
|
||||
_trajectory[2].setMaxVel(vel(2));
|
||||
}
|
||||
|
||||
/**
|
||||
* @param error Maximum horizontal error allowed by the trajectory generator. Often set to param MPC_XY_ERR_MAX
|
||||
*/
|
||||
inline void setMaxAllowedHorizontalError(float error)
|
||||
{
|
||||
_max_allowed_horizontal_error = error;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param radius Altitude Acceptance Radius. Often set to NAV_MC_ALT_RAD
|
||||
*/
|
||||
inline void setVerticalAcceptanceRadius(float radius)
|
||||
{
|
||||
_vertical_acceptance_radius = radius;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param speed vehicle cruise speed
|
||||
*/
|
||||
inline void setCruiseSpeed(float speed)
|
||||
{
|
||||
_cruise_speed = speed;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param gain Proportional gain for horizontal trajectory position error. Set to MPC_XY_TRAJ_P
|
||||
*/
|
||||
inline void setHorizontalTrajectoryGain(float gain)
|
||||
{
|
||||
_horizontal_trajectory_gain = gain;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param radius target acceptance radius
|
||||
*/
|
||||
inline void setTargetAcceptanceRadius(float radius)
|
||||
{
|
||||
_target_acceptance_radius = radius;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set the current position in the trajectory to the given value.
|
||||
* Any coordinate with NAN will not be set
|
||||
*
|
||||
* @param position
|
||||
*/
|
||||
void forceSetPosition(const Vector3f &position)
|
||||
{
|
||||
for (size_t i = 0; i < 3; i++) {
|
||||
if (PX4_ISFINITE(position(i))) {
|
||||
_trajectory[i].setCurrentPosition(position(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set the current velocity in the trajectory to the given value.
|
||||
* Any coordinate with NAN will not be set
|
||||
*
|
||||
* @param velocity
|
||||
*/
|
||||
void forceSetVelocity(const Vector3f &velocity)
|
||||
{
|
||||
for (size_t i = 0; i < 3; i++) {
|
||||
if (PX4_ISFINITE(velocity(i))) {
|
||||
_trajectory[i].setCurrentVelocity(velocity(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set the current acceleration in the trajectory to the given value.
|
||||
* Any coordinate with NAN will not be set
|
||||
*
|
||||
* @param acceleration
|
||||
*/
|
||||
void forceSetAcceleration(const Vector3f &acceleration)
|
||||
{
|
||||
for (size_t i = 0; i < 3; i++) {
|
||||
if (PX4_ISFINITE(acceleration(i))) {
|
||||
_trajectory[i].setCurrentAcceleration(acceleration(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
/* params, only modified from external */
|
||||
float _max_allowed_horizontal_error{0.f};
|
||||
float _vertical_acceptance_radius{0.f};
|
||||
float _cruise_speed{0.f};
|
||||
float _horizontal_trajectory_gain{0.f};
|
||||
float _target_acceptance_radius{0.f};
|
||||
|
||||
|
||||
/* Internal state */
|
||||
VelocitySmoothing _trajectory[3]; ///< Trajectories in x, y and z directions
|
||||
float _max_speed_previous{0.f};
|
||||
|
||||
/* Internal functions */
|
||||
bool _isTurning(const Vector3f &target) const;
|
||||
const Vector3f _generateVelocitySetpoint(const Vector3f &position, const Vector3f(&waypoints)[3],
|
||||
const Vector3f &feedforward_velocity_setpoint);
|
||||
const Vector2f _getL1Point(const Vector3f &position, const Vector3f(&waypoints)[3]) const;
|
||||
const Vector3f _getCrossingPoint(const Vector3f &position, const Vector3f(&waypoints)[3]) const;
|
||||
float _getMaxXYSpeed(const Vector3f(&waypoints)[3]) const;
|
||||
float _getMaxZSpeed(const Vector3f(&waypoints)[3]) const;
|
||||
|
||||
void _generateTrajectory(
|
||||
const Vector3f &position,
|
||||
