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:
Thomas Debrunner
2021-10-13 21:25:43 -04:00
committed by Daniel Agar
parent 07303af8f8
commit fed234de81
10 changed files with 970 additions and 345 deletions
+2
View File
@@ -33,8 +33,10 @@
px4_add_library(motion_planning
VelocitySmoothing.cpp
PositionSmoothing.cpp
)
target_include_directories(motion_planning PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
px4_add_unit_gtest(SRC VelocitySmoothingTest.cpp LINKLIBS motion_planning)
px4_add_unit_gtest(SRC PositionSmoothingTest.cpp LINKLIBS motion_planning)
@@ -0,0 +1,323 @@
/****************************************************************************
*
* Copyright (c) 2021 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.
*
****************************************************************************/
#include "PositionSmoothing.hpp"
#include "TrajectoryConstraints.hpp"
#include <mathlib/mathlib.h>
#include <matrix/matrix/math.hpp>
#include <matrix/matrix/helper_functions.hpp>
void PositionSmoothing::generateSetpoints(
const Vector3f &position,
const Vector3f(&waypoints)[3],
const Vector3f &feedforward_velocity,
float delta_time,
bool force_zero_velocity_setpoint,
PositionSmoothingSetpoints &out_setpoints)
{
Vector3f velocity_setpoint{0.f, 0.f, 0.f};
if (!force_zero_velocity_setpoint) {
velocity_setpoint = _generateVelocitySetpoint(position, waypoints, feedforward_velocity);
}
out_setpoints.unsmoothed_velocity = velocity_setpoint;
_generateTrajectory(
position,
velocity_setpoint,
delta_time,
out_setpoints
);
}
bool PositionSmoothing::_isTurning(const Vector3f &target) const
{
const Vector2f vel_traj(_trajectory[0].getCurrentVelocity(),
_trajectory[1].getCurrentVelocity());
const Vector2f pos_traj(_trajectory[0].getCurrentPosition(),
_trajectory[1].getCurrentPosition());
const Vector2f target_xy(target);
const Vector2f u_vel_traj = vel_traj.unit_or_zero();
const Vector2f pos_to_target = Vector2f(target_xy - pos_traj);
const float cos_align = u_vel_traj * pos_to_target.unit_or_zero();
// The vehicle is turning if the angle between the velocity vector
// and the direction to the target is greater than 10 degrees, the
// velocity is large enough and the drone isn't in the acceptance
// radius of the last WP.
return (vel_traj.longerThan(0.2f)
&& cos_align < 0.98f
&& pos_to_target.longerThan(_target_acceptance_radius));
}
/* Constrain some value vith a constrain depending on the sign of the constraint
* Example: - if the constrain is -5, the value will be constrained between -5 and 0
* - if the constrain is 5, the value will be constrained between 0 and 5
*/
inline float _constrainOneSide(float val, float constraint)
{
const float min = (constraint < FLT_EPSILON) ? constraint : 0.f;
const float max = (constraint > FLT_EPSILON) ? constraint : 0.f;
return math::constrain(val, min, max);
}
inline float _constrainAbs(float val, float max)
{
return matrix::sign(val) * math::min(fabsf(val), fabsf(max));
}
float PositionSmoothing::_getMaxXYSpeed(const Vector3f(&waypoints)[3]) const
{
Vector3f pos_traj(_trajectory[0].getCurrentPosition(),
_trajectory[1].getCurrentPosition(),
_trajectory[2].getCurrentPosition());
math::trajectory::VehicleDynamicLimits config;
config.z_accept_rad = _vertical_acceptance_radius;
config.xy_accept_rad = _target_acceptance_radius;
config.max_acc_xy = _trajectory[0].getMaxAccel();
config.max_jerk = _trajectory[0].getMaxJerk();
config.max_speed_xy = _cruise_speed;
config.max_acc_xy_radius_scale = _horizontal_trajectory_gain;
// constrain velocity to go to the position setpoint first if the position setpoint has been modified by an external source
// (eg. Obstacle Avoidance)
Vector3f pos_to_waypoints[3] = {pos_traj, waypoints[1], waypoints[2]};
return math::trajectory::computeXYSpeedFromWaypoints<3>(pos_to_waypoints, config);
}
float PositionSmoothing::_getMaxZSpeed(const Vector3f(&waypoints)[3]) const
{
const auto &target = waypoints[1];
Vector3f pos_traj(_trajectory[0].getCurrentPosition(),
_trajectory[1].getCurrentPosition(),
_trajectory[2].getCurrentPosition());
const float distance_start_target = fabs(target(2) - pos_traj(2));
const float arrival_z_speed = 0.f;
