Add trajectory generation using hermite splines (#1843)

This commit is contained in:
Prateek Machiraju
2019-09-28 18:40:56 -04:00
committed by Peter Johnson
parent fd612052f3
commit 457f94ba26
56 changed files with 4185 additions and 2 deletions

View File

@@ -0,0 +1,190 @@
/*----------------------------------------------------------------------------*/
/* Copyright (c) 2019 FIRST. All Rights Reserved. */
/* Open Source Software - may be modified and shared by FRC teams. The code */
/* must be accompanied by the FIRST BSD license file in the root directory of */
/* the project. */
/*----------------------------------------------------------------------------*/
#include "frc/spline/SplineHelper.h"
#include <cstddef>
using namespace frc;
std::vector<CubicHermiteSpline> SplineHelper::CubicSplinesFromWaypoints(
const Pose2d& start, std::vector<Translation2d> waypoints,
const Pose2d& end) {
std::vector<CubicHermiteSpline> splines;
double scalar;
// This just makes the splines look better.
if (waypoints.empty()) {
scalar = 1.2 * start.Translation().Distance(end.Translation()).to<double>();
} else {
scalar = 1.2 * start.Translation().Distance(waypoints.front()).to<double>();
}
std::array<double, 2> startXControlVector{
start.Translation().X().to<double>(), start.Rotation().Cos() * scalar};
std::array<double, 2> startYControlVector{
start.Translation().Y().to<double>(), start.Rotation().Sin() * scalar};
// This just makes the splines look better.
if (!waypoints.empty()) {
scalar = 1.2 * end.Translation().Distance(waypoints.back()).to<double>();
}
std::array<double, 2> endXControlVector{end.Translation().X().to<double>(),
end.Rotation().Cos() * scalar};
std::array<double, 2> endYControlVector{end.Translation().Y().to<double>(),
end.Rotation().Sin() * scalar};
if (waypoints.size() > 1) {
waypoints.emplace(waypoints.begin(), start.Translation());
waypoints.emplace_back(end.Translation());
std::vector<double> a;
std::vector<double> b(waypoints.size() - 2, 4.0);
std::vector<double> c;
std::vector<double> dx, dy;
std::vector<double> fx(waypoints.size() - 2, 0.0),
fy(waypoints.size() - 2, 0.0);
a.emplace_back(0);
for (unsigned int i = 0; i < waypoints.size() - 3; i++) {
a.emplace_back(1);
c.emplace_back(1);
}
c.emplace_back(0);
dx.emplace_back(
3 * (waypoints[2].X().to<double>() - waypoints[0].X().to<double>()) -
startXControlVector[1]);
dy.emplace_back(
3 * (waypoints[2].Y().to<double>() - waypoints[0].Y().to<double>()) -
startYControlVector[1]);
if (waypoints.size() > 4) {
for (unsigned int i = 1; i <= waypoints.size() - 4; i++) {
dx.emplace_back(3 * (waypoints[i + 1].X().to<double>() -
waypoints[i - 1].X().to<double>()));
dy.emplace_back(3 * (waypoints[i + 1].Y().to<double>() -
waypoints[i - 1].Y().to<double>()));
}
}
dx.emplace_back(3 * (waypoints[waypoints.size() - 1].X().to<double>() -
waypoints[waypoints.size() - 3].X().to<double>()) -
endXControlVector[1]);
dy.emplace_back(3 * (waypoints[waypoints.size() - 1].Y().to<double>() -
waypoints[waypoints.size() - 3].Y().to<double>()) -
endYControlVector[1]);
ThomasAlgorithm(a, b, c, dx, &fx);
ThomasAlgorithm(a, b, c, dy, &fy);
fx.emplace(fx.begin(), startXControlVector[1]);
fx.emplace_back(endXControlVector[1]);
fy.emplace(fy.begin(), startYControlVector[1]);
fy.emplace_back(endYControlVector[1]);
for (unsigned int i = 0; i < fx.size() - 1; i++) {
