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Add trajectory generation using hermite splines (#1843)
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committed by
Peter Johnson
parent
fd612052f3
commit
457f94ba26
@@ -0,0 +1,224 @@
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/*----------------------------------------------------------------------------*/
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/* Copyright (c) 2019 FIRST. All Rights Reserved. */
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/* Open Source Software - may be modified and shared by FRC teams. The code */
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/* must be accompanied by the FIRST BSD license file in the root directory of */
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/* the project. */
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/*----------------------------------------------------------------------------*/
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/*
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* MIT License
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*
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* Copyright (c) 2018 Team 254
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "frc/trajectory/TrajectoryParameterizer.h"
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using namespace frc;
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Trajectory TrajectoryParameterizer::TimeParameterizeTrajectory(
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const std::vector<PoseWithCurvature>& points,
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std::vector<std::unique_ptr<TrajectoryConstraint>>&& constraints,
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units::meters_per_second_t startVelocity,
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units::meters_per_second_t endVelocity,
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units::meters_per_second_t maxVelocity,
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units::meters_per_second_squared_t maxAcceleration, bool reversed) {
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std::vector<ConstrainedState> constrainedStates(points.size());
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ConstrainedState predecessor{points.front(), 0_m, startVelocity,
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-maxAcceleration, maxAcceleration};
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constrainedStates[0] = predecessor;
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// Forward pass
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for (unsigned int i = 0; i < points.size(); i++) {
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auto& constrainedState = constrainedStates[i];
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constrainedState.pose = points[i];
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// Begin constraining based on predecessor
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units::meter_t ds = constrainedState.pose.first.Translation().Distance(
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predecessor.pose.first.Translation());
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constrainedState.distance = ds + predecessor.distance;
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// We may need to iterate to find the maximum end velocity and common
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// acceleration, since acceleration limits may be a function of velocity.
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while (true) {
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// Enforce global max velocity and max reachable velocity by global
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// acceleration limit. vf = std::sqrt(vi^2 + 2*a*d).
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constrainedState.maxVelocity = units::math::min(
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maxVelocity,
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units::math::sqrt(predecessor.maxVelocity * predecessor.maxVelocity +
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predecessor.maxAcceleration * ds * 2.0));
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constrainedState.minAcceleration = -maxAcceleration;
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constrainedState.maxAcceleration = maxAcceleration;
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// At this point, the constrained state is fully constructed apart from
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// all the custom-defined user constraints.
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for (const auto& constraint : constraints) {
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constrainedState.maxVelocity = units::math::min(
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constrainedState.maxVelocity,
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constraint->MaxVelocity(constrainedState.pose.first,
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constrainedState.pose.second,
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constrainedState.maxVelocity));
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}
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// Now enforce all acceleration limits.
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EnforceAccelerationLimits(reversed, constraints, &constrainedState);
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if (ds.to<double>() < kEpsilon) break;
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// If the actual acceleration for this state is higher than the max
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// acceleration that we applied, then we need to reduce the max
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// acceleration of the predecessor and try again.
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units::meters_per_second_squared_t actualAcceleration =
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(constrainedState.maxVelocity * constrainedState.maxVelocity -
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predecessor.maxVelocity * predecessor.maxVelocity) /
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(ds * 2.0);
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// If we violate the max acceleration constraint, let's modify the
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// predecessor.
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if (constrainedState.maxAcceleration < actualAcceleration - 1E-6_mps_sq) {
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predecessor.maxAcceleration = constrainedState.maxAcceleration;
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} else {
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// Constrain the predecessor's max acceleration to the current
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// acceleration.
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if (actualAcceleration > predecessor.minAcceleration + 1E-6_mps_sq) {
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predecessor.maxAcceleration = actualAcceleration;
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}
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// If the actual acceleration is less than the predecessor's min
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// acceleration, it will be repaired in the backward pass.
