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[wpimath] Add Exponential motion profile (#5720)
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// Copyright (c) FIRST and other WPILib contributors.
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// Open Source Software; you can modify and/or share it under the terms of
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// the WPILib BSD license file in the root directory of this project.
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package edu.wpi.first.math.trajectory;
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import java.util.Objects;
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/**
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* A exponential curve-shaped velocity profile.
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*
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* <p>While this class can be used for a profiled movement from start to finish, the intended usage
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* is to filter a reference's dynamics based on state-space model dynamics. To compute the reference
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* obeying this constraint, do the following.
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*
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* <p>Initialization:
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*
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* <pre><code>
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* ExponentialProfile.Constraints constraints =
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* ExponentialProfile.Constraints.fromCharacteristics(kMaxV, kV, kA);
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* ExponentialProfile.State previousProfiledReference =
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* new ExponentialProfile.State(initialReference, 0.0);
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* ExponentialProfile profile = new ExponentialProfile(constraints);
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* </code></pre>
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*
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* <p>Run on update:
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*
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* <pre><code>
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* previousProfiledReference =
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* profile.calculate(timeSincePreviousUpdate, previousProfiledReference, unprofiledReference);
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* </code></pre>
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*
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* <p>where `unprofiledReference` is free to change between calls. Note that when the unprofiled
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* reference is within the constraints, `calculate()` returns the unprofiled reference unchanged.
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*
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* <p>Otherwise, a timer can be started to provide monotonic values for `calculate()` and to
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* determine when the profile has completed via `isFinished()`.
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*/
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public class ExponentialProfile {
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private final Constraints m_constraints;
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public static class ProfileTiming {
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public final double inflectionTime;
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public final double totalTime;
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protected ProfileTiming(double inflectionTime, double totalTime) {
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this.inflectionTime = inflectionTime;
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this.totalTime = totalTime;
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}
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/**
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* Decides if the profile is finished by time t.
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*
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* @param t The time since the beginning of the profile.
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* @return if the profile is finished at time t.
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*/
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public boolean isFinished(double t) {
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return t > inflectionTime;
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}
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}
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public static class Constraints {
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public final double maxInput;
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public final double A;
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public final double B;
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/**
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* Construct constraints for an ExponentialProfile.
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*
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* @param maxInput maximum unsigned input voltage
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* @param A The State-Space 1x1 system matrix.
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* @param B The State-Space 1x1 input matrix.
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*/
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private Constraints(double maxInput, double A, double B) {
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this.maxInput = maxInput;
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this.A = A;
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this.B = B;
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}
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/**
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* Computes the max achievable velocity for an Exponential Profile.
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*
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* @return The seady-state velocity achieved by this profile.
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*/
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public double maxVelocity() {
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return -maxInput * B / A;
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}
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/**
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* Construct constraints for an ExponentialProfile from characteristics.
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*
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* @param maxInput maximum unsigned input voltage
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* @param kV The velocity gain.
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* @param kA The acceleration gain.
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* @return The Constraints object.
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*/
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public static Constraints fromCharacteristics(double maxInput, double kV, double kA) {
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return new Constraints(maxInput, -kV / kA, 1.0 / kA);
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}
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/**
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* Construct constraints for an ExponentialProfile from State-Space parameters.
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*
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* @param maxInput maximum unsigned input voltage
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* @param A The State-Space 1x1 system matrix.
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* @param B The State-Space 1x1 input matrix.
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* @return The Constraints object.
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*/
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public static Constraints fromStateSpace(double maxInput, double A, double B) {
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return new Constraints(maxInput, A, B);
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}
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}
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public static class State {
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public final double position;
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public final double velocity;
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/**
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* Construct a state within an exponential profile.
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*
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* @param position The position at this state.
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* @param velocity The velocity at this state.
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*/
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public State(double position, double velocity) {
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this.position = position;
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this.velocity = velocity;
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}
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@Override
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public boolean equals(Object other) {
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if (other instanceof State) {
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State rhs = (State) other;
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return this.position == rhs.position && this.velocity == rhs.velocity;
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} else {
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return false;
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}
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}
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@Override
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public int hashCode() {
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return Objects.hash(position, velocity);
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}
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}
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/**
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* Construct an ExponentialProfile.
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*
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* @param constraints The constraints on the profile, like maximum input.
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*/
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public ExponentialProfile(Constraints constraints) {
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m_constraints = constraints;
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}
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/**
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* Calculate the correct position and velocity for the profile at a time t where the current state
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* is at time t = 0.
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*
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* @param t The time since the beginning of the profile.
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* @param current The current state.
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* @param goal The desired state when the profile is complete.
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* @return The position and velocity of the profile at time t.
