test_bezierQuad.cpp
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/****************************************************************************
*
* Copyright (C) 2018-2019 PX4 Development Team. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
* 3. Neither the name PX4 nor the names of its contributors may be
* used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
****************************************************************************/
/**
* @file test_bezierQuad.cpp
* Test for Bezier curve computation.
*/
#include <unit_test.h>
#include <float.h>
#include <stdlib.h>
#include <time.h>
#include "../../lib/bezier/BezierQuad.hpp"
class BezierQuadTest : public UnitTest
{
public:
virtual bool run_tests();
private:
bool _get_states_from_time();
bool _get_arc_length();
bool _set_bez_from_vel();
float random(float min, float max);
};
bool BezierQuadTest::run_tests()
{
ut_run_test(_get_states_from_time);
ut_run_test(_get_arc_length);
ut_run_test(_set_bez_from_vel);
return (_tests_failed == 0);
}
bool BezierQuadTest::_get_states_from_time()
{
// symmetric around 0
matrix::Vector3f pt0(-0.5f, 0.0f, 0.0f);
matrix::Vector3f ctrl(0.0f, 0.5f, 0.0f);
matrix::Vector3f pt1(0.5f, 0.0f, 0.0f);
// create bezier with default t = [0,1]
bezier::BezierQuad_f bz(pt0, ctrl, pt1);
matrix::Vector3f pos, vel, acc;
float precision = 0.00001;
// states at time = 0
bz.getStates(pos, vel, acc, 0.0f);
ut_compare_float("pos[0] not equal pt0[0]", pos(0), pt0(0), precision);
ut_compare_float("pos[1] not equal pt0[1]", pos(1), pt0(1), precision);
ut_compare_float("pos[2] not equal pt0[2]", pos(2), pt0(2), precision);
ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
ut_compare_float("slope not equal 1", vel(1), 1.0f, precision);
ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
ut_compare_float("acc not equal 0", acc(0), 0.0f, precision);
ut_compare_float("acc not equal 1", acc(1), -2.0f, precision);
ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
// states at time = 1
bz.getStates(pos, vel, acc, 1.0f);
ut_compare_float("pos[0] not equal pt1[0]", pos(0), pt1(0), precision);
ut_compare_float("pos[1] not equal pt1[1]", pos(1), pt1(1), precision);
ut_compare_float("pos[2] not equal pt1[2]", pos(2), pt1(2), precision);
ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
ut_compare_float("slope not equal -1", vel(1), -1.0f, precision);
ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
ut_compare_float("acc not equal 0", acc(0), 0.0f, precision);
ut_compare_float("acc not equal 1", acc(1), -2.0f, precision);
ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
// states at time = 0.5
bz.getStates(pos, vel, acc, 0.50f);
// pos must be equal to ctrl(0) and lower than ctrl(1)
ut_compare_float("pos[0] not equal ctrl[0]", pos(0), ctrl(0), precision);
ut_assert_true(pos(1) < ctrl(1));
ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
ut_compare_float("slope not equal -1", vel(1), 0.0f, precision);
ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
ut_compare_float("acc not equal 0", acc(0), 0.0f, precision);
ut_compare_float("acc not equal -2", acc(1), -2.0f, precision);
ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
// acceleration
pt0 = matrix::Vector3f(0.0f, 0.0f, 0.0f);
ctrl = matrix::Vector3f(0.0f, 0.0f, 0.0f);
pt1 = matrix::Vector3f(1.0f, 0.0f, 0.0f);
// create bezier with default t = [0,1]
bz.setBezier(pt0, ctrl, pt1, 1.0f);
// states at time = 0.0
bz.getStates(pos, vel, acc, 0.0f);
ut_compare_float("pos[0] not equal pt0[0]", pos(0), pt0(0), precision);
ut_compare_float("pos[1] not equal pt0[1]", pos(1), pt0(1), precision);
ut_compare_float("pos[2] not equal pt0[2]", pos(2), pt0(2), precision);
ut_compare_float("slope not equal 0", vel(0), 0.0f, precision);
ut_compare_float("slope not equal 0", vel(1), 0.0f, precision);
ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
ut_compare_float("acc not equal 2", acc(0), 2.0f, precision);
