/**************************************************************************** * * 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 #include #include 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 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; } } } } }