pxmlw6n2f/Gazebo_Distributed_MPI/gazebo/math/Spline.cc

287 lines
6.8 KiB
C++
Raw Normal View History

2019-04-18 10:27:54 +08:00
/*
* Copyright (C) 2012 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
// Note: Originally cribbed from Ogre3d. Modified to implement Cardinal
// spline and catmull-rom spline
#include "gazebo/math/Helpers.hh"
#include "gazebo/math/Vector4.hh"
#include "gazebo/math/Spline.hh"
using namespace gazebo;
using namespace math;
///////////////////////////////////////////////////////////
Spline::Spline()
{
// Set up matrix
// Hermite polynomial
this->coeffs[0][0] = 2;
this->coeffs[0][1] = -2;
this->coeffs[0][2] = 1;
this->coeffs[0][3] = 1;
this->coeffs[1][0] = -3;
this->coeffs[1][1] = 3;
this->coeffs[1][2] = -2;
this->coeffs[1][3] = -1;
this->coeffs[2][0] = 0;
this->coeffs[2][1] = 0;
this->coeffs[2][2] = 1;
this->coeffs[2][3] = 0;
this->coeffs[3][0] = 1;
this->coeffs[3][1] = 0;
this->coeffs[3][2] = 0;
this->coeffs[3][3] = 0;
this->autoCalc = true;
this->tension = 0.0;
}
///////////////////////////////////////////////////////////
Spline::~Spline()
{
}
///////////////////////////////////////////////////////////
void Spline::SetTension(double _t)
{
this->tension = _t;
this->RecalcTangents();
}
///////////////////////////////////////////////////////////
double Spline::GetTension() const
{
return this->tension;
}
///////////////////////////////////////////////////////////
void Spline::AddPoint(const Vector3 &_p)
{
this->points.push_back(_p);
if (this->autoCalc)
this->RecalcTangents();
}
///////////////////////////////////////////////////////////
Vector3 Spline::Interpolate(double _t) const
{
// Currently assumes points are evenly spaced, will cause velocity
// change where this is not the case
// TODO: base on arclength?
// Work out which segment this is in
double fSeg = _t * (this->points.size() - 1);
unsigned int segIdx = (unsigned int)fSeg;
// Apportion t
_t = fSeg - segIdx;
return this->Interpolate(segIdx, _t);
}
///////////////////////////////////////////////////////////
Vector3 Spline::Interpolate(unsigned int _fromIndex, double _t) const
{
// Bounds check
if (_fromIndex >= this->points.size())
{
std::cerr << "Invalid spline interpolation. _fromIndex["
<< _fromIndex << "] >= points size[" << this->points.size() << "]\n";
return Vector3(0, 0, 0);
}
if ((_fromIndex + 1) == this->points.size())
{
// Duff request, cannot blend to nothing
// Just return source
return this->points[_fromIndex];
}
// Fast special cases
if (equal(_t, 0.0))
return this->points[_fromIndex];
else if (equal(_t, 1.0))
return this->points[_fromIndex + 1];
// double interpolation
// Form a vector of powers of t
double t2, t3;
t2 = _t * _t;
t3 = t2 * _t;
Vector4 powers(t3, t2, _t, 1);
// Algorithm is ret = powers * this->coeffs * Matrix4(point1,
// point2, tangent1, tangent2)
const Vector3 &point1 = this->points[_fromIndex];
const Vector3 &point2 = this->points[_fromIndex+1];
const Vector3 &tan1 = this->tangents[_fromIndex];
const Vector3 &tan2 = this->tangents[_fromIndex+1];
Matrix4 pt;
pt[0][0] = point1.x;
pt[0][1] = point1.y;
pt[0][2] = point1.z;
pt[0][3] = 1.0f;
pt[1][0] = point2.x;
pt[1][1] = point2.y;
pt[1][2] = point2.z;
pt[1][3] = 1.0f;
pt[2][0] = tan1.x;
pt[2][1] = tan1.y;
pt[2][2] = tan1.z;
pt[2][3] = 1.0f;
pt[3][0] = tan2.x;
pt[3][1] = tan2.y;
pt[3][2] = tan2.z;
pt[3][3] = 1.0f;
Vector4 ret = powers * this->coeffs * pt;
return Vector3(ret.x, ret.y, ret.z);
}
///////////////////////////////////////////////////////////
void Spline::RecalcTangents()
{
// Catmull-Rom approach
//
// tangent[i] = 0.5 * (point[i+1] - point[i-1])
//
// Assume endpoint tangents are parallel with line with neighbour
size_t i, numPoints;
bool isClosed;
numPoints = this->points.size();
if (numPoints < 2)
{
// Can't do anything yet
return;
}
// Closed or open?
if (this->points[0] == this->points[numPoints-1])
isClosed = true;
else
isClosed = false;
double t = 1.0 - this->tension;
this->tangents.resize(numPoints);
for (i = 0; i < numPoints; ++i)
{
if (i == 0)
{
// Special case start
if (isClosed)
{
// Use nuthis->points-2 since nuthis->points-1 is the last
// point and == [0]
this->tangents[i] =
((this->points[1] - this->points[numPoints-2]) * 0.5) * t;
}
else
{
this->tangents[i] =
((this->points[1] - this->points[0]) * 0.5) * t;
}
}
else if (i == numPoints-1)
{
// Special case end
if (isClosed)
{
// Use same tangent as already calculated for [0]
this->tangents[i] = this->tangents[0];
}
else
{
this->tangents[i] =
((this->points[i] - this->points[i-1]) * 0.5) * t;
}
}
else
{
this->tangents[i] =
((this->points[i+1] - this->points[i-1]) * 0.5) * t;
}
}
}
///////////////////////////////////////////////////////////
Vector3 Spline::GetPoint(unsigned int _index) const
{
if (_index >= this->points.size())
{
std::cerr << "Index[" << _index << "] is out of bounds[0.."
<< this->points.size()-1 << "]\n";
return Vector3(0, 0, 0);
}
return this->points[_index];
}
///////////////////////////////////////////////////////////
Vector3 Spline::GetTangent(unsigned int _index) const
{
if (_index >= this->points.size())
{
std::cerr << "Index[" << _index << "] is out of bounds[0.."
<< this->points.size()-1 << "]\n";
return Vector3(0, 0, 0);
}
return this->tangents[_index];
}
///////////////////////////////////////////////////////////
unsigned int Spline::GetPointCount() const
{
return this->points.size();
}
///////////////////////////////////////////////////////////
void Spline::Clear()
{
this->points.clear();
this->tangents.clear();
}
///////////////////////////////////////////////////////////
void Spline::UpdatePoint(unsigned int _index, const Vector3 &_value)
{
if (_index >= this->points.size())
{
std::cerr << "Index[" << _index << "] is out of bounds[0.."
<< this->points.size()-1 << "]\n";
return;
}
this->points[_index] = _value;
if (this->autoCalc)
this->RecalcTangents();
}
///////////////////////////////////////////////////////////
void Spline::SetAutoCalculate(bool _autoCalc)
{
this->autoCalc = _autoCalc;
}