const Vector3f &velocity_setpoint,
|
||||
float delta_time,
|
||||
PositionSmoothingSetpoints &out_setpoints);
|
||||
};
|
||||
@@ -0,0 +1,191 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <motion_planning/PositionSmoothing.hpp>
|
||||
|
||||
|
||||
static constexpr float MAX_JERK = 4.f;
|
||||
static constexpr float MAX_ACCELERATION = 3.f;
|
||||
|
||||
static constexpr float MAX_ALLOWED_HOR_ERR = 2.f;
|
||||
static constexpr float VERTICAL_ACCEPTANCE_RADIUS = 0.8f;
|
||||
static constexpr float CRUISE_SPEED = 5.f;
|
||||
static constexpr float MAX_VELOCITY = CRUISE_SPEED;
|
||||
|
||||
static constexpr float HORIZONTAL_TRAJECTORY_GAIN = 0.5f;
|
||||
static constexpr float TARGET_ACCEPTANCE_RADIUS = 0.5f;
|
||||
|
||||
|
||||
class PositionSmoothingTest : public ::testing::Test
|
||||
{
|
||||
|
||||
public:
|
||||
PositionSmoothing _position_smoothing;
|
||||
|
||||
PositionSmoothingTest()
|
||||
{
|
||||
_position_smoothing.setMaxJerk({MAX_JERK, MAX_JERK, MAX_JERK});
|
||||
_position_smoothing.setMaxAcceleration({MAX_ACCELERATION, MAX_ACCELERATION, MAX_ACCELERATION});
|
||||
_position_smoothing.setMaxVelocity({MAX_VELOCITY, MAX_VELOCITY, MAX_VELOCITY});
|
||||
_position_smoothing.setMaxAllowedHorizontalError(MAX_ALLOWED_HOR_ERR);
|
||||
_position_smoothing.setVerticalAcceptanceRadius(VERTICAL_ACCEPTANCE_RADIUS);
|
||||
_position_smoothing.setCruiseSpeed(CRUISE_SPEED);
|
||||
_position_smoothing.setHorizontalTrajectoryGain(HORIZONTAL_TRAJECTORY_GAIN);
|
||||
_position_smoothing.setTargetAcceptanceRadius(TARGET_ACCEPTANCE_RADIUS);
|
||||
|
||||
_position_smoothing.reset({0.f, 0.f, 0.f}, {0.f, 0.f, 0.f}, {0.f, 0.f, 0.f});
|
||||
}
|
||||
|
||||
static bool _vectorNear(const Vector3f &a, const Vector3f &b, float EPS = 1e-4f)
|
||||
{
|
||||
return (fabsf(a(0) - b(0)) < EPS) && (fabsf(a(1) - b(1)) < EPS) && (fabsf(a(2) - b(2)) < EPS);
|
||||
}
|
||||
|
||||
static void expectVectorEqual(const Vector3f &expected, const Vector3f &value, const char *name, float EPS)
|
||||
{
|
||||
EXPECT_TRUE(_vectorNear(expected, value, EPS)) <<
|
||||
"Vector \"" << name << "\" expected [" <<
|
||||
expected(0) << ", " <<
|
||||
expected(1) << ", " <<
|
||||
expected(2) << "] has value [" <<
|
||||
value(0) << ", " <<
|
||||
value(1) << ", " <<
|
||||
value(2) << "]\n";
|
||||
}
|
||||
|
||||
static void expectDynamicsLimitsRespected(const PositionSmoothing::PositionSmoothingSetpoints &setpoints)
|
||||
{
|
||||
EXPECT_LE(fabsf(setpoints.velocity(0)), MAX_VELOCITY) << "Velocity in x too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.velocity(1)), MAX_VELOCITY) << "Velocity in y too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.velocity(2)), MAX_VELOCITY) << "Velocity in z too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.acceleration(0)), MAX_ACCELERATION) << "Acceleration in x too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.acceleration(1)), MAX_ACCELERATION) << "Acceleration in y too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.acceleration(2)), MAX_ACCELERATION) << "Acceleration in z too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.jerk(0)), MAX_JERK) << "Jerk in x too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.jerk(1)), MAX_JERK) << "Jerk in y too high\n";
|
||||
EXPECT_LE(fabsf(setpoints.jerk(2)), MAX_JERK) << "Jerk in z too high\n";
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
TEST_F(PositionSmoothingTest, reachesTargetPositionSetpoint)
|
||||
{
|
||||
const float EPS = 1e-4;
|
||||
const int N_ITER = 2000;
|
||||
const float DELTA_T = 0.02f;
|
||||
const Vector3f INITIAL_POSITION{0.f, 0.f, 0.f};