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break;
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}
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}
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predecessor = constrainedState;
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}
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ConstrainedState successor{points.back(), constrainedStates.back().distance,
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endVelocity, -maxAcceleration, maxAcceleration};
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// Backward pass
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for (int i = points.size() - 1; i >= 0; i--) {
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auto& constrainedState = constrainedStates[i];
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units::meter_t ds =
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constrainedState.distance - successor.distance; // negative
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while (true) {
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// Enforce max velocity limit (reverse)
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// vf = std::sqrt(vi^2 + 2*a*d), where vi = successor.
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units::meters_per_second_t newMaxVelocity =
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units::math::sqrt(successor.maxVelocity * successor.maxVelocity +
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successor.minAcceleration * ds * 2.0);
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// No more limits to impose! This state can be finalized.
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if (newMaxVelocity >= constrainedState.maxVelocity) break;
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constrainedState.maxVelocity = newMaxVelocity;
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// Check all acceleration constraints with the new max velocity.
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EnforceAccelerationLimits(reversed, constraints, &constrainedState);
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if (ds.to<double>() > -kEpsilon) break;
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// If the actual acceleration for this state is lower than the min
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// acceleration, then we need to lower the min acceleration of the
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// successor and try again.
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units::meters_per_second_squared_t actualAcceleration =
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(constrainedState.maxVelocity * constrainedState.maxVelocity -
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successor.maxVelocity * successor.maxVelocity) /
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(ds * 2.0);
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if (constrainedState.minAcceleration > actualAcceleration + 1E-6_mps_sq) {
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successor.minAcceleration = constrainedState.minAcceleration;
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} else {
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successor.minAcceleration = actualAcceleration;
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break;
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}
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}
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successor = constrainedState;
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}
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// Now we can integrate the constrained states forward in time to obtain our
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// trajectory states.
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std::vector<Trajectory::State> states(points.size());
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units::second_t t = 0_s;
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units::meter_t s = 0_m;
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units::meters_per_second_t v = 0_mps;
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for (unsigned int i = 0; i < constrainedStates.size(); i++) {
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auto state = constrainedStates[i];
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// Calculate the change in position between the current state and the
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// previous state.
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units::meter_t ds = state.distance - s;
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// Calculate the acceleration between the current state and the previous
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// state.
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units::meters_per_second_squared_t accel =
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(state.maxVelocity * state.maxVelocity - v * v) / (ds * 2);
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// Calculate dt.
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units::second_t dt = 0_s;
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if (i > 0) {
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states.at(i - 1).acceleration = reversed ? -accel : accel;
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if (units::math::abs(accel) > 1E-6_mps_sq) {
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// v_f = v_0 + a * t
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dt = (state.maxVelocity - v) / accel;
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} else if (units::math::abs(v) > 1E-6_mps) {
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// delta_x = v * t
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dt = ds / v;
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} else {
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throw std::runtime_error(
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"Something went wrong during trajectory generation.");
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}
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}
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v = state.maxVelocity;
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s = state.distance;
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t += dt;
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states[i] = {t, reversed ? -v : v, reversed ? -accel : accel,
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state.pose.first, state.pose.second};
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}
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return Trajectory(states);
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}
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void TrajectoryParameterizer::EnforceAccelerationLimits(
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bool reverse,
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const std::vector<std::unique_ptr<TrajectoryConstraint>>& constraints,
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ConstrainedState* state) {
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for (auto&& constraint : constraints) {
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double factor = reverse ? -1.0 : 1.0;
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auto minMaxAccel = constraint->MinMaxAcceleration(
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state->pose.first, state->pose.second, state->maxVelocity * factor);
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state->minAcceleration = units::math::max(
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state->minAcceleration,
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reverse ? -minMaxAccel.maxAcceleration : minMaxAccel.minAcceleration);
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state->maxAcceleration = units::math::min(
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state->maxAcceleration,
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reverse ? -minMaxAccel.minAcceleration : minMaxAccel.maxAcceleration);
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}
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}
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