/**************************************************************************** * * 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 #include void PositionSmoothing::_generateSetpoints( const Vector3f &position, const Vector3f(&waypoints)[3], bool is_single_waypoint, 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, is_single_waypoint, 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)); } 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 return _getL1Point(position, waypoints); } const Vector3f PositionSmoothing::_getL1Point(const Vector3f &position, const Vector3f(&waypoints)[3]) const { const Vector3f pos_traj(_trajectory[0].getCurrentPosition(), _trajectory[1].getCurrentPosition(), _trajectory[2].getCurrentPosition()); const Vector3f u_prev_to_target = (waypoints[1] - waypoints[0]).unit_or_zero(); const Vector3f prev_to_pos(pos_traj - waypoints[0]); const Vector3f prev_to_closest(u_prev_to_target * (prev_to_pos * u_prev_to_target)); const Vector3f closest_pt = waypoints[0] + prev_to_closest; // Compute along-track error using L1 distance and cross-track error const float crosstrack_error = (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 return closest_pt + alongtrack_error * u_prev_to_target; } const Vector3f PositionSmoothing::_generateVelocitySetpoint(const Vector3f &position, const Vector3f(&waypoints)[3], bool is_single_waypoint, 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. const Vector3f &target = waypoints[1]; const bool xy_target_valid = Vector2f(target).isAllFinite(); 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 crossing_point = is_single_waypoint ? target : _getCrossingPoint(position, waypoints); const Vector3f u_pos_traj_to_dest{(crossing_point - pos_traj).unit_or_zero()}; float xy_speed = _getMaxXYSpeed(waypoints); const float z_speed = _getMaxZSpeed(waypoints); if (!is_single_waypoint && _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 crossing_point = is_single_waypoint ? Vector2f(target) : Vector2f(_getCrossingPoint(position, waypoints)); Vector2f pos_traj_to_dest_xy = crossing_point - 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 (!velocity_setpoint.isAllFinite()) { 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; // Only stretch time if there's no division by zero and the drone isn't ahead of the position setpoint if ((_max_allowed_horizontal_error > FLT_EPSILON) && drone_to_trajectory_xy.dot(vel_traj_xy) >= 0) { time_stretch = 1.f - math::constrain(position_error / _max_allowed_horizontal_error, 0.f, 1.f); } 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); }