#pragma once #include class SplineCurve { public: // set maximum speed and acceleration void set_speed_accel(float speed_xy, float speed_up, float speed_down, float accel_xy, float accel_z); // set origin and destination using position vectors (offset from EKF origin) // origin_vel is vehicle velocity at origin (in NEU frame) // destination_vel is vehicle velocity at destination (in NEU frame) void set_origin_and_destination(const Vector3f &origin, const Vector3f &destination, const Vector3f &origin_vel, const Vector3f &destination_vel); // move target location along track from origin to destination // target_pos is updated with the target position from EKF origin in NEU frame // target_vel is updated with the target velocity in NEU frame void advance_target_along_track(float dt, Vector3f &target_pos, Vector3f &target_vel); // returns true if vehicle has reached destination bool reached_destination() const WARN_IF_UNUSED { return _reached_destination; } // returns the unscaled destination velocity vector const Vector3f& get_destination_vel() WARN_IF_UNUSED { return _destination_vel; } // returns maximum speed at origin float get_origin_speed_max() const WARN_IF_UNUSED { return _origin_speed_max; } // get or set maximum speed at destination float get_destination_speed_max() const WARN_IF_UNUSED { return _destination_speed_max; } void set_destination_speed_max(float destination_speed_max) { _destination_speed_max = MIN(_destination_speed_max, destination_speed_max); } private: // calculate the spline delta time for a given delta distance // returns the spline position and velocity and maximum speed and acceleration the vehicle can travel without exceeding acceleration limits void calc_dt_speed_max(float time, float distance_delta, float &spline_dt, Vector3f &target_pos, Vector3f &spline_vel_unit, float &speed_max, float &accel_max); // recalculate hermite_spline_solution grid void update_solution(const Vector3f &origin, const Vector3f &dest, const Vector3f &origin_vel, const Vector3f &dest_vel); // calculate target position and velocity from given spline time // time is a value from 0 to 1 // position is updated with target position as an offset from EKF origin in NEU frame // velocity is updated with the unscaled velocity // relies on set_origin_and_destination having been called to update_solution void calc_target_pos_vel(float time, Vector3f &position, Vector3f &velocity, Vector3f &acceleration, Vector3f &jerk); // interval variables Vector3f _origin; // origin offset (in NEU frame) from EKF Vector3f _destination; // destination offset (in NEU frame) from EKF Vector3f _origin_vel; // the target velocity vector in NEU frame at the origin of the spline segment Vector3f _destination_vel; // the target velocity vector in NEU frame at the destination point of the spline segment Vector3f _hermite_solution[4]; // array describing path between origin and destination float _time; // current spline time (between 0 and 1) between origin and destination float _speed_xy; // maximum horizontal speed float _speed_up; // maximum speed upwards float _speed_down; // maximum speed downwards float _accel_xy; // maximum horizontal acceleration float _accel_z; // maximum vertical acceleration float _origin_speed_max; // maximum speed at origin float _destination_speed_max; // maximum speed at destination bool _reached_destination; // true once vehicle has reached destination bool _zero_length; // true if spline is zero length };