PX4-Autopilot/src/lib/motion_planning/PositionSmoothing.cpp

322 lines
12 KiB
C++

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#include "PositionSmoothing.hpp"
#include "TrajectoryConstraints.hpp"
#include <mathlib/mathlib.h>
#include <matrix/matrix/math.hpp>
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 Vector3f &start_position = {_trajectory[0].getCurrentPosition(),
_trajectory[1].getCurrentPosition(),
_trajectory[2].getCurrentPosition()
};
const Vector3f &target = waypoints[1];
const Vector3f &next_target = waypoints[2];
const Vector2f start_position_xy_z = {start_position.xy().norm(), start_position(2)};
const Vector2f target_xy_z = {target.xy().norm(), target(2)};
const Vector2f next_target_xy_z = {next_target.xy().norm(), next_target(2)};
float arrival_z_speed = 0.0f;
const bool target_next_different = fabsf(target(2) - next_target(2)) > 0.001f;
if (target_next_different) {
const float alpha = acosf(Vector2f((target_xy_z - start_position_xy_z)).unit_or_zero().dot(
Vector2f((target_xy_z - next_target_xy_z)).unit_or_zero()));
const float safe_alpha = math::constrain(alpha, 0.f, M_PI_F - FLT_EPSILON);
float accel_tmp = _trajectory[2].getMaxAccel();
float max_speed_in_turn = math::trajectory::computeMaxSpeedInWaypoint(safe_alpha, accel_tmp,
_vertical_acceptance_radius);
arrival_z_speed = math::min(max_speed_in_turn, _trajectory[2].getMaxVel());
}
const float distance_start_target = fabs(target(2) - start_position(2));
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);
}