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181 lines
6.4 KiB
C++
181 lines
6.4 KiB
C++
/****************************************************************************
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*
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* Copyright (c) 2019 PX4 Development Team. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name PX4 nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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#pragma once
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#include <px4_defines.h>
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#include <matrix/math.hpp>
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#include <mathlib/mathlib.h>
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namespace math
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{
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namespace trajectory
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{
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using matrix::Vector3f;
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using matrix::Vector2f;
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struct VehicleDynamicLimits {
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float z_accept_rad;
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float xy_accept_rad;
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float max_acc_xy;
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float max_jerk;
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float max_speed_xy;
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// TODO: remove this
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float max_acc_xy_radius_scale;
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};
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/*
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* Compute the maximum allowed speed at the waypoint assuming that we want to
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* connect the two lines (current-target and target-next)
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* with a tangent circle with constant speed and desired centripetal acceleration: a_centripetal = speed^2 / radius
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* The circle should in theory start and end at the intersection of the lines and the waypoint's acceptance radius.
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* This is not exactly true in reality since Navigator switches the waypoint so we have to take in account that
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* the real acceptance radius is smaller.
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*
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*/
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inline float computeStartXYSpeedFromWaypoints(const Vector3f &start_position, const Vector3f &target,
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const Vector3f &next_target, float exit_speed, const VehicleDynamicLimits &config)
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{
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const float distance_target_next = (target - next_target).xy().norm();
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const bool target_next_different = distance_target_next > 0.001f;
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const bool waypoint_overlap = distance_target_next < config.xy_accept_rad;
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const bool has_reached_altitude = fabsf(target(2) - start_position(2)) < config.z_accept_rad;
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const bool altitude_stays_same = fabsf(next_target(2) - target(2)) < config.z_accept_rad;
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float speed_at_target = 0.0f;
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if (target_next_different &&
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!waypoint_overlap &&
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has_reached_altitude &&
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altitude_stays_same
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) {
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const float alpha = acosf(Vector2f((target - start_position).xy()).unit_or_zero().dot(
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Vector2f((target - next_target).xy()).unit_or_zero()));
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const float safe_alpha = constrain(alpha, 0.f, M_PI_F - FLT_EPSILON);
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float accel_tmp = config.max_acc_xy_radius_scale * config.max_acc_xy;
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float max_speed_in_turn = computeMaxSpeedInWaypoint(safe_alpha, accel_tmp, config.xy_accept_rad);
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speed_at_target = min(min(max_speed_in_turn, exit_speed), config.max_speed_xy);
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}
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float start_to_target = (start_position - target).xy().norm();
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float max_speed = computeMaxSpeedFromDistance(config.max_jerk, config.max_acc_xy, start_to_target, speed_at_target);
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return min(config.max_speed_xy, max_speed);
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}
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/*
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* This function computes the maximum speed XY that can be travelled, given a set of waypoints and vehicle dynamics
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*
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* The first waypoint should be the starting location, and the later waypoints the desired points to be followed.
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*
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* @param waypoints the list of waypoints to be followed, the first of which should be the starting location
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* @param config the vehicle dynamic limits
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*
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* @return the maximum speed at waypoint[0] which allows it to follow the trajectory while respecting the dynamic limits
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*/
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template <size_t N>
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float computeXYSpeedFromWaypoints(const Vector3f waypoints[N], const VehicleDynamicLimits &config)
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{
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static_assert(N >= 2, "Need at least 2 points to compute speed");
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float max_speed = 0.f;
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for (size_t j = 0; j < N - 1; j++) {
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size_t i = N - 2 - j;
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max_speed = computeStartXYSpeedFromWaypoints(waypoints[i],
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waypoints[i + 1],
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waypoints[min(i + 2, N - 1)],
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max_speed, config);
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}
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return max_speed;
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}
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/*
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* Constrain the 3D vector given a maximum XY norm
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* If the XY norm of the 3D vector is larger than the maximum norm, the whole vector
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* is scaled down to respect the constraint.
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* If the maximum norm is small (defined by the "accuracy" parameter),
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* only the XY components are scaled down to avoid affecting
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* Z in case of numerical issues
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*/
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inline void clampToXYNorm(Vector3f &target, float max_xy_norm, float accuracy = FLT_EPSILON)
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{
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const float xynorm = target.xy().norm();
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const float scale_factor = (xynorm > FLT_EPSILON)
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? max_xy_norm / xynorm
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: 1.f;
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if (scale_factor < 1.f) {
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if (max_xy_norm < accuracy && xynorm < accuracy) {
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target.xy() = Vector2f(target) * scale_factor;
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} else {
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target *= scale_factor;
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}
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}
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}
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/*
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* Constrain the 3D vector given a maximum Z norm
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* If the Z component of the 3D vector is larger than the maximum norm, the whole vector
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* is scaled down to respect the constraint.
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* If the maximum norm is small (defined by the "accuracy parameter),
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* only the Z component is scaled down to avoid affecting
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* XY in case of numerical issues
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*/
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inline void clampToZNorm(Vector3f &target, float max_z_norm, float accuracy = FLT_EPSILON)
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{
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const float znorm = fabs(target(2));
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const float scale_factor = (znorm > FLT_EPSILON)
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? max_z_norm / znorm
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: 1.f;
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if (scale_factor < 1.f) {
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if (max_z_norm < accuracy && znorm < accuracy) {
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target(2) *= scale_factor;
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} else {
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target *= scale_factor;
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}
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}
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}
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}
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}
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