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365 lines
10 KiB
C++
365 lines
10 KiB
C++
#include <gtest/gtest.h>
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#include "TrajectoryConstraints.hpp"
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using namespace matrix;
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using namespace math::trajectory;
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class TrajectoryConstraintsTest : public ::testing::Test
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{
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public:
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VehicleDynamicLimits config;
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Vector3f vehicle_location;
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Vector3f target;
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Vector3f next_target;
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float final_speed = 0;
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void SetUp() override
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{
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config.z_accept_rad = 1.f;
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config.xy_accept_rad = 0.99f;
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config.max_acc_xy = 3.f;
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config.max_jerk = 10.f;
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config.max_speed_xy = 10.f;
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config.max_acc_xy_radius_scale = 0.8f;
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/*
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* (20,20)
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* Next target
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*
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* ^
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* |
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*
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* (10,10) (20,10)
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* Vehicle -> Target
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*
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*/
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vehicle_location = Vector3f(10, 10, 5);
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target = Vector3f(20, 10, 5);
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next_target = Vector3f(20, 20, 5);
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}
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};
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TEST_F(TrajectoryConstraintsTest, testStraight)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.5f * (next_target - vehicle_location);
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightNaN)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.5f * (next_target - vehicle_location);
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next_target(0) = NAN;
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next_target(1) = NAN;
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// WHEN: we get the speed for points which are NaN afterwards
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed to the closer point
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Vector3f direct_points[2] = {vehicle_location, target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightLowJerkClose)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.05f * (next_target - vehicle_location);
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config.max_jerk = 8.f;
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightMidClose)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.05f * (next_target - vehicle_location);
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, testStraightMidFar)
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{
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// GIVEN: 3 waypoints in straight line
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next_target = target + 2.f * (target - vehicle_location);
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target = vehicle_location + 0.95f * (next_target - vehicle_location);
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// WHEN: we get the speed for straight line travel
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be the same as speed directly to the end point
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Vector3f direct_points[2] = {vehicle_location, next_target};
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float direct_speed = computeXYSpeedFromWaypoints<2>(direct_points, config);
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EXPECT_FLOAT_EQ(through_speed, direct_speed);
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}
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TEST_F(TrajectoryConstraintsTest, test90Angle)
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{
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// GIVEN: 3 waypoints in 90 degree angle
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EXPECT_FLOAT_EQ(0.f, (vehicle_location - target).dot(target - next_target));
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// WHEN: we get the speed for travel around the path
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be slightly faster than stopping at the intermediate point
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Vector3f stop_points[2] = {vehicle_location, target};
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float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
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EXPECT_GT(through_speed, stop_speed); //faster
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EXPECT_LT(through_speed, stop_speed * 1.03f); // but less than 3% faster
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}
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TEST_F(TrajectoryConstraintsTest, test45Angle)
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{
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// GIVEN: 3 waypoints in 45 degree angle
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next_target = Vector3f(25, 15, 5);
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// WHEN: we get the speed for travel around the path
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be slightly faster than stopping at the intermediate point
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Vector3f stop_points[2] = {vehicle_location, target};
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float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
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EXPECT_GT(through_speed, stop_speed * 1.03f); // more than 3% faster
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EXPECT_LT(through_speed, stop_speed * 1.06f); // but less than 6% faster
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}
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TEST_F(TrajectoryConstraintsTest, test10Angle)
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{
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// GIVEN: 3 waypoints in 10 degree angle
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next_target = Vector3f(30, 11.7, 5);
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// WHEN: we get the speed for travel around the path
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Vector3f waypoints[3] = {vehicle_location, target, next_target};
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float through_speed = computeXYSpeedFromWaypoints<3>(waypoints, config);
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// THEN: it should be slightly faster than stopping at the intermediate point
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Vector3f stop_points[2] = {vehicle_location, target};
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float stop_speed = computeXYSpeedFromWaypoints<2>(stop_points, config);
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EXPECT_GT(through_speed, stop_speed * 1.25f); // more than 25% faster
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EXPECT_LT(through_speed, stop_speed * 1.3f); // but less than 30% faster
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}
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TEST_F(TrajectoryConstraintsTest, test10AngleFarNext)
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{
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// GIVEN: 3 waypoints in 10 degree angle, but next waypoint is far
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next_target = 2.f * (Vector3f(30, 11.7, 5) - target) + target;
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// WHEN: we get the speed for travel around the path