|
||||
const Vector3f FF_VELOCITY{0.f, 0.f, 0.f};
|
||||
const Vector3f TARGET{12.f, 17.f, 8.f};
|
||||
|
||||
Vector3f waypoints[3] = {INITIAL_POSITION, TARGET, TARGET};
|
||||
|
||||
Vector3f position{0.f, 0.f, 0.f};
|
||||
|
||||
PositionSmoothing::PositionSmoothingSetpoints out;
|
||||
|
||||
int iteration = 0;
|
||||
|
||||
for (; iteration < N_ITER; iteration++) {
|
||||
_position_smoothing.generateSetpoints(
|
||||
position,
|
||||
waypoints,
|
||||
FF_VELOCITY,
|
||||
DELTA_T,
|
||||
false,
|
||||
out
|
||||
);
|
||||
position = out.position;
|
||||
expectDynamicsLimitsRespected(out);
|
||||
|
||||
if ((position - TARGET).length() < EPS) {
|
||||
printf("Converged in %d iterations\n", iteration);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
expectVectorEqual(TARGET, position, "position", EPS);
|
||||
EXPECT_LT(iteration, N_ITER) << "Took too long to converge\n";
|
||||
}
|
||||
|
||||
|
||||
TEST_F(PositionSmoothingTest, reachesTargetVelocityIntegration)
|
||||
{
|
||||
const float EPS = 1e-4;
|
||||
const int N_ITER = 2000;
|
||||
const float DELTA_T = 0.02f;
|
||||
const Vector3f INITIAL_POSITION{0.f, 0.f, 0.f};
|
||||
const Vector3f FF_VELOCITY{0.f, 0.f, 0.f};
|
||||
const Vector3f TARGET{12.f, 17.f, 8.f};
|
||||
|
||||
Vector3f waypoints[3] = {INITIAL_POSITION, TARGET, TARGET};
|
||||
|
||||
Vector3f position{0.f, 0.f, 0.f};
|
||||
|
||||
PositionSmoothing::PositionSmoothingSetpoints out;
|
||||
|
||||
int iteration = 0;
|
||||
|
||||
for (; iteration < N_ITER; iteration++) {
|
||||
_position_smoothing.generateSetpoints(
|
||||
position,
|
||||
waypoints,
|
||||
FF_VELOCITY,
|
||||
DELTA_T,
|
||||
false,
|
||||
out
|
||||
);
|
||||
position += out.velocity * DELTA_T;
|
||||
expectDynamicsLimitsRespected(out);
|
||||
|
||||
|
||||
if ((position - TARGET).length() < EPS) {
|
||||
printf("Converged in %d iterations\n", iteration);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
expectVectorEqual(TARGET, position, "position", EPS);
|
||||
EXPECT_LT(iteration, N_ITER) << "Took too long to converge\n";
|
||||
}
|
||||
|
||||
|
||||
TEST_F(PositionSmoothingTest, reachesTargetInitialVelocity)
|
||||
{
|
||||
const float EPS = 1e-4;
|
||||
const int N_ITER = 2000;
|
||||
const float DELTA_T = 0.02f;
|
||||
const Vector3f INITIAL_POSITION{0.f, 0.f, 0.f};
|
||||
const Vector3f TARGET{12.f, 17.f, 8.f};
|
||||
const Vector3f NEXT_TARGET{8.f, 12.f, 80.f};
|
||||
|
||||
|
||||
Vector3f waypoints[3] = {INITIAL_POSITION, TARGET, NEXT_TARGET};
|
||||
Vector3f ff_velocity{1.f, 0.1f, 0.3f};
|
||||
|
||||
Vector3f position{0.f, 0.f, 0.f};
|
||||
|
||||
PositionSmoothing::PositionSmoothingSetpoints out;
|
||||
|
||||
int iteration = 0;
|
||||
|
||||
for (; iteration < N_ITER; iteration++) {
|
||||
_position_smoothing.generateSetpoints(
|
||||
position,
|
||||
waypoints,
|
||||
ff_velocity,
|
||||
DELTA_T,
|
||||
false,
|
||||
out
|
||||
);
|
||||
position = out.position;
|
||||
ff_velocity = {0.f, 0.f, 0.f};
|
||||
expectDynamicsLimitsRespected(out);
|
||||
|
||||
if ((position - TARGET).length() < EPS) {
|
||||
printf("Converged in %d iterations\n", iteration);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
expectVectorEqual(TARGET, position, "position", EPS);
|
||||
EXPECT_LT(iteration, N_ITER) << "Took too long to converge\n";
|
||||
}
|
||||
@@ -0,0 +1,180 @@
|
||||
/****************************************************************************
|
||||
*
|
||||
* Copyright (c) 2019 PX4 Development Team. All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* 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.
