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211 lines
7.2 KiB
C++
211 lines
7.2 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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/**
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* Test code for the Velocity Smoothing library
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* Run this test only using make tests TESTFILTER=VelocitySmoothing
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*/
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#include <gtest/gtest.h>
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#include <matrix/matrix/math.hpp>
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#include "VelocitySmoothing.hpp"
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using namespace matrix;
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class VelocitySmoothingTest : public ::testing::Test
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{
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public:
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void setConstraints(float j_max, float a_max, float v_max);
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void setInitialConditions(Vector3f acc, Vector3f vel, Vector3f pos);
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void updateTrajectories(float dt, Vector3f velocity_setpoints);
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VelocitySmoothing _trajectories[3];
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};
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void VelocitySmoothingTest::setConstraints(float j_max, float a_max, float v_max)
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{
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for (int i = 0; i < 3; i++) {
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_trajectories[i].setMaxJerk(j_max);
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_trajectories[i].setMaxAccel(a_max);
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_trajectories[i].setMaxVel(v_max);
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}
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}
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void VelocitySmoothingTest::setInitialConditions(Vector3f a0, Vector3f v0, Vector3f x0)
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{
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for (int i = 0; i < 3; i++) {
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_trajectories[i].setCurrentAcceleration(a0(i));
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_trajectories[i].setCurrentVelocity(v0(i));
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_trajectories[i].setCurrentPosition(x0(i));
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}
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}
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void VelocitySmoothingTest::updateTrajectories(float dt, Vector3f velocity_setpoints)
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{
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for (int i = 0; i < 3; i++) {
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_trajectories[i].updateTraj(dt);
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EXPECT_LE(fabsf(_trajectories[i].getCurrentJerk()), _trajectories[i].getMaxJerk());
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EXPECT_LE(fabsf(_trajectories[i].getCurrentAcceleration()), _trajectories[i].getMaxAccel());
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EXPECT_LE(fabsf(_trajectories[i].getCurrentVelocity()), _trajectories[i].getMaxVel());
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}
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for (int i = 0; i < 3; i++) {
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_trajectories[i].updateDurations(velocity_setpoints(i));
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}
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VelocitySmoothing::timeSynchronization(_trajectories, 2);
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}
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TEST_F(VelocitySmoothingTest, testTimeSynchronization)
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{
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// GIVEN: A set of constraints
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const float j_max = 55.2f;
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const float a_max = 6.f;
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const float v_max = 6.f;
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setConstraints(j_max, a_max, v_max);
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// AND: A set of initial conditions
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Vector3f a0(0.22f, 0.f, 0.22f);
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Vector3f v0(2.47f, -5.59e-6f, 2.47f);
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Vector3f x0(0.f, 0.f, 0.f);
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setInitialConditions(a0, v0, x0);
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// WHEN: We generate trajectories (time synchronized in XY) with constant setpoints and dt
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Vector3f velocity_setpoints(-3.f, 1.f, 0.f);
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updateTrajectories(0.f, velocity_setpoints);
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// THEN: The X and Y trajectories should have the same total time (= time sunchronized)
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EXPECT_LE(fabsf(_trajectories[0].getTotalTime() - _trajectories[1].getTotalTime()), 0.0001);
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}
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TEST_F(VelocitySmoothingTest, testTimeSynchronizationSameDelta)
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{
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// GIVEN: a set of initial conditions
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Vector3f a0(0.f, 0.f, 0.f);
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Vector3f v0(0.5f, -0.2f, 0.f);
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Vector3f x0(0.f, 0.f, 0.f);
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setInitialConditions(a0, v0, x0);
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// WHEN: the same delta velocity is set to the XY-axes
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const float delta_v = 0.3f;
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Vector3f velocity_setpoints{v0(0) + delta_v, v0(1) + delta_v, 0.f};
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for (int i = 0; i < 3; i++) {
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_trajectories[i].updateDurations(velocity_setpoints(i));
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}
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VelocitySmoothing::timeSynchronization(_trajectories, 3);
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// THEN: they should have the same T1, T2 and T3 dirations
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EXPECT_FLOAT_EQ(_trajectories[0].getTotalTime(), _trajectories[1].getTotalTime());
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EXPECT_FLOAT_EQ(_trajectories[0].getT1(), _trajectories[1].getT1());
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EXPECT_FLOAT_EQ(_trajectories[0].getT2(), _trajectories[1].getT2());
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EXPECT_FLOAT_EQ(_trajectories[0].getT3(), _trajectories[1].getT3());
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// AND: the Z axis should have the same duration but spend all its time in T2 (constant phase)
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EXPECT_FLOAT_EQ(_trajectories[2].getTotalTime(), _trajectories[0].getTotalTime());
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EXPECT_FLOAT_EQ(_trajectories[2].getT1(), 0.f);
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EXPECT_FLOAT_EQ(_trajectories[2].getT2(), _trajectories[0].getTotalTime());
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EXPECT_FLOAT_EQ(_trajectories[2].getT3(), 0.f);
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}
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TEST_F(VelocitySmoothingTest, testConstantSetpoint)
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{
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// GIVEN: A set of constraints
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const float j_max = 55.2f;
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const float a_max = 6.f;
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const float v_max = 6.f;
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setConstraints(j_max, a_max, v_max);
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// AND: A set of initial conditions
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Vector3f a0(0.f, 0.f, 0.f);
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Vector3f v0(0.f, 0.f, 0.f);
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Vector3f x0(0.f, 0.f, 0.f);
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setInitialConditions(a0, v0, x0);
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// WHEN: We generate trajectories with constant setpoints and dt
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Vector3f velocity_setpoints(-3.f, 0.f, -1.f);
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// Compute the number of steps required to reach desired value
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// The updateTrajectories is first called once to compute the total time
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const float dt = 0.01;
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updateTrajectories(0.f, velocity_setpoints);
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float t123 = _trajectories[0].getTotalTime();
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int nb_steps = ceil(t123 / dt);
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for (int i = 0; i < nb_steps; i++) {
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updateTrajectories(dt, velocity_setpoints);
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}
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// THEN: All the trajectories should have reach their
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// final state: desired velocity target and zero acceleration
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for (int i = 0; i < 3; i++) {
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EXPECT_LE(fabsf(_trajectories[i].getCurrentVelocity() - velocity_setpoints(i)), 0.01f);
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EXPECT_LE(fabsf(_trajectories[i].getCurrentAcceleration()), 0.0001f);
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}
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}
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TEST_F(VelocitySmoothingTest, testZeroSetpoint)
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{
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// GIVEN: A set of null initial conditions
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Vector3f a0(0.f, 0.f, 0.f);
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Vector3f v0(0.f, 0.f, 0.f);
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Vector3f x0(0.f, 0.f, 0.f);
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setInitialConditions(a0, v0, x0);
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// AND: Zero setpoints
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Vector3f velocity_setpoints(0.f, 0.f, 0.f);
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const float dt = 0.01f;
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// WHEN: We run a few times the algorithm
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for (int i = 0; i < 60; i++) {
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updateTrajectories(dt, velocity_setpoints);
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}
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// THEN: All the trajectories should still be zero
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for (int i = 0; i < 3; i++) {
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EXPECT_FLOAT_EQ(_trajectories[i].getCurrentJerk(), 0.f);
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EXPECT_FLOAT_EQ(_trajectories[i].getCurrentAcceleration(), 0.f);
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EXPECT_FLOAT_EQ(_trajectories[i].getCurrentVelocity(), 0.f);
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EXPECT_FLOAT_EQ(_trajectories[i].getCurrentPosition(), 0.f);
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}
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}
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