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Vector3f far_waypoints[3] = {vehicle_location, target, next_target};
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float far_speed = computeXYSpeedFromWaypoints<3>(far_waypoints, config);
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// THEN: it should be the same speed as a closer next waypoint at the same angle, since the bottleneck is the turn
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next_target = Vector3f(30, 11.7, 5);
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Vector3f close_waypoints[3] = {vehicle_location, target, next_target};
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float close_speed = computeXYSpeedFromWaypoints<3>(close_waypoints, config);
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EXPECT_FLOAT_EQ(far_speed, close_speed);
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}
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TEST_F(TrajectoryConstraintsTest, test10AngleCloseNext)
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{
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// GIVEN: 3 waypoints in right angle, but next waypoint is far
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next_target = .2f * (Vector3f(30, 11.7, 5) - target) + target;
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// WHEN: we get the speed for travel around the path
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Vector3f close_waypoints[3] = {vehicle_location, target, next_target};
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float close_speed = computeXYSpeedFromWaypoints<3>(close_waypoints, config);
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// THEN: it should be slower than a further next waypoint at the same angle, since the bottleneck is the distance
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next_target = Vector3f(30, 11.7, 5);
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Vector3f normal_waypoints[3] = {vehicle_location, target, next_target};
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float normal_speed = computeXYSpeedFromWaypoints<3>(normal_waypoints, config);
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EXPECT_LT(close_speed, normal_speed);
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormNoEffectLarge)
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{
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// GIVEN: a short vector
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Vector3f vec(1, 2, 3);
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// WHEN: we clamp it on XY with a long cutoff
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clampToXYNorm(vec, 1000.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(1, 2, 3));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormNoEffect)
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{
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// GIVEN: a short vector
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Vector3f vec(1, 2, 3);
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// WHEN: we clamp it on XY with a long cutoff
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clampToZNorm(vec, 1000.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(1, 2, 3));
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormNoEffectExact)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, 1);
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// WHEN: we clamp it on XY with exact cutoff
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clampToXYNorm(vec, 5.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(3, 4, 1));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormNoEffectExact)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, -1);
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// WHEN: we clamp it on Z with exact cutoff
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clampToZNorm(vec, 1.f);
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// THEN: it shouldn't change
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EXPECT_EQ(vec, Vector3f(3, 4, -1));
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormHalf)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, 1);
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// WHEN: we clamp it on XY with half hypot length
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clampToXYNorm(vec, 2.5f);
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// THEN: it should be half length
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EXPECT_TRUE(vec == Vector3f(1.5f, 2.f, 0.5f));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormHalf)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, 10);
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// WHEN: we clamp it on Z with half length
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clampToZNorm(vec, 5.f);
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// THEN: it should be half length
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EXPECT_TRUE(vec == Vector3f(1.5f, 2.f, 5.f));
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormZero)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, 1);
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// WHEN: we clamp it on XY with half hypot length
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clampToXYNorm(vec, 0.f);
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// THEN: it should be 0
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EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormZero)
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{
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// GIVEN: a vector
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Vector3f vec(3, 4, 1);
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// WHEN: we clamp it on Z with half hypot length
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clampToZNorm(vec, 0.f);
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// THEN: it should be 0
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EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormVecZero)
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{
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// GIVEN: a vector
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Vector3f vec(0, 0, 0);
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// WHEN: we clamp it on XY
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clampToXYNorm(vec, 1.f);
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// THEN: it should be 0 still
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EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormVecZero)
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{
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// GIVEN: a vector
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Vector3f vec(0, 0, 0);
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// WHEN: we clamp it on Z
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clampToZNorm(vec, 1.f);
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// THEN: it should be 0 still
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EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
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}
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TEST(TrajectoryConstraintsClamp, clampToXYNormVecZeroToZero)
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{
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// GIVEN: a vector
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Vector3f vec(0, 0, 0);
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// WHEN: we clamp it on XY
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clampToXYNorm(vec, 0.f);
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// THEN: it should be 0 still
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EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
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}
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TEST(TrajectoryConstraintsClamp, clampToZNormVecZeroToZero)
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{
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// GIVEN: a vector
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Vector3f vec(0, 0, 0);
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// WHEN: we clamp it on XY
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clampToZNorm(vec, 0.f);
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// THEN: it should be 0 still
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EXPECT_TRUE(vec == Vector3f(0.f, 0.f, 0.f));
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}
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