|
||||
*
|
||||
* 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
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
****************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <px4_defines.h>
|
||||
|
||||
#include <matrix/math.hpp>
|
||||
#include <mathlib/mathlib.h>
|
||||
|
||||
namespace math
|
||||
{
|
||||
namespace trajectory
|
||||
{
|
||||
using matrix::Vector3f;
|
||||
using matrix::Vector2f;
|
||||
|
||||
struct VehicleDynamicLimits {
|
||||
float z_accept_rad;
|
||||
float xy_accept_rad;
|
||||
|
||||
float max_acc_xy;
|
||||
float max_jerk;
|
||||
|
||||
float max_speed_xy;
|
||||
|
||||
// TODO: remove this
|
||||
float max_acc_xy_radius_scale;
|
||||
};
|
||||
|
||||
/*
|
||||
* Compute the maximum allowed speed at the waypoint assuming that we want to
|
||||
* connect the two lines (current-target and target-next)
|
||||
* with a tangent circle with constant speed and desired centripetal acceleration: a_centripetal = speed^2 / radius
|
||||
* The circle should in theory start and end at the intersection of the lines and the waypoint's acceptance radius.
|
||||
* This is not exactly true in reality since Navigator switches the waypoint so we have to take in account that
|
||||
* the real acceptance radius is smaller.
|
||||
*
|
||||
*/
|
||||
inline float computeStartXYSpeedFromWaypoints(const Vector3f &start_position, const Vector3f &target,
|
||||
const Vector3f &next_target, float exit_speed, const VehicleDynamicLimits &config)
|
||||
{
|
||||
const float distance_target_next = (target - next_target).xy().norm();
|
||||
|
||||
const bool target_next_different = distance_target_next > 0.001f;
|
||||
const bool waypoint_overlap = distance_target_next < config.xy_accept_rad;
|
||||
const bool has_reached_altitude = fabsf(target(2) - start_position(2)) < config.z_accept_rad;
|
||||
const bool altitude_stays_same = fabsf(next_target(2) - target(2)) < config.z_accept_rad;
|
||||
|
||||
float speed_at_target = 0.0f;
|
||||
|
||||
if (target_next_different &&
|
||||
!waypoint_overlap &&
|
||||
has_reached_altitude &&
|
||||
altitude_stays_same
|
||||
) {
|
||||
const float alpha = acosf(Vector2f((target - start_position).xy()).unit_or_zero().dot(
|
||||
Vector2f((target - next_target).xy()).unit_or_zero()));
|
||||
const float safe_alpha = constrain(alpha, 0.f, M_PI_F - FLT_EPSILON);
|
||||
float accel_tmp = config.max_acc_xy_radius_scale * config.max_acc_xy;
|
||||
float max_speed_in_turn = computeMaxSpeedInWaypoint(safe_alpha, accel_tmp, config.xy_accept_rad);
|
||||
speed_at_target = min(min(max_speed_in_turn, exit_speed), config.max_speed_xy);
|
||||
}
|
||||
|
||||
float start_to_target = (start_position - target).xy().norm();
|
||||
float max_speed = computeMaxSpeedFromDistance(config.max_jerk, config.max_acc_xy, start_to_target, speed_at_target);
|
||||
|
||||
return min(config.max_speed_xy, max_speed);
|
||||
}
|
||||
|
||||
/*
|
||||
* This function computes the maximum speed XY that can be travelled, given a set of waypoints and vehicle dynamics
|
||||
*
|
||||
* The first waypoint should be the starting location, and the later waypoints the desired points to be followed.
