feat: add reverse-safe Frenet transforms
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using System;
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namespace MultiWheelC.TrajectoryPlanning.EMPlanner;
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/// <summary>World pose projected onto one bounded direction segment.</summary>
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public sealed class FrenetProjection
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{
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public FrenetProjection(FrenetReferencePoint referencePoint, double lateralOffset, double headingError,
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double squaredDistanceMeters)
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{
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if (referencePoint == null)
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throw new ArgumentNullException(nameof(referencePoint));
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if (!IsFinite(lateralOffset) || !IsFinite(headingError) || !IsFinite(squaredDistanceMeters) || squaredDistanceMeters < 0d)
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throw new ArgumentOutOfRangeException(nameof(lateralOffset));
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ReferencePoint = referencePoint;
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ReferenceS = referencePoint.ReferenceS;
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LateralOffset = lateralOffset;
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HeadingError = headingError;
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SquaredDistanceMeters = squaredDistanceMeters;
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}
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public FrenetReferencePoint ReferencePoint { get; }
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public double ReferenceS { get; }
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public double LateralOffset { get; }
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public double HeadingError { get; }
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public double SquaredDistanceMeters { get; }
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private static bool IsFinite(double value)
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{
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return !double.IsNaN(value) && !double.IsInfinity(value);
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}
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}
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@@ -0,0 +1,131 @@
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using System;
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using MultiWheelC.TrajectoryPlanning.CoarsePath;
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using MultiWheelC.TrajectoryPlanning.Utils;
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namespace MultiWheelC.TrajectoryPlanning.EMPlanner;
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/// <summary>Deterministically projects a world pose only inside the supplied direction segment and S window.</summary>
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public sealed class FrenetProjector
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{
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private const double TieTolerance = 1e-14d;
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public bool TryProject(Pose2D worldPose, DirectionSegmentView segment, double minimumReferenceS,
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double maximumReferenceS, double maximumDistanceMeters, out FrenetProjection projection)
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{
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return TryProject(worldPose, segment, minimumReferenceS, maximumReferenceS, maximumDistanceMeters,
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minimumReferenceS, out projection);
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}
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public bool TryProject(Pose2D worldPose, DirectionSegmentView segment, double minimumReferenceS,
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double maximumReferenceS, double maximumDistanceMeters, double seedReferenceS, out FrenetProjection projection)
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{
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projection = null;
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if (worldPose == null || segment == null || !IsFinite(worldPose.X) || !IsFinite(worldPose.Y) ||
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!IsFinite(worldPose.Heading) || !IsFinite(minimumReferenceS) || !IsFinite(maximumReferenceS) ||
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!IsFinite(maximumDistanceMeters) || !IsFinite(seedReferenceS) || maximumDistanceMeters < 0d)
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return false;
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double lowerBound = Math.Max(0d, minimumReferenceS);
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double upperBound = Math.Min(segment.LengthMeters, maximumReferenceS);
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if (lowerBound > upperBound)
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return false;
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Candidate best = null;
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for (int index = 0; index + 1 < segment.Points.Count; index++)
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{
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double startS = Math.Max(lowerBound, segment.Points[index].ArcLength);
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double endS = Math.Min(upperBound, segment.Points[index + 1].ArcLength);
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if (startS > endS)
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continue;
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FrenetReferencePoint start = ReferencePathInterpolator.Interpolate(segment, startS);
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FrenetReferencePoint end = ReferencePathInterpolator.Interpolate(segment, endS);
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ConsiderLine(worldPose, start, end, seedReferenceS, ref best);
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}
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if (best == null && Math.Abs(lowerBound - upperBound) <= TieTolerance)
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{
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FrenetReferencePoint point = ReferencePathInterpolator.Interpolate(segment, lowerBound);
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ConsiderPoint(worldPose, point, seedReferenceS, ref best);
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}
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if (best == null || best.SquaredDistanceMeters > maximumDistanceMeters * maximumDistanceMeters)
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return false;
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FrenetReferencePoint reference = ReferencePathInterpolator.Interpolate(segment, best.ReferenceS);
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double dx = worldPose.X - reference.X;
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double dy = worldPose.Y - reference.Y;
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double travelYaw = reference.TravelYaw;
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double lateralOffset = -dx * Math.Sin(travelYaw) + dy * Math.Cos(travelYaw);
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double egoTravelYaw = FrenetTransform.GetTravelYaw(worldPose.Heading, segment.Direction);
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double headingError = AngleMath.NormalizeRadians(egoTravelYaw - travelYaw);
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projection = new FrenetProjection(reference, lateralOffset, headingError, best.SquaredDistanceMeters);
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return true;
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}
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private static void ConsiderLine(Pose2D worldPose, FrenetReferencePoint start, FrenetReferencePoint end,
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double seedReferenceS, ref Candidate best)
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{
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double dx = end.X - start.X;
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double dy = end.Y - start.Y;
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double lengthSquared = dx * dx + dy * dy;
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if (lengthSquared <= TieTolerance)
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{
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ConsiderPoint(worldPose, start, seedReferenceS, ref best);
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ConsiderPoint(worldPose, end, seedReferenceS, ref best);
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return;
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}
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double fraction = ((worldPose.X - start.X) * dx + (worldPose.Y - start.Y) * dy) / lengthSquared;
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fraction = Math.Max(0d, Math.Min(1d, fraction));
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double referenceS = start.ReferenceS + (end.ReferenceS - start.ReferenceS) * fraction;
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double x = start.X + dx * fraction;
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double y = start.Y + dy * fraction;
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Consider(worldPose, referenceS, x, y, seedReferenceS, ref best);
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}
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private static void ConsiderPoint(Pose2D worldPose, FrenetReferencePoint point, double seedReferenceS,
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ref Candidate best)
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{
