public UntimedTrajectoryDistances(UntimedTrajectory trajectory)
 {
     mTrajectory  = trajectory;
     distances    = new double[trajectory.length()];
     distances[0] = 0.0;
     for (int i = 1; i < trajectory.length(); ++i)
     {
         distances[i] = distances[i - 1] + trajectory.getState(i - 1).distance(trajectory.getState(i));
     }
 }
Exemplo n.º 2
0
        public static TrajectoryContainer parameterizeTrajectory(
            bool reverse,
            UntimedTrajectory trajectory,
            double step_size,
            double start_velocity,
            double end_velocity,
            double max_velocity,
            double max_abs_acceleration,
            double max_deceleration,
            int slowdown_chunks)
        {
            UntimedTrajectoryDistances traj_distances = new UntimedTrajectoryDistances(trajectory);

            int num_states = (int)Math.Ceiling(traj_distances.last_interpolant() / step_size + 1);
            List <Pose2dWithCurvature> states = new List <Pose2dWithCurvature>(num_states);

            for (int i = 0; i < num_states; ++i)
            {
                states.Add(traj_distances.sample(Math.Min(i * step_size, traj_distances.last_interpolant())).mState);
            }

            List <ConstrainedState> constrained_states = new List <ConstrainedState>(states.Count);
            const double            kEpsilon           = 1e-6;

            //Forward Pass
            ConstrainedState previous;

            previous.state            = states[0];
            previous.distance         = 0.0;
            previous.max_velocity     = start_velocity;
            previous.min_acceleration = -max_abs_acceleration;
            previous.max_acceleration = max_abs_acceleration;

            for (int i = 0; i < states.Count; i++)
            {
                //Create the next state
                ConstrainedState current = new ConstrainedState();
                current.state = states[i];
                //Distance is the distance from this state to the previous one
                double ds = current.state.distance(previous.state);
                //Accumulated distance is the new distance plus the accumulating sum
                current.distance = ds + previous.distance;

                while (true)
                {
                    // Change the max velocity to the max reachable velocity by the acceleration limit.
                    // vf = sqrt(vi^2 + 2*a*d)
                    current.max_velocity = Math.Min(max_velocity,
                                                    Math.Sqrt(previous.max_velocity * previous.max_velocity
                                                              + 2.0 * previous.max_acceleration * ds));

                    // Enforce max absolute acceleration.
                    current.min_acceleration = -max_abs_acceleration;
                    current.max_acceleration = max_abs_acceleration;

                    if (ds < kEpsilon)
                    {
                        break;
                    }

                    //If the maximum acceleration is less than the actual acceleration, need to reduce the previous states acceleration and loop again
                    // a = (vf^2 - vi^2) / 2d
                    double actual_acceleration = (current.max_velocity * current.max_velocity
                                                  - previous.max_velocity * previous.max_velocity) / (2.0 * ds);
                    if (current.max_acceleration < actual_acceleration - kEpsilon)
                    {
                        previous.max_acceleration = current.max_acceleration;
                    }
                    else
                    {
                        if (actual_acceleration > previous.min_acceleration + kEpsilon)
                        {
                            previous.max_acceleration = actual_acceleration;
                        }
                        // If actual acceleration is less than predecessor min accel, we will repair during the backward pass.
                        break;
                    }
                }
                if (i > 0)
                {
                    constrained_states[i - 1] = previous;
                }
                constrained_states.Add(current);
                previous = current;
            }

            //Backward Pass
            ConstrainedState next = new ConstrainedState();

            next.state            = states[states.Count - 1];
            next.distance         = constrained_states[states.Count - 1].distance;
            next.max_velocity     = end_velocity;
            next.min_acceleration = -max_deceleration;
            next.max_acceleration = max_abs_acceleration;

            for (int i = states.Count - 1; i >= 0; i--)
            {
                ConstrainedState current = constrained_states[i];
                double           ds      = current.distance - next.distance;

                //If the state is a slowdown state, apply the max deceleration
                if (i >= states.Count - slowdown_chunks)
                {
                    current.min_acceleration = -max_deceleration;
                }

                while (true)
                {
                    // Enforce reverse max reachable velocity limit.
                    // vf = sqrt(vi^2 + 2*a*d), where vi = next.
                    double new_max_velocity = Math.Sqrt(next.max_velocity * next.max_velocity
                                                        + 2.0 * next.min_acceleration * ds);
                    if (new_max_velocity >= current.max_velocity)
                    {
                        // No new limits to impose.
                        break;
                    }
                    current.max_velocity = new_max_velocity;
                    if (ds > kEpsilon)
                    {
                        break;
                    }

                    // If the min acceleration for this state is less than the actual, need to reduce the min accel and loop again
                    // a = (vf^2 - vi^2) / 2d
                    double actual_acceleration = (current.max_velocity * current.max_velocity
                                                  - next.max_velocity * next.max_velocity) / (2.0 * ds);
                    if (current.min_acceleration > actual_acceleration + kEpsilon)
                    {
                        next.min_acceleration = current.min_acceleration;
                    }
                    else
                    {
                        next.min_acceleration = actual_acceleration;
                        break;
                    }
                }
                if (i < states.Count - 1)
                {
                    constrained_states[i + 1] = next;
                }
                constrained_states[i] = current;
                next = current;
            }

            List <TrajectoryStatePoint> final_states = new List <TrajectoryStatePoint>(states.Count);
            double time     = 0;
            double distance = 0;
            double velocity = 0;

            for (int i = 0; i < states.Count; i++)
            {
                ConstrainedState current = constrained_states[i];

                double ds    = current.distance - distance;
                double accel = (current.max_velocity * current.max_velocity - velocity * velocity) / (2.0 * ds);
                if ((Double.IsNaN(accel) || Math.Abs(accel) <= kEpsilon) && (Double.IsNaN(velocity) || Math.Abs(velocity) <= kEpsilon) && i > 0)
                {
                    Console.WriteLine("PATH GENERATION CORRECTED, WOULD HAVE FAILED OTHERWISE");
                    accel = 0.00001;
                }

                double dt = 0.0;
                if (i > 0)
                {
                    final_states[i - 1].set_acceleration(reverse ? -accel : accel);
                    if (Math.Abs(accel) > kEpsilon)
                    {
                        dt = (current.max_velocity - velocity) / accel;
                    }
                    else
                    {
                        dt = ds / velocity;
                    }
                }

                time    += dt;
                velocity = current.max_velocity;
                distance = current.distance;

                final_states.Add(new TrajectoryStatePoint(current.state, time, reverse ? -velocity : velocity, reverse ? -accel : accel));
            }

            return(new TrajectoryContainer(final_states));
        }