|
||||
*
|
||||
* @param waypoints the list of waypoints to be followed, the first of which should be the starting location
|
||||
* @param config the vehicle dynamic limits
|
||||
*
|
||||
* @return the maximum speed at waypoint[0] which allows it to follow the trajectory while respecting the dynamic limits
|
||||
*/
|
||||
template <size_t N>
|
||||
float computeXYSpeedFromWaypoints(const Vector3f waypoints[N], const VehicleDynamicLimits &config)
|
||||
{
|
||||
static_assert(N >= 2, "Need at least 2 points to compute speed");
|
||||
|
||||
float max_speed = 0.f;
|
||||
|
||||
for (size_t j = 0; j < N - 1; j++) {
|
||||
size_t i = N - 2 - j;
|
||||
max_speed = computeStartXYSpeedFromWaypoints(waypoints[i],
|
||||
waypoints[i + 1],
|
||||
waypoints[min(i + 2, N - 1)],
|
||||
max_speed, config);
|
||||
}
|
||||
|
||||
return max_speed;
|
||||
}
|
||||
|
||||
/*
|
||||
* Constrain the 3D vector given a maximum XY norm
|
||||
* If the XY norm of the 3D vector is larger than the maximum norm, the whole vector
|
||||
* is scaled down to respect the constraint.
|
||||
* If the maximum norm is small (defined by the "accuracy" parameter),
|
||||
* only the XY components are scaled down to avoid affecting
|
||||
* Z in case of numerical issues
|
||||
*/
|
||||
inline void clampToXYNorm(Vector3f &target, float max_xy_norm, float accuracy = FLT_EPSILON)
|
||||
{
|
||||
const float xynorm = target.xy().norm();
|
||||
const float scale_factor = (xynorm > FLT_EPSILON)
|
||||
? max_xy_norm / xynorm
|
||||
: 1.f;
|
||||
|
||||
if (scale_factor < 1.f) {
|
||||
if (max_xy_norm < accuracy && xynorm < accuracy) {
|
||||
target.xy() = Vector2f(target) * scale_factor;
|
||||
|
||||
} else {
|
||||
target *= scale_factor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Constrain the 3D vector given a maximum Z norm
|
||||
* If the Z component of the 3D vector is larger than the maximum norm, the whole vector
|
||||
* is scaled down to respect the constraint.
|
||||
* If the maximum norm is small (defined by the "accuracy parameter),
|
||||
* only the Z component is scaled down to avoid affecting
|
||||
* XY in case of numerical issues
|
||||
*/
|
||||
inline void clampToZNorm(Vector3f &target, float max_z_norm, float accuracy = FLT_EPSILON)
|
||||
{
|
||||
const float znorm = fabs(target(2));
|
||||
const float scale_factor = (znorm > FLT_EPSILON)
|
||||
? max_z_norm / znorm
|
||||
: 1.f;
|
||||
|
||||
if (scale_factor < 1.f) {
|
||||
if (max_z_norm < accuracy && znorm < accuracy) {
|
||||
target(2) *= scale_factor;
|
||||
|
||||
} else {
|
||||
target *= scale_factor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,364 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "TrajectoryConstraints.hpp"
|
||||
|
||||
using namespace matrix;
|
||||
using namespace math::trajectory;
|
||||
|
||||
class TrajectoryConstraintsTest : public ::testing::Test
|
||||
{
|
||||
public:
|
||||
VehicleDynamicLimits config;
|
||||
|
||||
Vector3f vehicle_location;
|
||||
Vector3f target;
|
||||
Vector3f next_target;
|
||||
|
||||
float final_speed = 0;
|
||||
|
||||
void SetUp() override
|
||||
{
|
||||
config.z_accept_rad = 1.f;
|
||||
config.xy_accept_rad = 0.99f;
|
||||
|
||||
config.max_acc_xy = 3.f;
|
||||
config.max_jerk = 10.f;
|
||||
|
||||
config.max_speed_xy = 10.f;
|
||||
|
||||
config.max_acc_xy_radius_scale = 0.8f;
|
||||
|
||||
/*
|
||||
* (20,20)
|
||||
* Next target
|
||||
*
|
||||
* ^
|
||||
* |
|
||||
*
|
||||
* (10,10) (20,10)
|
||||
* Vehicle -> Target
|
||||
*
|
||||
*/
|
||||
vehicle_location = Vector3f(10, 10, 5);
|
||||
target = Vector3f(20, 10, 5);
|
||||
next_target = Vector3f(20, 20, 5);
|
||||
}
|
||||
};
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, testStraight)
|
||||
{
|
||||
// GIVEN: 3 waypoints in straight line
|
||||
next_target = target + 2.f * (target - vehicle_location);
|
||||
target = vehicle_location + 0.5f * (next_target - vehicle_location);
|
||||
|
||||
// WHEN: we get the speed for straight line travel
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be the same as speed directly to the end point
|
||||
