287 lines
6.8 KiB
C++
287 lines
6.8 KiB
C++
|
/*
|
||
|
* 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;
|
||
|
}
|