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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. * ****************************************************************************/ /** * Test code for the Velocity Smoothing library * Run this test only using make tests TESTFILTER=VelocitySmoothing */ #include #include #include "VelocitySmoothing.hpp" using namespace matrix; class VelocitySmoothingTest : public ::testing::Test { public: void setConstraints(float j_max, float a_max, float v_max); void setInitialConditions(Vector3f acc, Vector3f vel, Vector3f pos); void updateTrajectories(float dt, Vector3f velocity_setpoints); VelocitySmoothing _trajectories[3]; }; void VelocitySmoothingTest::setConstraints(float j_max, float a_max, float v_max) { for (int i = 0; i < 3; i++) { _trajectories[i].setMaxJerk(j_max); _trajectories[i].setMaxAccel(a_max); _trajectories[i].setMaxVel(v_max); } } void VelocitySmoothingTest::setInitialConditions(Vector3f a0, Vector3f v0, Vector3f x0) { for (int i = 0; i < 3; i++) { _trajectories[i].setCurrentAcceleration(a0(i)); _trajectories[i].setCurrentVelocity(v0(i)); _trajectories[i].setCurrentPosition(x0(i)); } } void VelocitySmoothingTest::updateTrajectories(float dt, Vector3f velocity_setpoints) { for (int i = 0; i < 3; i++) { _trajectories[i].updateTraj(dt); EXPECT_LE(fabsf(_trajectories[i].getCurrentJerk()), _trajectories[i].getMaxJerk()); EXPECT_LE(fabsf(_trajectories[i].getCurrentAcceleration()), _trajectories[i].getMaxAccel()); EXPECT_LE(fabsf(_trajectories[i].getCurrentVelocity()), _trajectories[i].getMaxVel()); } for (int i = 0; i < 3; i++) { _trajectories[i].updateDurations(velocity_setpoints(i)); } VelocitySmoothing::timeSynchronization(_trajectories, 2); } TEST_F(VelocitySmoothingTest, testTimeSynchronization) { // GIVEN: A set of constraints const float j_max = 55.2f; const float a_max = 6.f; const float v_max = 6.f; setConstraints(j_max, a_max, v_max); // AND: A set of initial conditions Vector3f a0(0.22f, 0.f, 0.22f); Vector3f v0(2.47f, -5.59e-6f, 2.47f); Vector3f x0(0.f, 0.f, 0.f); setInitialConditions(a0, v0, x0); // WHEN: We generate trajectories (time synchronized in XY) with constant setpoints and dt Vector3f velocity_setpoints(-3.f, 1.f, 0.f); updateTrajectories(0.f, velocity_setpoints); // THEN: The X and Y trajectories should have the same total time (= time sunchronized) EXPECT_LE(fabsf(_trajectories[0].getTotalTime() - _trajectories[1].getTotalTime()), 0.0001); } TEST_F(VelocitySmoothingTest, testTimeSynchronizationSameDelta) { // GIVEN: a set of initial conditions Vector3f a0(0.f, 0.f, 0.f); Vector3f v0(0.5f, -0.2f, 0.f); Vector3f x0(0.f, 0.f, 0.f); setInitialConditions(a0, v0, x0); // WHEN: the same delta velocity is set to the XY-axes const float delta_v = 0.3f; Vector3f velocity_setpoints{v0(0) + delta_v, v0(1) + delta_v, 0.f}; for (int i = 0; i < 3; i++) { _trajectories[i].updateDurations(velocity_setpoints(i)); } VelocitySmoothing::timeSynchronization(_trajectories, 3); // THEN: they should have the same T1, T2 and T3 dirations EXPECT_FLOAT_EQ(_trajectories[0].getTotalTime(), _trajectories[1].getTotalTime()); EXPECT_FLOAT_EQ(_trajectories[0].getT1(), _trajectories[1].getT1()); EXPECT_FLOAT_EQ(_trajectories[0].getT2(), _trajectories[1].getT2()); EXPECT_FLOAT_EQ(_trajectories[0].getT3(), _trajectories[1].getT3()); // AND: the Z axis should have the same duration but spend all its time in T2 (constant phase) EXPECT_FLOAT_EQ(_trajectories[2].getTotalTime(), _trajectories[0].getTotalTime()); EXPECT_FLOAT_EQ(_trajectories[2].getT1(), 0.f); EXPECT_FLOAT_EQ(_trajectories[2].getT2(), _trajectories[0].getTotalTime()); EXPECT_FLOAT_EQ(_trajectories[2].getT3(), 0.f); } TEST_F(VelocitySmoothingTest, testConstantSetpoint) { // GIVEN: A set of constraints const float j_max = 55.2f; const float a_max = 6.f; const float v_max = 6.f; setConstraints(j_max, a_max, v_max); // AND: A set of initial conditions Vector3f a0(0.f, 0.f, 0.f); Vector3f v0(0.f, 0.f, 0.f); Vector3f x0(0.f, 0.f, 0.f); setInitialConditions(a0, v0, x0); // WHEN: We generate trajectories with constant setpoints and dt Vector3f velocity_setpoints(-3.f, 0.f, -1.f); // Compute the number of steps required to reach desired value // The updateTrajectories is first called once to compute the total time const float dt = 0.01; updateTrajectories(0.f, velocity_setpoints); float t123 = _trajectories[0].getTotalTime(); int nb_steps = ceil(t123 / dt); for (int i = 0; i < nb_steps; i++) { updateTrajectories(dt, velocity_setpoints); } // THEN: All the trajectories should have reach their // final state: desired velocity target and zero acceleration for (int i = 0; i < 3; i++) { EXPECT_LE(fabsf(_trajectories[i].getCurrentVelocity() - velocity_setpoints(i)), 0.01f); EXPECT_LE(fabsf(_trajectories[i].getCurrentAcceleration()), 0.0001f); } } TEST_F(VelocitySmoothingTest, testZeroSetpoint) { // GIVEN: A set of null initial conditions Vector3f a0(0.f, 0.f, 0.f); Vector3f v0(0.f, 0.f, 0.f); Vector3f x0(0.f, 0.f, 0.f); setInitialConditions(a0, v0, x0); // AND: Zero setpoints Vector3f velocity_setpoints(0.f, 0.f, 0.f); const float dt = 0.01f; // WHEN: We run a few times the algorithm for (int i = 0; i < 60; i++) { updateTrajectories(dt, velocity_setpoints); } // THEN: All the trajectories should still be zero for (int i = 0; i < 3; i++) { EXPECT_FLOAT_EQ(_trajectories[i].getCurrentJerk(), 0.f); EXPECT_FLOAT_EQ(_trajectories[i].getCurrentAcceleration(), 0.f); EXPECT_FLOAT_EQ(_trajectories[i].getCurrentVelocity(), 0.f); EXPECT_FLOAT_EQ(_trajectories[i].getCurrentPosition(), 0.f); } }