//LSR private void Get_LSR_Length() { //Find both tangent positions vec2 startTangent = new vec2(0, 0); vec2 goalTangent = new vec2(0, 0); DubinsMath.RSLorLSR(startLeftCircle, goalRightCircle, true, out startTangent, out goalTangent); //Calculate lengths double length1 = DubinsMath.GetArcLength(startLeftCircle, startPos, startTangent, true); double length2 = (startTangent - goalTangent).GetLength(); double length3 = DubinsMath.GetArcLength(goalRightCircle, goalTangent, goalPos, false); //Save the data OneDubinsPath pathData = new OneDubinsPath(length1, length2, length3, startTangent, goalTangent, PathType.LSR); //We also need this data to simplify when generating the final path pathData.segment2Turning = false; //LSR pathData.SetIfTurningRight(false, false, true); //Add the path to the collection of all paths pathDataList.Add(pathData); }
//LRL - Find both tangent positions and the position of the 3rd circle private void Get_LRL_Length() { vec2 startTangent = new vec2(0, 0); vec2 goalTangent = new vec2(0, 0); vec2 middleCircle = new vec2(0, 0); DubinsMath.GetRLRorLRLTangents( startLeftCircle, goalLeftCircle, true, out startTangent, out goalTangent, out middleCircle); //Calculate the total length of this path double length1 = DubinsMath.GetArcLength(startLeftCircle, startPos, startTangent, true); double length2 = DubinsMath.GetArcLength(middleCircle, startTangent, goalTangent, false); double length3 = DubinsMath.GetArcLength(goalLeftCircle, goalTangent, goalPos, true); //Save the data OneDubinsPath pathData = new OneDubinsPath(length1, length2, length3, startTangent, goalTangent, PathType.LRL); //We also need this data to simplify when generating the final path pathData.segment2Turning = true; //LRL pathData.SetIfTurningRight(false, true, false); //Add the path to the collection of all paths pathDataList.Add(pathData); }
//RLR - Find both tangent positions and the position of the 3rd circle private void Get_RLR_Length() { DubinsMath.GetRLRorLRLTangents( startRightCircle, goalRightCircle, false, out vec2 startTangent, out vec2 goalTangent, out vec2 middleCircle); //Calculate lengths double length1 = DubinsMath.GetArcLength(startRightCircle, startPos, startTangent, false); double length2 = DubinsMath.GetArcLength(middleCircle, startTangent, goalTangent, true); double length3 = DubinsMath.GetArcLength(goalRightCircle, goalTangent, goalPos, false); //Save the data OneDubinsPath pathData = new OneDubinsPath(length1, length2, length3, startTangent, goalTangent, PathType.RLR) { //We also need this data to simplify when generating the final path segment2Turning = true }; //RLR pathData.SetIfTurningRight(true, false, true); //Add the path to the collection of all paths pathDataList.Add(pathData); }
//Find the coordinates of the entire path from the 2 tangents and length of each segment private void GetTotalPath(OneDubinsPath pathData) { //Store the waypoints of the final path here List <vec2> finalPath = new List <vec2>(); //Start position of the car vec2 currentPos = startPos; //Start heading of the car double theta = startHeading; //We always have to add the first position manually finalPath.Add(currentPos); //How many line segments can we fit into this part of the path //First int segments = (int)Math.Floor(pathData.length1 / CDubins.driveDistance); DubinsMath.AddCoordinatesToPath( ref currentPos, ref theta, finalPath, segments, true, pathData.segment1TurningRight); //Second segments = (int)Math.Floor(pathData.length2 / CDubins.driveDistance); DubinsMath.AddCoordinatesToPath( ref currentPos, ref theta, finalPath, segments, pathData.segment2Turning, pathData.segment2TurningRight); //Third segments = (int)Math.Floor(pathData.length3 / CDubins.driveDistance); DubinsMath.AddCoordinatesToPath( ref currentPos, ref theta, finalPath, segments, true, pathData.segment3TurningRight); //Add the final goal coordinate finalPath.Add(new vec2(goalPos.easting, goalPos.northing)); //Save the final path in the path data pathData.pathCoordinates = finalPath; }