Vector3f direct_points[2] = {vehicle_location, next_target};
|
||||
float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
|
||||
|
||||
EXPECT_FLOAT_EQ(through_speed, direct_speed);
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, testStraightNaN)
|
||||
{
|
||||
// GIVEN: 3 waypoints in straight line
|
||||
next_target = target + 2.f * (target - vehicle_location);
|
||||
target = vehicle_location + 0.5f * (next_target - vehicle_location);
|
||||
next_target(0) = NAN;
|
||||
next_target(1) = NAN;
|
||||
|
||||
// WHEN: we get the speed for points which are NaN afterwards
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be the same as speed to the closer point
|
||||
Vector3f direct_points[2] = {vehicle_location, target};
|
||||
float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
|
||||
|
||||
EXPECT_FLOAT_EQ(through_speed, direct_speed);
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, testStraightLowJerkClose)
|
||||
{
|
||||
// GIVEN: 3 waypoints in straight line
|
||||
next_target = target + 2.f * (target - vehicle_location);
|
||||
target = vehicle_location + 0.05f * (next_target - vehicle_location);
|
||||
config.max_jerk = 8.f;
|
||||
|
||||
// WHEN: we get the speed for straight line travel
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be the same as speed directly to the end point
|
||||
Vector3f direct_points[2] = {vehicle_location, next_target};
|
||||
float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
|
||||
|
||||
EXPECT_FLOAT_EQ(through_speed, direct_speed);
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, testStraightMidClose)
|
||||
{
|
||||
// GIVEN: 3 waypoints in straight line
|
||||
next_target = target + 2.f * (target - vehicle_location);
|
||||
target = vehicle_location + 0.05f * (next_target - vehicle_location);
|
||||
|
||||
// WHEN: we get the speed for straight line travel
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be the same as speed directly to the end point
|
||||
Vector3f direct_points[2] = {vehicle_location, next_target};
|
||||
float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
|
||||
|
||||
EXPECT_FLOAT_EQ(through_speed, direct_speed);
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, testStraightMidFar)
|
||||
{
|
||||
// GIVEN: 3 waypoints in straight line
|
||||
next_target = target + 2.f * (target - vehicle_location);
|
||||
target = vehicle_location + 0.95f * (next_target - vehicle_location);
|
||||
|
||||
// WHEN: we get the speed for straight line travel
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be the same as speed directly to the end point
|
||||
Vector3f direct_points[2] = {vehicle_location, next_target};
|
||||
float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
|
||||
|
||||
EXPECT_FLOAT_EQ(through_speed, direct_speed);
|
||||
}
|
||||
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, test90Angle)
|
||||
{
|
||||
// GIVEN: 3 waypoints in 90 degree angle
|
||||
EXPECT_FLOAT_EQ(0.f, (vehicle_location - target).dot(target - next_target));
|
||||
|
||||
// WHEN: we get the speed for travel around the path
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be slightly faster than stopping at the intermediate point
|
||||
Vector3f stop_points[2] = {vehicle_location, target};
|
||||
float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
|
||||
|
||||
EXPECT_GT(through_speed, stop_speed); //faster
|
||||
EXPECT_LT(through_speed, stop_speed * 1.03f); // but less than 3% faster
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, test45Angle)
|
||||
{
|
||||
// GIVEN: 3 waypoints in 45 degree angle
|
||||
next_target = Vector3f(25, 15, 5);
|
||||
|
||||
// WHEN: we get the speed for travel around the path
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be slightly faster than stopping at the intermediate point
|
||||
Vector3f stop_points[2] = {vehicle_location, target};
|
||||
float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
|
||||
|
||||
EXPECT_GT(through_speed, stop_speed * 1.03f); // more than 3% faster
|
||||
EXPECT_LT(through_speed, stop_speed * 1.06f); // but less than 6% faster
