BezierQuad.cpp
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/****************************************************************************
*
* Copyright (c) 2018 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 BezierQuad.cpp
* Bezier function
*
* @author Dennis Mannhart <dennis.mannhart@gmail.com>
*/
// The header includes this implementation, so in order to have this library shared with other
// .cpp files and avoid duplication of constants, we need to prevent including it twice
#ifndef BEZIER_QUAD_CPP
#define BEZIER_QUAD_CPP
#include "BezierQuad.hpp"
namespace bezier
{
static constexpr double GOLDEN_RATIO = 1.6180339887; //(sqrt(5)+1)/2
static constexpr double RESOLUTION = 0.0001; //End criterion for golden section search
template<typename Tp>
void BezierQuad<Tp>::setBezier(const Vector3_t &pt0, const Vector3_t &ctrl, const Vector3_t &pt1,
Tp duration)
{
_pt0 = pt0;
_ctrl = ctrl;
_pt1 = pt1;
_duration = duration;
_cached_resolution = (Tp)(-1);
}
template<typename Tp>
void BezierQuad<Tp>::getBezier(Vector3_t &pt0, Vector3_t &ctrl, Vector3_t &pt1)
{
pt0 = _pt0;
ctrl = _ctrl;
pt1 = _pt1;
}
template<typename Tp>
matrix::Vector<Tp, 3> BezierQuad<Tp>::getPoint(const Tp t)
{
return (_pt0 * ((Tp)1 - t / _duration) * ((Tp)1 - t / _duration) + _ctrl * (Tp)2 * ((
Tp)1 - t / _duration) * t / _duration + _pt1 *
t / _duration * t / _duration);
}
template<typename Tp>
matrix::Vector<Tp, 3> BezierQuad<Tp>::getVelocity(const Tp t)
{
return (((_ctrl - _pt0) * _duration + (_pt0 - _ctrl * (Tp)2 + _pt1) * t) * (Tp)2 / (_duration * _duration));
}
template<typename Tp>
matrix::Vector<Tp, 3> BezierQuad<Tp>::getAcceleration()
{
return ((_pt0 - _ctrl * (Tp)2 + _pt1) * (Tp)2 / (_duration * _duration));
}
template<typename Tp>
void BezierQuad<Tp>::getStates(Vector3_t &point, Vector3_t &vel, Vector3_t &acc, const Tp time)
{
point = getPoint(time);
vel = getVelocity(time);
acc = getAcceleration();
}
template<typename Tp>
void BezierQuad<Tp>::getStatesClosest(Vector3_t &point, Vector3_t &vel, Vector3_t &acc,
const Vector3_t pose)
{
// get t that corresponds to point closest on bezier point
Tp t = _goldenSectionSearch(pose);
// get states corresponding to t
getStates(point, vel, acc, t);
}
template<typename Tp>
void BezierQuad<Tp>::setBezFromVel(const Vector3_t &ctrl, const Vector3_t &vel0, const Vector3_t &vel1,
const Tp duration)
{
// update bezier points
_ctrl = ctrl;
_duration = duration;
_pt0 = _ctrl - vel0 * _duration / (Tp)2;
_pt1 = _ctrl + vel1 * _duration / (Tp)2;
_cached_resolution = (Tp)(-1);
}
template<typename Tp>
Tp BezierQuad<Tp>::getArcLength(const Tp resolution)
{
// we don't need to recompute arc length if:
// 1. _cached_resolution is up to date; 2. _cached_resolution is smaller than desired resolution (= more accurate)
if ((_cached_resolution > (Tp)0) && (_cached_resolution <= resolution)) {
return _cached_arc_length;
}
// get number of elements
int n = (int)(roundf(_duration / resolution));
// check if n is even
if (n % 2 == 1) {
n += 1;
}
// step size
Tp h = (_duration) / n;
// get integration
_cached_arc_length = (Tp)0;
Vector3_t y;
for (int i = 1; i < n; i++) {
y = getVelocity(h * i);
if (i % 2 == 1) {
_cached_arc_length += (Tp)4 * y.length();
} else {
_cached_arc_length += (Tp)2 * y.length();
}
}
// velocity length at start and end points
Tp y0 = getVelocity((Tp)0).length();
Tp yn = getVelocity(_duration).length();
// 1/3 simpsons rule
_cached_arc_length = h / (Tp)3 * (y0 + yn + _cached_arc_length);
// update cache
_cached_resolution = resolution;
return _cached_arc_length;
}
template<typename Tp>
Tp BezierQuad<Tp>::getDistToClosestPoint(const Vector3_t &pose)
{
// get t that corresponds to point closest on bezier point
Tp t = _goldenSectionSearch(pose);
// get closest point
Vector3_t point = getPoint(t);
return (pose - point).length();
}
template<typename Tp>
Tp BezierQuad<Tp>::_goldenSectionSearch(const Vector3_t &pose)
{
Tp a, b, c, d;
a = (Tp)0; // represents most left point
b = _duration * (Tp)1; // represents most right point
c = b - (b - a) / GOLDEN_RATIO;
d = a + (b - a) / GOLDEN_RATIO;
while (fabsf(c - d) > RESOLUTION) {
if (_getDistanceSquared(c, pose) < _getDistanceSquared(d, pose)) {
b = d;
} else {
a = c;
}
c = b - (b - a) / GOLDEN_RATIO;
d = a + (b - a) / GOLDEN_RATIO;
}
return (b + a) / (Tp)2;
}
template<typename Tp>
Tp BezierQuad<Tp>::_getDistanceSquared(const Tp t, const Vector3_t &pose)
{
// get point on bezier
Vector3_t vec = getPoint(t);
// get vector from point to pose
vec = vec - pose;
// norm squared
return (vec * vec);
}
}
#endif