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295 lines
8.0 KiB
C++
295 lines
8.0 KiB
C++
/****************************************************************************
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*
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* Copyright (c) 2018 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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#include "VelocitySmoothing.hpp"
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#include <cstdio>
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#include <float.h>
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#include <math.h>
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#include <px4_defines.h>
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#include <mathlib/mathlib.h>
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VelocitySmoothing::VelocitySmoothing(float initial_accel, float initial_vel, float initial_pos)
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{
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reset(initial_accel, initial_vel, initial_pos);
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}
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void VelocitySmoothing::reset(float accel, float vel, float pos)
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{
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_jerk = 0.f;
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_accel = accel;
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_vel = vel;
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_pos = pos;
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}
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float VelocitySmoothing::saturateT1ForAccel(float accel_prev, float max_jerk, float T1)
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{
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/* Check maximum acceleration, saturate and recompute T1 if needed */
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float accel_T1 = accel_prev + max_jerk * T1;
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float T1_new = T1;
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if (accel_T1 > _max_accel) {
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T1_new = (_max_accel - accel_prev) / max_jerk;
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} else if (accel_T1 < -_max_accel) {
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T1_new = (-_max_accel - accel_prev) / max_jerk;
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}
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return T1_new;
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}
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float VelocitySmoothing::computeT1(float accel_prev, float vel_prev, float vel_setpoint, float max_jerk)
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{
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float b = 2.f * accel_prev / max_jerk;
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float c = vel_prev / max_jerk + accel_prev * accel_prev / (2.f * max_jerk * max_jerk) - vel_setpoint / max_jerk;
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float delta = b * b - 4.f * c;
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if (delta < 0.f) {
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// Solution is not real
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return 0.f;
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}
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float sqrt_delta = sqrtf(delta);
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float T1_plus = (-b + sqrt_delta) * 0.5f;
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float T1_minus = (-b - sqrt_delta) * 0.5f;
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float T3_plus = accel_prev / max_jerk + T1_plus;
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float T3_minus = accel_prev / max_jerk + T1_minus;
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float T1 = 0.f;
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if (T1_plus >= 0.f && T3_plus >= 0.f) {
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T1 = T1_plus;
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} else if (T1_minus >= 0.f && T3_minus >= 0.f) {
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T1 = T1_minus;
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}
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T1 = saturateT1ForAccel(accel_prev, max_jerk, T1);
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if (T1 < _dt) {
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T1 = 0.f;
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}
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return math::max(T1, 0.f);
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}
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float VelocitySmoothing::computeT1(float T123, float accel_prev, float vel_prev, float vel_setpoint, float max_jerk)
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{
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float a = -max_jerk;
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float b = max_jerk * T123 - accel_prev;
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float delta = T123 * T123 * max_jerk * max_jerk + 2.f * T123 * accel_prev * max_jerk - accel_prev * accel_prev
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+ 4.f * max_jerk * (vel_prev - vel_setpoint);
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float sqrt_delta = sqrtf(delta);
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float denominator_inv = 1.f / (2.f * a);
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float T1_plus = math::max((-b + sqrt_delta) * denominator_inv, 0.f);
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float T1_minus = math::max((-b - sqrt_delta) * denominator_inv, 0.f);
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float T3_plus = computeT3(T1_plus, accel_prev, max_jerk);
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float T3_minus = computeT3(T1_minus, accel_prev, max_jerk);
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float T13_plus = T1_plus + T3_plus;
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float T13_minus = T1_minus + T3_minus;
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float T1 = 0.f;
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if (T13_plus > T123) {
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T1 = T1_minus;
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} else if (T13_minus > T123) {
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T1 = T1_plus;
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}
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T1 = saturateT1ForAccel(accel_prev, max_jerk, T1);
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if (T1 < _dt) {
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T1 = 0.f;
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}
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return T1;
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}
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float VelocitySmoothing::computeT2(float T1, float T3, float accel_prev, float vel_prev, float vel_setpoint,
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float max_jerk)
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{
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float f = accel_prev * T1 + max_jerk * T1 * T1 * 0.5f + vel_prev + accel_prev * T3 + max_jerk * T1 * T3
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- max_jerk * T3 * T3 * 0.5f;
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float T2 = (vel_setpoint - f) / (accel_prev + max_jerk * T1);
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if (T2 < _dt) {
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T2 = 0.f;
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}
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return math::max(T2, 0.f);
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}
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float VelocitySmoothing::computeT2(float T123, float T1, float T3)
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{
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float T2 = T123 - T1 - T3;
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return math::max(T2, 0.f);
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}