float max_speed = math::min(_trajectory[2].getMaxVel(), math::trajectory::computeMaxSpeedFromDistance(
_trajectory[2].getMaxJerk(), _trajectory[2].getMaxAccel(),
distance_start_target, arrival_z_speed));
return max_speed;
}
const Vector3f PositionSmoothing::_getCrossingPoint(const Vector3f &position, const Vector3f(&waypoints)[3]) const
{
const auto &target = waypoints[1];
if (!_isTurning(target)) {
return target;
}
// Get the crossing point using L1-style guidance
auto l1_point = _getL1Point(position, waypoints);
return {l1_point(0), l1_point(1), target(2)};
}
const Vector2f PositionSmoothing::_getL1Point(const Vector3f &position, const Vector3f(&waypoints)[3]) const
{
const Vector2f pos_traj(_trajectory[0].getCurrentPosition(),
_trajectory[1].getCurrentPosition());
const Vector2f u_prev_to_target = Vector2f(waypoints[1] - waypoints[0]).unit_or_zero();
const Vector2f prev_to_pos(pos_traj - Vector2f(waypoints[0]));
const Vector2f prev_to_closest(u_prev_to_target * (prev_to_pos * u_prev_to_target));
const Vector2f closest_pt = Vector2f(waypoints[0]) + prev_to_closest;
// Compute along-track error using L1 distance and cross-track error
const float crosstrack_error = Vector2f(closest_pt - pos_traj).length();
const float l1 = math::max(_target_acceptance_radius, 5.f);
float alongtrack_error = 0.f;
// Protect against sqrt of a negative number
if (l1 > crosstrack_error) {
alongtrack_error = sqrtf(l1 * l1 - crosstrack_error * crosstrack_error);
}
// Position of the point on the line where L1 intersect the line between the two waypoints
const Vector2f l1_point = closest_pt + alongtrack_error * u_prev_to_target;
return l1_point;
}
const Vector3f PositionSmoothing::_generateVelocitySetpoint(const Vector3f &position, const Vector3f(&waypoints)[3],
const Vector3f &feedforward_velocity_setpoint)
{
// Interface: A valid position setpoint generates a velocity target using conservative motion constraints.
// If a velocity is specified, that is used as a feedforward to track the position setpoint
// (ie. it assumes the position setpoint is moving at the specified velocity)
// If the position setpoints are set to NAN, the values in the velocity setpoints are used as velocity targets: nothing to do here.
auto &target = waypoints[1];
const bool xy_target_valid = PX4_ISFINITE(target(0)) && PX4_ISFINITE(target(1));
const bool z_target_valid = PX4_ISFINITE(target(2));
Vector3f velocity_setpoint = feedforward_velocity_setpoint;
if (xy_target_valid && z_target_valid) {
// Use 3D position setpoint to generate a 3D velocity setpoint
Vector3f pos_traj(_trajectory[0].getCurrentPosition(),
_trajectory[1].getCurrentPosition(),
_trajectory[2].getCurrentPosition());
const Vector3f u_pos_traj_to_dest((_getCrossingPoint(position, waypoints) - pos_traj).unit_or_zero());
float xy_speed = _getMaxXYSpeed(waypoints);
const float z_speed = _getMaxZSpeed(waypoints);
if (_isTurning(target)) {
// Limit speed during a turn
xy_speed = math::min(_max_speed_previous, xy_speed);
} else {
_max_speed_previous = xy_speed;
}
Vector3f vel_sp_constrained = u_pos_traj_to_dest * sqrtf(xy_speed * xy_speed + z_speed * z_speed);
math::trajectory::clampToXYNorm(vel_sp_constrained, xy_speed, 0.5f);
math::trajectory::clampToZNorm(vel_sp_constrained, z_speed, 0.5f);
for (int i = 0; i < 3; i++) {
// If available, use the existing velocity as a feedforward, otherwise replace it
if (PX4_ISFINITE(velocity_setpoint(i))) {
velocity_setpoint(i) += vel_sp_constrained(i);
} else {
velocity_setpoint(i) = vel_sp_constrained(i);
}
}
}
else if (xy_target_valid) {
// Use 2D position setpoint to generate a 2D velocity setpoint
// Get various path specific vectors
Vector2f pos_traj(_trajectory[0].getCurrentPosition(), _trajectory[1].getCurrentPosition());
Vector2f pos_traj_to_dest_xy = Vector2f(_getCrossingPoint(position, waypoints)) - pos_traj;
Vector2f u_pos_traj_to_dest_xy(pos_traj_to_dest_xy.unit_or_zero());
float xy_speed = _getMaxXYSpeed(waypoints);
if (_isTurning(target)) {
// Lock speed during turn
xy_speed = math::min(_max_speed_previous, xy_speed);
} else {
_max_speed_previous = xy_speed;
}
Vector2f vel_sp_constrained_xy = u_pos_traj_to_dest_xy * xy_speed;
for (int i = 0; i < 2; i++) {
