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PX4-Autopilot/src/modules/flight_mode_manager/tasks/AutoLineSmoothVel/TrajectoryConstraints.hpp
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/****************************************************************************
*
* Copyright (c) 2019 PX4 Development Team. All rights reserved.
*
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#pragma once
#include <px4_defines.h>
#include <matrix/math.hpp>
#include <mathlib/mathlib.h>
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 <size_t N>
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;
}
}
}
}
}