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, test10Angle)
|
||||
{
|
||||
// GIVEN: 3 waypoints in 10 degree angle
|
||||
next_target = Vector3f(30, 11.7, 5);
|
||||
|
||||
// WHEN: we get the speed for travel around the path
|
||||
Vector3f waypoints[3] = {vehicle_location, target, next_target};
|
||||
float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
|
||||
|
||||
// THEN: it should be slightly faster than stopping at the intermediate point
|
||||
Vector3f stop_points[2] = {vehicle_location, target};
|
||||
float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
|
||||
|
||||
EXPECT_GT(through_speed, stop_speed * 1.25f); // more than 25% faster
|
||||
EXPECT_LT(through_speed, stop_speed * 1.3f); // but less than 30% faster
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, test10AngleFarNext)
|
||||
{
|
||||
// GIVEN: 3 waypoints in 10 degree angle, but next waypoint is far
|
||||
next_target = 2.f * (Vector3f(30, 11.7, 5) - target) + target;
|
||||
|
||||
// WHEN: we get the speed for travel around the path
|
||||
Vector3f far_waypoints[3] = {vehicle_location, target, next_target};
|
||||
float far_speed = computeXYSpeedFromWaypoints<3>(far_waypoints, config);
|
||||
|
||||
// THEN: it should be the same speed as a closer next waypoint at the same angle, since the bottleneck is the turn
|
||||
next_target = Vector3f(30, 11.7, 5);
|
||||
Vector3f close_waypoints[3] = {vehicle_location, target, next_target};
|
||||
float close_speed = computeXYSpeedFromWaypoints<3>(close_waypoints, config);
|
||||
|
||||
EXPECT_FLOAT_EQ(far_speed, close_speed);
|
||||
}
|
||||
|
||||
TEST_F(TrajectoryConstraintsTest, test10AngleCloseNext)
|
||||
{
|
||||
// GIVEN: 3 waypoints in right angle, but next waypoint is far
|
||||
next_target = .2f * (Vector3f(30, 11.7, 5) - target) + target;
|
||||
|
||||
// WHEN: we get the speed for travel around the path
|
||||
Vector3f close_waypoints[3] = {vehicle_location, target, next_target};
|
||||
float close_speed = computeXYSpeedFromWaypoints<3>(close_waypoints, config);
|
||||
|
||||
// THEN: it should be slower than a further next waypoint at the same angle, since the bottleneck is the distance
|
||||
next_target = Vector3f(30, 11.7, 5);
|
||||
Vector3f normal_waypoints[3] = {vehicle_location, target, next_target};
|
||||
float normal_speed = computeXYSpeedFromWaypoints<3>(normal_waypoints, config);
|
||||
|
||||
EXPECT_LT(close_speed, normal_speed);
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToXYNormNoEffectLarge)
|
||||
{
|
||||
// GIVEN: a short vector
|
||||
Vector3f vec(1, 2, 3);
|
||||
|
||||
// WHEN: we clamp it on XY with a long cutoff
|
||||
clampToXYNorm(vec, 1000.f);
|
||||
|
||||
// THEN: it shouldn't change
|
||||
EXPECT_EQ(vec, Vector3f(1, 2, 3));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToZNormNoEffect)
|
||||
{
|
||||
// GIVEN: a short vector
|
||||
Vector3f vec(1, 2, 3);
|
||||
|
||||
// WHEN: we clamp it on XY with a long cutoff
|
||||
clampToZNorm(vec, 1000.f);
|
||||
|
||||
// THEN: it shouldn't change
|
||||
EXPECT_EQ(vec, Vector3f(1, 2, 3));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToXYNormNoEffectExact)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(3, 4, 1);
|
||||
|
||||
// WHEN: we clamp it on XY with exact cutoff
|
||||
clampToXYNorm(vec, 5.f);
|
||||
|
||||
// THEN: it shouldn't change
|
||||
EXPECT_EQ(vec, Vector3f(3, 4, 1));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToZNormNoEffectExact)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(3, 4, -1);
|
||||
|
||||
// WHEN: we clamp it on Z with exact cutoff
|
||||
clampToZNorm(vec, 1.f);
|
||||
|
||||
// THEN: it shouldn't change
|
||||
EXPECT_EQ(vec, Vector3f(3, 4, -1));
|
||||
}
|
||||
|
||||
TEST(TrajectoryConstraintsClamp, clampToXYNormHalf)
|
||||
{
|
||||
// GIVEN: a vector
|
||||
Vector3f vec(3, 4, 1);
|
||||
|
||||
// WHEN: we clamp it on XY with half hypot length
|
||||
clampToXYNorm(vec, 2.5f);
|
||||
|
||||
// THEN: it should be half length
|
||||
EXPECT_TRUE(vec == Vector3f(1.5f, 2.f, 0.5f));
|
||||
}
|
||||
|
||||
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