// Create the spline.
const CubicHermiteSpline spline{
{waypoints[i].X().to<double>(), fx[i]},
{waypoints[i + 1].X().to<double>(), fx[i + 1]},
{waypoints[i].Y().to<double>(), fy[i]},
{waypoints[i + 1].Y().to<double>(), fy[i + 1]}};
splines.push_back(spline);
}
} else if (waypoints.size() == 1) {
const double xDeriv = (3 * (end.Translation().X().to<double>() -
start.Translation().X().to<double>()) -
endXControlVector[1] - startXControlVector[1]) /
4.0;
const double yDeriv = (3 * (end.Translation().Y().to<double>() -
start.Translation().Y().to<double>()) -
endYControlVector[1] - startYControlVector[1]) /
4.0;
std::array<double, 2> midXControlVector{waypoints[0].X().to<double>(),
xDeriv};
std::array<double, 2> midYControlVector{waypoints[0].Y().to<double>(),
yDeriv};
splines.emplace_back(startXControlVector, midXControlVector,
startYControlVector, midYControlVector);
splines.emplace_back(midXControlVector, endXControlVector,
midYControlVector, endYControlVector);
} else {
// Create the spline.
const CubicHermiteSpline spline{startXControlVector, endXControlVector,
startYControlVector, endYControlVector};
splines.push_back(spline);
}
return splines;
}
std::vector<QuinticHermiteSpline> SplineHelper::QuinticSplinesFromWaypoints(
const std::vector<Pose2d>& waypoints) {
std::vector<QuinticHermiteSpline> splines;
for (unsigned int i = 0; i < waypoints.size() - 1; i++) {
auto& p0 = waypoints[i];
auto& p1 = waypoints[i + 1];
// This just makes the splines look better.
const auto scalar =
1.2 * p0.Translation().Distance(p1.Translation()).to<double>();
const std::array<double, 3> xInitialControlVector{
p0.Translation().X().to<double>(), p0.Rotation().Cos() * scalar, 0.0};
const std::array<double, 3> xFinalControlVector{
p1.Translation().X().to<double>(), p1.Rotation().Cos() * scalar, 0.0};
const std::array<double, 3> yInitialControlVector{
p0.Translation().Y().to<double>(), p0.Rotation().Sin() * scalar, 0.0};
const std::array<double, 3> yFinalControlVector{
p1.Translation().Y().to<double>(), p1.Rotation().Sin() * scalar, 0.0};
splines.emplace_back(xInitialControlVector, xFinalControlVector,
yInitialControlVector, yFinalControlVector);
}
return splines;
}
void SplineHelper::ThomasAlgorithm(const std::vector<double>& a,
const std::vector<double>& b,
const std::vector<double>& c,
const std::vector<double>& d,
std::vector<double>* solutionVector) {
auto& f = *solutionVector;
size_t N = d.size();
// Create the temporary vectors
// Note that this is inefficient as it is possible to call
// this function many times. A better implementation would
// pass these temporary matrices by non-const reference to
// save excess allocation and deallocation
std::vector<double> c_star(N, 0.0);
std::vector<double> d_star(N, 0.0);
// This updates the coefficients in the first row
// Note that we should be checking for division by zero here
c_star[0] = c[0] / b[0];
d_star[0] = d[0] / b[0];
// Create the c_star and d_star coefficients in the forward sweep
for (unsigned int i = 1; i < N; i++) {
double m = 1.0 / (b[i] - a[i] * c_star[i - 1]);
c_star[i] = c[i] * m;
d_star[i] = (d[i] - a[i] * d_star[i - 1]) * m;
}
f[N - 1] = d_star[N - 1];
// This is the reverse sweep, used to update the solution vector f
for (int i = N - 2; i >= 0; i--) {
f[i] = d_star[i] - c_star[i] * f[i + 1];
}
}