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float VelocitySmoothing::computeT3(float T1, float accel_prev, float max_jerk)
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{
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float T3 = accel_prev / max_jerk + T1;
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if (T1 < FLT_EPSILON && T3 < _dt && T3 > 0.f) {
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T3 = _dt;
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_max_jerk_T1 = accel_prev / T3;
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}
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return math::max(T3, 0.f);
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}
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void VelocitySmoothing::integrateT(float dt, float jerk, float accel_prev, float vel_prev, float pos_prev,
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float &accel_out, float &vel_out, float &pos_out)
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{
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accel_out = jerk * dt + accel_prev;
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vel_out = dt * 0.5f * (accel_out + accel_prev) + vel_prev;
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pos_out = dt / 3.f * (vel_out + accel_prev * dt * 0.5f + 2.f * vel_prev) + _pos;
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}
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void VelocitySmoothing::updateDurations(float dt, float vel_setpoint)
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{
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_vel_sp = math::constrain(vel_setpoint, -_max_vel, _max_vel);
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_dt = math::max(dt, FLT_EPSILON);
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updateDurations();
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}
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void VelocitySmoothing::updateDurations(float T123)
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{
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float T1, T2, T3;
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/* Depending of the direction, start accelerating positively or negatively */
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_max_jerk_T1 = (_vel_sp - _vel > 0.f) ? _max_jerk : -_max_jerk;
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// compute increasing acceleration time
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if (PX4_ISFINITE(T123)) {
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T1 = computeT1(T123, _accel, _vel, _vel_sp, _max_jerk_T1);
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} else {
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T1 = computeT1(_accel, _vel, _vel_sp, _max_jerk_T1);
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}
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// compute decreasing acceleration time
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T3 = computeT3(T1, _accel, _max_jerk_T1);
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// compute constant acceleration time
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if (PX4_ISFINITE(T123)) {
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T2 = computeT2(T123, T1, T3);
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} else {
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T2 = computeT2(T1, T3, _accel, _vel, _vel_sp, _max_jerk_T1);
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}
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_T1 = T1;
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_T2 = T2;
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_T3 = T3;
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}
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void VelocitySmoothing::integrate(float &accel_setpoint_smooth, float &vel_setpoint_smooth,
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float &pos_setpoint_smooth)
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{
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integrate(_dt, 1.f, accel_setpoint_smooth, vel_setpoint_smooth, pos_setpoint_smooth);
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}
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void VelocitySmoothing::integrate(float dt, float integration_scale_factor, float &accel_setpoint_smooth,
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float &vel_setpoint_smooth,
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float &pos_setpoint_smooth)
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{
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/* Apply correct jerk (min, max or zero) */
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if (_T1 > FLT_EPSILON) {
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_jerk = _max_jerk_T1;
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if (_T1 < dt && dt > _dt) {
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// _T1 was supposed to be _dt, however, now, dt is bigger than _dt. We have to reduce the jerk to avoid an acceleration overshoot.
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_jerk *= _dt / dt; // Keep the same area _dt * _jerk = dt * jerk_new
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}
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} else if (_T2 > FLT_EPSILON) {
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_jerk = 0.f;
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} else if (_T3 > FLT_EPSILON) {
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_jerk = -_max_jerk_T1;
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if (_T3 < dt && dt > _dt) {
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// Same as for _T1 < dt above
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_jerk *= _dt / dt;
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}
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} else {
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_jerk = 0.f;
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}
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/* Integrate the trajectory */
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float accel_new, vel_new, pos_new;
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integrateT(dt * integration_scale_factor, _jerk, _accel, _vel, _pos, accel_new, vel_new, pos_new);
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_accel = accel_new;
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_vel = vel_new;
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_pos = pos_new;
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/* set output variables */
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accel_setpoint_smooth = _accel;
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vel_setpoint_smooth = _vel;
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pos_setpoint_smooth = _pos;
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}
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void VelocitySmoothing::timeSynchronization(VelocitySmoothing *traj, int n_traj)
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{
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float desired_time = 0.f;
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int longest_traj_index = 0;
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for (int i = 0; i < n_traj; i++) {
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const float T123 = traj[i].getTotalTime();
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if (T123 > desired_time) {
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desired_time = T123;
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longest_traj_index = i;
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}
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}
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if (desired_time > FLT_EPSILON) {
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for (int i = 0; i < n_traj; i++) {
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if (i != longest_traj_index) {
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traj[i].updateDurations(desired_time);
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}
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}
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}
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}
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