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180 lines
6.7 KiB
C++
180 lines
6.7 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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#pragma once
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#include <matrix/matrix/math.hpp>
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/**
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* @class VelocitySmoothing
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*
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* TODO: document the algorithm
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* |T1| T2 |T3|
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* ___
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* __| |____ __ Jerk
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* |_|
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* ___
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* / \ Acceleration
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* ___/ \___
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* ___
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* ;"
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* /
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* / Velocity
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* ;
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* ----"
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*/
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class VelocitySmoothing
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{
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public:
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VelocitySmoothing(float initial_accel = 0.f, float initial_vel = 0.f, float initial_pos = 0.f);
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~VelocitySmoothing() = default;
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/**
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* Reset the state.
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* @param accel Current acceleration
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* @param vel Current velocity
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* @param pos Current position
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*/
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void reset(float accel, float vel, float pos);
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/**
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* Compute T1, T2, T3 depending on the current state and velocity setpoint. This should be called on every cycle
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* and before integrate().
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* @param dt delta time between last updateDurations() call and now [s]
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* @param vel_setpoint velocity setpoint input
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*/
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void updateDurations(float dt, float vel_setpoint);
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/**
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* Generate the trajectory (acceleration, velocity and position) by integrating the current jerk
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* @param dt optional integration period. If not given, the integration period provided during updateDuration call is used.
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* A dt different from the one given during the computation of T1-T3 can be used to fast-forward or slow-down the trajectory.
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* @param acc_setpoint_smooth returned smoothed acceleration setpoint
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* @param vel_setpoint_smooth returned smoothed velocity setpoint
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* @param pos_setpoint_smooth returned smoothed position setpoint
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*/
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void integrate(float &accel_setpoint_smooth, float &vel_setpoint_smooth, float &pos_setpoint_smooth);
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void integrate(float dt, float integration_scale_factor, float &accel_setpoint_smooth, float &vel_setpoint_smooth,
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float &pos_setpoint_smooth);
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/* Get / Set constraints (constraints can be updated at any time) */
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float getMaxJerk() const { return _max_jerk; }
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void setMaxJerk(float max_jerk) { _max_jerk = max_jerk; }
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float getMaxAccel() const { return _max_accel; }
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void setMaxAccel(float max_accel) { _max_accel = max_accel; }
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float getMaxVel() const { return _max_vel; }
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void setMaxVel(float max_vel) { _max_vel = max_vel; }
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float getCurrentJerk() const { return _jerk; }
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void setCurrentAcceleration(const float accel) { _accel = accel; }
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float getCurrentAcceleration() const { return _accel; }
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void setCurrentVelocity(const float vel) { _vel = vel; }
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float getCurrentVelocity() const { return _vel; }
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void setCurrentPosition(const float pos) { _pos = pos; }
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float getCurrentPosition() const { return _pos; }
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/**
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* Synchronize several trajectories to have the same total time. This is required to generate
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* straight lines.
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* The resulting total time is the one of the longest trajectory.
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* @param traj an array of VelocitySmoothing objects
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* @param n_traj the number of trajectories to be synchronized
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*/
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static void timeSynchronization(VelocitySmoothing *traj, int n_traj);
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float getTotalTime() const { return _T1 + _T2 + _T3; }
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float getVelSp() const { return _vel_sp; }
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private:
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/**
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* Compute T1, T2, T3 depending on the current state and velocity setpoint.
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* @param T123 optional parameter. If set, the total trajectory time will be T123, if not,
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* the algorithm optimizes for time.
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*/
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void updateDurations(float T123 = NAN);
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/**
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* Compute increasing acceleration time
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*/
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inline float computeT1(float accel_prev, float vel_prev, float vel_setpoint, float max_jerk);
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/**
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* Compute increasing acceleration time using total time constraint
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*/
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inline float computeT1(float T123, float accel_prev, float vel_prev, float vel_setpoint, float max_jerk);
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inline float saturateT1ForAccel(float accel_prev, float max_jerk, float T1);
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/**
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* Compute constant acceleration time
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*/
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inline float computeT2(float T1, float T3, float accel_prev, float vel_prev, float vel_setpoint, float max_jerk);
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/**
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* Compute constant acceleration time using total time constraint
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*/
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inline float computeT2(float T123, float T1, float T3);
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/**
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* Compute decreasing acceleration time
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*/
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inline float computeT3(float T1, float accel_prev, float max_jerk);
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/**
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* Integrate the jerk, acceleration and velocity to get the new setpoints and states.
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*/
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inline void 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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/* Inputs */
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float _vel_sp{0.0f};
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float _dt = 1.f;
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/* Constraints */
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float _max_jerk = 22.f;
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float _max_accel = 8.f;
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float _max_vel = 6.f;
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/* State (previous setpoints) */
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float _jerk = 0.f;
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float _accel = 0.f;
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float _vel = 0.f;
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float _pos = 0.f;
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float _max_jerk_T1 = 0.f; ///< jerk during phase T1 (with correct sign)
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/* Duration of each phase */
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float _T1 = 0.f; ///< Increasing acceleration [s]
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float _T2 = 0.f; ///< Constant acceleration [s]
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float _T3 = 0.f; ///< Decreasing acceleration [s]
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static constexpr float max_pos_err = 1.f; ///< maximum position error (if above, the position setpoint is locked)
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};
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