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*/
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public State calculate(double t, State current, State goal) {
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var direction = shouldFlipInput(current, goal) ? -1 : 1;
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var u = direction * m_constraints.maxInput;
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var inflectionPoint = calculateInflectionPoint(current, goal, u);
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var timing = calculateProfileTiming(current, inflectionPoint, goal, u);
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if (t < 0) {
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return current;
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} else if (t < timing.inflectionTime) {
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return new State(
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computeDistanceFromTime(t, u, current), computeVelocityFromTime(t, u, current));
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} else if (t < timing.totalTime) {
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return new State(
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computeDistanceFromTime(t - timing.totalTime, -u, goal),
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computeVelocityFromTime(t - timing.totalTime, -u, goal));
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} else {
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return goal;
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}
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}
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/**
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* Calculate the point after which the fastest way to reach the goal state is to apply input in
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* the opposite direction.
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*
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* @param current The current state.
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* @param goal The desired state when the profile is complete.
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* @return The position and velocity of the profile at the inflection point.
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*/
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public State calculateInflectionPoint(State current, State goal) {
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var direction = shouldFlipInput(current, goal) ? -1 : 1;
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var u = direction * m_constraints.maxInput;
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return calculateInflectionPoint(current, goal, u);
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}
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/**
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* Calculate the point after which the fastest way to reach the goal state is to apply input in
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* the opposite direction.
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*
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* @param current The current state.
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* @param goal The desired state when the profile is complete.
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* @param input The signed input applied to this profile from the current state.
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* @return The position and velocity of the profile at the inflection point.
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*/
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private State calculateInflectionPoint(State current, State goal, double input) {
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var u = input;
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if (current.equals(goal)) {
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return current;
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}
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var inflectionVelocity = solveForInflectionVelocity(u, current, goal);
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var inflectionPosition = computeDistanceFromVelocity(inflectionVelocity, -u, goal);
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return new State(inflectionPosition, inflectionVelocity);
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}
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/**
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* Calculate the time it will take for this profile to reach the goal state.
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*
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* @param current The current state.
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* @param goal The desired state when the profile is complete.
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* @return The total duration of this profile.
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*/
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public double timeLeftUntil(State current, State goal) {
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var timing = calculateProfileTiming(current, goal);
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return timing.totalTime;
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}
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/**
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* Calculate the time it will take for this profile to reach the inflection point, and the time it
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* will take for this profile to reach the goal state.
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*
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* @param current The current state.
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* @param goal The desired state when the profile is complete.
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* @return The timing information for this profile.
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*/
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public ProfileTiming calculateProfileTiming(State current, State goal) {
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var direction = shouldFlipInput(current, goal) ? -1 : 1;
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var u = direction * m_constraints.maxInput;
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var inflectionPoint = calculateInflectionPoint(current, goal, u);
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return calculateProfileTiming(current, inflectionPoint, goal, u);
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}
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/**
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* Calculate the time it will take for this profile to reach the inflection point, and the time it
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* will take for this profile to reach the goal state.
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*
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* @param current The current state.
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* @param inflectionPoint The inflection point of this profile.
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* @param goal The desired state when the profile is complete.
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* @param input The signed input applied to this profile from the current state.
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* @return The timing information for this profile.
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*/
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private ProfileTiming calculateProfileTiming(
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State current, State inflectionPoint, State goal, double input) {
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var u = input;
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double inflectionT_forward;
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// We need to handle 5 cases here:
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//
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// - Approaching -maxVelocity from below
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// - Approaching -maxVelocity from above
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// - Approaching maxVelocity from below
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// - Approaching maxVelocity from above
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// - At +-maxVelocity
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//
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// For cases 1 and 3, we want to subtract epsilon from the inflection point velocity.
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// For cases 2 and 4, we want to add epsilon to the inflection point velocity.
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// For case 5, we have reached inflection point velocity.
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double epsilon = 1e-9;
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if (Math.abs(Math.signum(input) * m_constraints.maxVelocity() - inflectionPoint.velocity)
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< epsilon) {
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double solvableV = inflectionPoint.velocity;
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double t_to_solvable_v;
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double x_at_solvable_v;
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if (Math.abs(current.velocity - inflectionPoint.velocity) < epsilon) {
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t_to_solvable_v = 0;
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x_at_solvable_v = current.position;
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} else {
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if (Math.abs(current.velocity) > m_constraints.maxVelocity()) {
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solvableV += Math.signum(u) * epsilon;
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} else {
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solvableV -= Math.signum(u) * epsilon;
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}
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t_to_solvable_v = computeTimeFromVelocity(solvableV, u, current.velocity);
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x_at_solvable_v = computeDistanceFromVelocity(solvableV, u, current);
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}
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inflectionT_forward =
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t_to_solvable_v
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+ Math.signum(input)
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* (inflectionPoint.position - x_at_solvable_v)
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/ m_constraints.maxVelocity();
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} else {
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inflectionT_forward = computeTimeFromVelocity(inflectionPoint.velocity, u, current.velocity);
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}
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var inflectionT_backward = computeTimeFromVelocity(inflectionPoint.velocity, -u, goal.velocity);
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return new ProfileTiming(inflectionT_forward, inflectionT_forward - inflectionT_backward);
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}
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/**
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* Calculate the position reached after t seconds when applying an input from the initial state.