ut_compare_float("acc not equal 0", acc(1), 0.0f, precision);
ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
// states at time = 1.0
bz.getStates(pos, vel, acc, 1.0f);
ut_compare_float("pos[0] not equal pt1[0]", pos(0), pt1(0), precision);
ut_compare_float("pos[1] not equal pt1[1]", pos(1), pt1(1), precision);
ut_compare_float("pos[2] not equal pt1[2]", pos(2), pt1(2), precision);
ut_compare_float("slope not equal 2", vel(0), 2.0f, precision);
ut_compare_float("slope not equal 0", vel(1), 0.0f, precision);
ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
ut_compare_float("acc not equal 2", acc(0), 2.0f, precision);
ut_compare_float("acc not equal 0", acc(1), 0.0f, precision);
ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
// states at time = 0.5
bz.getStates(pos, vel, acc, 0.5f);
ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
ut_compare_float("slope not equal 0", vel(1), 0.0f, precision);
ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
ut_compare_float("acc not equal 2", acc(0), 2.0f, precision);
ut_compare_float("acc not equal 0", acc(1), 0.0f, precision);
ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
return true;
}
bool BezierQuadTest::_get_arc_length()
{
// create random numbers
srand(0); // choose a constant to make it deterministic
float min = -50.f;
float max = 50.f;
float resolution = 0.1f;
matrix::Vector3f pt0, pt1, ctrl;
float duration, arc_length, triangle_length, straigth_length;
float T = 100.0f;
// loop trough different control points 100x and check if arc_length is in the expected range
for (int i = 0; i < 100 ; i++) {
// random bezier point
pt0 = matrix::Vector3f(random(min, max), random(min, max), random(min, max));
pt1 = matrix::Vector3f(random(min, max), random(min, max), random(min, max));
ctrl = matrix::Vector3f(random(min, max), random(min, max), random(min, max));
// use for each test a new duration
duration = random(0.0f, T);
// create bezier
bezier::BezierQuad_f bz(pt0, ctrl, pt1, duration);
// compute arc length, triangle length and straigh length
arc_length = bz.getArcLength(resolution);
triangle_length = (ctrl - pt0).length() + (pt1 - ctrl).length();
straigth_length = (pt1 - pt0).length();
// we also compute length from going point to point and add segment
float time_increment = duration / T;
float t = 0.0f + time_increment;
matrix::Vector3f p0 = pt0;
float sum_segments = 0.0f;
for (int s = 0; s < (int)T; s++) {
matrix::Vector3f nextpt = bz.getPoint(t);
sum_segments = (nextpt - p0).length() + sum_segments;
p0 = bz.getPoint(t);
t = t + time_increment;
}
// test comparisons
ut_assert_true((triangle_length >= arc_length) && (arc_length >= straigth_length)
&& (fabsf(arc_length - sum_segments) < 1.f));
}
return true;
}
bool BezierQuadTest::_set_bez_from_vel()
{
// create random numbers
srand(100); // choose a constant to make it deterministic
float low = -50.0f;
float max = 50.0f;
float precision = 0.001f;
for (int i = 0; i < 20; i++) {
// set velocity
matrix::Vector3f ctrl(random(low, max), random(low, max), random(low, max));
matrix::Vector3f vel0(random(low, max), random(low, max), random(low, max));
matrix::Vector3f vel1(random(low, max), random(low, max), random(low, max));
float duration = random(0.0f, 100.0f);
bezier::BezierQuad_f bz;;
bz.setBezFromVel(ctrl, vel0, vel1, duration);
// get velocity back
matrix::Vector3f v0 = bz.getVelocity(0.0f);
matrix::Vector3f v1 = bz.getVelocity(duration);
ut_compare_float("", vel0(0), v0(0), precision);
ut_compare_float("", vel1(0), v1(0), precision);
ut_compare_float("", vel0(1), v0(1), precision);
ut_compare_float("", vel1(1), v1(1), precision);
ut_compare_float("", vel0(2), v0(2), precision);
ut_compare_float("", vel1(2), v1(2), precision);
}
return true;
}
float BezierQuadTest::random(float min, float max)
{
float s = rand() / (float)RAND_MAX;
return (min + s * (max - min));
}
ut_declare_test_c(test_bezierQuad, BezierQuadTest)