// If available, use the existing velocity as a feedforward, otherwise replace it
if (PX4_ISFINITE(velocity_setpoint(i))) {
velocity_setpoint(i) += vel_sp_constrained_xy(i);
} else {
velocity_setpoint(i) = vel_sp_constrained_xy(i);
}
}
}
else if (z_target_valid) {
// Use Z position setpoint to generate a Z velocity setpoint
const float z_dir = matrix::sign(target(2) - _trajectory[2].getCurrentPosition());
const float vel_sp_z = z_dir * _getMaxZSpeed(waypoints);
// If available, use the existing velocity as a feedforward, otherwise replace it
if (PX4_ISFINITE(velocity_setpoint(2))) {
velocity_setpoint(2) += vel_sp_z;
} else {
velocity_setpoint(2) = vel_sp_z;
}
}
return velocity_setpoint;
}
void PositionSmoothing::_generateTrajectory(
const Vector3f &position,
const Vector3f &velocity_setpoint,
float delta_time,
PositionSmoothingSetpoints &out_setpoints)
{
if (!PX4_ISFINITE(velocity_setpoint(0)) || !PX4_ISFINITE(velocity_setpoint(1))
|| !PX4_ISFINITE(velocity_setpoint(2))) {
return;
}
/* Slow down the trajectory by decreasing the integration time based on the position error.
* This is only performed when the drone is behind the trajectory
*/
Vector2f position_trajectory_xy(_trajectory[0].getCurrentPosition(), _trajectory[1].getCurrentPosition());
Vector2f position_xy(position);
Vector2f vel_traj_xy(_trajectory[0].getCurrentVelocity(), _trajectory[1].getCurrentVelocity());
Vector2f drone_to_trajectory_xy(position_trajectory_xy - position_xy);
float position_error = drone_to_trajectory_xy.length();
float time_stretch = 1.f - math::constrain(position_error / _max_allowed_horizontal_error, 0.f, 1.f);
// Don't stretch time if the drone is ahead of the position setpoint
if (drone_to_trajectory_xy.dot(vel_traj_xy) < 0.f) {
time_stretch = 1.f;
}
for (int i = 0; i < 3; ++i) {
_trajectory[i].updateTraj(delta_time, time_stretch);
out_setpoints.jerk(i) = _trajectory[i].getCurrentJerk();
out_setpoints.acceleration(i) = _trajectory[i].getCurrentAcceleration();
out_setpoints.velocity(i) = _trajectory[i].getCurrentVelocity();
out_setpoints.position(i) = _trajectory[i].getCurrentPosition();
}
for (int i = 0; i < 3; ++i) {
_trajectory[i].updateDurations(velocity_setpoint(i));
}
VelocitySmoothing::timeSynchronization(_trajectory, 3);
}
@@ -0,0 +1,393 @@
/****************************************************************************
*
* Copyright (c) 2021 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 <cmath>
#include <motion_planning/VelocitySmoothing.hpp>
#include <matrix/matrix/math.hpp>
#include <px4_defines.h>
using matrix::Vector2f;
using matrix::Vector3f;
/**
* @brief Class that generates setpoints for a smooth trajectory
* to position waypoints.
*
* This is achieved by first generating an unsmoothed velocity setpoint
* which then gets smoothed using the VelocitySmoothing library.
*/
class PositionSmoothing
{
public:
/**
* @brief Result type of the position smoothing algorithm.
* The included values shall then be used as setpoints for
* the controllers.
*/
struct PositionSmoothingSetpoints {
Vector3f jerk;
Vector3f acceleration;
Vector3f velocity;
Vector3f position;
Vector3f unsmoothed_velocity;
};
/**
* @brief Generates new setpoints for jerk, acceleration, velocity and position
* to reach the given waypoint smoothly from current position.
*
* @param position Current position of the vehicle
* @param waypoints 0: Past waypoint, 1: target, 2: Target after next target
* @param feedforward_velocity FF velocity
* @param delta_time Time since last invocation of the function
* @param force_zero_velocity_setpoint Force vehicle to stop. Generate trajectory that ends with still vehicle.
* @param out_setpoints Output of the generated setpoints
*/
void generateSetpoints(
const Vector3f &position,
const Vector3f(&waypoints)[3],
const Vector3f &feedforward_velocity,
float delta_time,
bool force_zero_velocity_setpoint,
PositionSmoothingSetpoints &out_setpoints
);
/**
* @brief Reset internal state to the given values
*
* @param acceleration current acceleration
* @param velocity current velocity
* @param position current position
*/
void reset(const Vector3f &acceleration, const Vector3f &velocity, const Vector3f &position)
{
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));
}