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*
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* @param t The time since the initial state.
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* @param input The signed input applied to this profile from the initial state.
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* @param initial The initial state.
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* @return The distance travelled by this profile.
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*/
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private double computeDistanceFromTime(double t, double input, State initial) {
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var A = m_constraints.A;
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var B = m_constraints.B;
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var u = input;
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return initial.position
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+ (-B * u * t + (initial.velocity + B * u / A) * (Math.exp(A * t) - 1)) / A;
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}
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/**
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* Calculate the velocity reached after t seconds when applying an input from the initial state.
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*
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* @param t The time since the initial state.
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* @param input The signed input applied to this profile from the initial state.
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* @param initial The initial state.
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* @return The distance travelled by this profile.
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*/
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private double computeVelocityFromTime(double t, double input, State initial) {
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var A = m_constraints.A;
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var B = m_constraints.B;
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var u = input;
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return (initial.velocity + B * u / A) * Math.exp(A * t) - B * u / A;
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}
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/**
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* Calculate the time required to reach a specified velocity given the initial velocity.
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*
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* @param velocity The goal velocity.
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* @param input The signed input applied to this profile from the initial state.
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* @param initial The initial velocity.
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* @return The time required to reach the goal velocity.
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*/
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private double computeTimeFromVelocity(double velocity, double input, double initial) {
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var A = m_constraints.A;
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var B = m_constraints.B;
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var u = input;
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return Math.log((A * velocity + B * u) / (A * initial + B * u)) / A;
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}
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/**
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* Calculate the distance reached at the same time as the given velocity when applying the given
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* input from the initial state.
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*
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* @param velocity The velocity reached by this profile
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* @param input The signed input applied to this profile from the initial state.
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* @param initial The initial state.
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* @return The distance reached when the given velocity is reached.
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*/
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private double computeDistanceFromVelocity(double velocity, double input, State initial) {
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var A = m_constraints.A;
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var B = m_constraints.B;
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var u = input;
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return initial.position
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+ (velocity - initial.velocity) / A
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- B * u / (A * A) * Math.log((A * velocity + B * u) / (A * initial.velocity + B * u));
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}
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/**
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* Calculate the velocity at which input should be reversed in order to reach the goal state from
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* the current state.
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*
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* @param input The signed input applied to this profile from the current state.
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* @param current The current state.
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* @param goal The goal state.
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* @return The inflection velocity.
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*/
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private double solveForInflectionVelocity(double input, State current, State goal) {
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var A = m_constraints.A;
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var B = m_constraints.B;
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var u = input;
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var U_dir = Math.signum(u);
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var position_delta = goal.position - current.position;
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var velocity_delta = goal.velocity - current.velocity;
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var scalar = (A * current.velocity + B * u) * (A * goal.velocity - B * u);
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var power = -A / B / u * (A * position_delta - velocity_delta);
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var a = -A * A;
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var c = (B * B) * (u * u) + scalar * Math.exp(power);
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if (-1e-9 < c && c < 0) {
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// Numerical stability issue - the heuristic gets it right but c is around -1e-13
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return 0;
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}
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return U_dir * Math.sqrt(-c / a);
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}
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/**
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* Returns true if the profile should be inverted.
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*
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* <p>The profile is inverted if we should first apply negative input in order to reach the goal
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* state.
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*
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* @param current The initial state (usually the current state).
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* @param goal The desired state when the profile is complete.
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*/
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@SuppressWarnings("UnnecessaryParentheses")
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private boolean shouldFlipInput(State current, State goal) {
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var u = m_constraints.maxInput;
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var xf = goal.position;
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var v0 = current.velocity;
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var vf = goal.velocity;
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var x_forward = computeDistanceFromVelocity(vf, u, current);
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var x_reverse = computeDistanceFromVelocity(vf, -u, current);
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if (v0 >= m_constraints.maxVelocity()) {
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return xf < x_reverse;
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}
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if (v0 <= -m_constraints.maxVelocity()) {
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return xf < x_forward;
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}
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var a = v0 >= 0;
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var b = vf >= 0;
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var c = xf >= x_forward;
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var d = xf >= x_reverse;
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return (a && !d) || (b && !c) || (!c && !d);
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}
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}
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