/**************************************************************************** * * Copyright (c) 2018 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. * ****************************************************************************/ /** * @file BezierQuad.cpp * Bezier function * * @author Dennis Mannhart */ // The header includes this implementation, so in order to have this library shared with other // .cpp files and avoid duplication of constants, we need to prevent including it twice #ifndef BEZIER_QUAD_CPP #define BEZIER_QUAD_CPP #include "BezierQuad.hpp" namespace bezier { static constexpr double GOLDEN_RATIO = 1.6180339887; //(sqrt(5)+1)/2 static constexpr double RESOLUTION = 0.0001; //End criterion for golden section search template void BezierQuad::setBezier(const Vector3_t &pt0, const Vector3_t &ctrl, const Vector3_t &pt1, Tp duration) { _pt0 = pt0; _ctrl = ctrl; _pt1 = pt1; _duration = duration; _cached_resolution = (Tp)(-1); } template void BezierQuad::getBezier(Vector3_t &pt0, Vector3_t &ctrl, Vector3_t &pt1) { pt0 = _pt0; ctrl = _ctrl; pt1 = _pt1; } template matrix::Vector BezierQuad::getPoint(const Tp t) { return (_pt0 * ((Tp)1 - t / _duration) * ((Tp)1 - t / _duration) + _ctrl * (Tp)2 * (( Tp)1 - t / _duration) * t / _duration + _pt1 * t / _duration * t / _duration); } template matrix::Vector BezierQuad::getVelocity(const Tp t) { return (((_ctrl - _pt0) * _duration + (_pt0 - _ctrl * (Tp)2 + _pt1) * t) * (Tp)2 / (_duration * _duration)); } template matrix::Vector BezierQuad::getAcceleration() { return ((_pt0 - _ctrl * (Tp)2 + _pt1) * (Tp)2 / (_duration * _duration)); } template void BezierQuad::getStates(Vector3_t &point, Vector3_t &vel, Vector3_t &acc, const Tp time) { point = getPoint(time); vel = getVelocity(time); acc = getAcceleration(); } template void BezierQuad::getStatesClosest(Vector3_t &point, Vector3_t &vel, Vector3_t &acc, const Vector3_t pose) { // get t that corresponds to point closest on bezier point Tp t = _goldenSectionSearch(pose); // get states corresponding to t getStates(point, vel, acc, t); } template void BezierQuad::setBezFromVel(const Vector3_t &ctrl, const Vector3_t &vel0, const Vector3_t &vel1, const Tp duration) { // update bezier points _ctrl = ctrl; _duration = duration; _pt0 = _ctrl - vel0 * _duration / (Tp)2; _pt1 = _ctrl + vel1 * _duration / (Tp)2; _cached_resolution = (Tp)(-1); } template Tp BezierQuad::getArcLength(const Tp resolution) { // we don't need to recompute arc length if: // 1. _cached_resolution is up to date; 2. _cached_resolution is smaller than desired resolution (= more accurate) if ((_cached_resolution > (Tp)0) && (_cached_resolution <= resolution)) { return _cached_arc_length; } // get number of elements int n = (int)(roundf(_duration / resolution)); // check if n is even if (n % 2 == 1) { n += 1; } // step size Tp h = (_duration) / n; // get integration _cached_arc_length = (Tp)0; Vector3_t y; for (int i = 1; i < n; i++) { y = getVelocity(h * i); if (i % 2 == 1) { _cached_arc_length += (Tp)4 * y.length(); } else { _cached_arc_length += (Tp)2 * y.length(); } } // velocity length at start and end points Tp y0 = getVelocity((Tp)0).length(); Tp yn = getVelocity(_duration).length(); // 1/3 simpsons rule _cached_arc_length = h / (Tp)3 * (y0 + yn + _cached_arc_length); // update cache _cached_resolution = resolution; return _cached_arc_length; } template Tp BezierQuad::getDistToClosestPoint(const Vector3_t &pose) { // get t that corresponds to point closest on bezier point Tp t = _goldenSectionSearch(pose); // get closest point Vector3_t point = getPoint(t); return (pose - point).length(); } template Tp BezierQuad::_goldenSectionSearch(const Vector3_t &pose) { Tp a, b, c, d; a = (Tp)0; // represents most left point b = _duration * (Tp)1; // represents most right point c = b - (b - a) / GOLDEN_RATIO; d = a + (b - a) / GOLDEN_RATIO; while (fabsf(c - d) > RESOLUTION) { if (_getDistanceSquared(c, pose) < _getDistanceSquared(d, pose)) { b = d; } else { a = c; } c = b - (b - a) / GOLDEN_RATIO; d = a + (b - a) / GOLDEN_RATIO; } return (b + a) / (Tp)2; } template Tp BezierQuad::_getDistanceSquared(const Tp t, const Vector3_t &pose) { // get point on bezier Vector3_t vec = getPoint(t); // get vector from point to pose vec = vec - pose; // norm squared return (vec * vec); } } #endif