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Consider(worldPose, point.ReferenceS, point.X, point.Y, seedReferenceS, ref best);
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}
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private static void Consider(Pose2D worldPose, double referenceS, double x, double y, double seedReferenceS,
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ref Candidate best)
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{
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double dx = worldPose.X - x;
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double dy = worldPose.Y - y;
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double squaredDistance = dx * dx + dy * dy;
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var candidate = new Candidate(referenceS, squaredDistance, Math.Abs(referenceS - seedReferenceS));
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if (best == null || candidate.IsPreferredTo(best))
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best = candidate;
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}
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private static bool IsFinite(double value)
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{
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return !double.IsNaN(value) && !double.IsInfinity(value);
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}
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private sealed class Candidate
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{
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public Candidate(double referenceS, double squaredDistanceMeters, double seedDistance)
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{
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ReferenceS = referenceS;
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SquaredDistanceMeters = squaredDistanceMeters;
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SeedDistance = seedDistance;
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}
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public double ReferenceS { get; }
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public double SquaredDistanceMeters { get; }
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public double SeedDistance { get; }
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public bool IsPreferredTo(Candidate other)
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{
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if (SquaredDistanceMeters < other.SquaredDistanceMeters - TieTolerance) return true;
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if (SquaredDistanceMeters > other.SquaredDistanceMeters + TieTolerance) return false;
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if (SeedDistance < other.SeedDistance - TieTolerance) return true;
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if (SeedDistance > other.SeedDistance + TieTolerance) return false;
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return ReferenceS < other.ReferenceS;
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}
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}
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}
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@@ -0,0 +1,58 @@
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using System;
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using MultiWheelC.TrajectoryPlanning.CoarsePath;
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using MultiWheelC.TrajectoryPlanning.Utils;
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namespace MultiWheelC.TrajectoryPlanning.EMPlanner;
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/// <summary>Immutable interpolated reference sample in a single direction segment.</summary>
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public sealed class FrenetReferencePoint
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{
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public FrenetReferencePoint(double referenceS, double x, double y, double vehicleYaw, double unwrappedVehicleYaw,
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TravelDirection direction, double geometricCurvature, double vehicleCurvature,
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double vehicleCurvatureDerivative, double bodyClearance)
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{
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RequireFinite(referenceS, nameof(referenceS));
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RequireFinite(x, nameof(x));
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RequireFinite(y, nameof(y));
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RequireFinite(vehicleYaw, nameof(vehicleYaw));
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RequireFinite(unwrappedVehicleYaw, nameof(unwrappedVehicleYaw));
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RequireFinite(geometricCurvature, nameof(geometricCurvature));
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RequireFinite(vehicleCurvature, nameof(vehicleCurvature));
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RequireFinite(vehicleCurvatureDerivative, nameof(vehicleCurvatureDerivative));
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RequireFinite(bodyClearance, nameof(bodyClearance));
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ReferenceS = referenceS;
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X = x;
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Y = y;
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VehicleYaw = AngleMath.NormalizeRadians(vehicleYaw);
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UnwrappedVehicleYaw = unwrappedVehicleYaw;
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Direction = direction;
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GeometricCurvature = geometricCurvature;
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VehicleCurvature = vehicleCurvature;
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VehicleCurvatureDerivative = vehicleCurvatureDerivative;
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BodyClearance = bodyClearance;
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}
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public double ReferenceS { get; }
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public double X { get; }
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public double Y { get; }
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public double VehicleYaw { get; }
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public double UnwrappedVehicleYaw { get; }
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public TravelDirection Direction { get; }
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public double GeometricCurvature { get; }
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public double VehicleCurvature { get; }
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public double VehicleCurvatureDerivative { get; }
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public double BodyClearance { get; }
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/// <summary>Unwrapped direction of travel, used internally for geometry.</summary>
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public double TravelYaw
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{
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get { return Direction == TravelDirection.Forward ? UnwrappedVehicleYaw : UnwrappedVehicleYaw + Math.PI; }
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}
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private static void RequireFinite(double value, string name)
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{
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if (double.IsNaN(value) || double.IsInfinity(value))
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throw new ArgumentOutOfRangeException(name);
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}
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}
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@@ -0,0 +1,45 @@
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using System;
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using MultiWheelC.TrajectoryPlanning.CoarsePath;
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using MultiWheelC.TrajectoryPlanning.Utils;
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namespace MultiWheelC.TrajectoryPlanning.EMPlanner;
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/// <summary>Coordinate conversion that keeps Frenet lateral sign relative to travel direction.</summary>
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public static class FrenetTransform
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{
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public static bool TryReconstruct(FrenetReferencePoint referencePoint, double lateralOffset, double lateralDerivative,
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double minimumFrenetDenominator, out Pose2D pose)
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{
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pose = null;
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if (referencePoint == null || !IsFinite(lateralOffset) || !IsFinite(lateralDerivative) ||
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!IsFinite(minimumFrenetDenominator) || minimumFrenetDenominator <= 0d)
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return false;
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double denominator = 1d - referencePoint.GeometricCurvature * lateralOffset;
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if (!IsFinite(denominator) || denominator < minimumFrenetDenominator)
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return false;
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double travelYaw = referencePoint.TravelYaw;
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double x = referencePoint.X - lateralOffset * Math.Sin(travelYaw);
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double y = referencePoint.Y + lateralOffset * Math.Cos(travelYaw);
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double optimizedTravelYaw = travelYaw + Math.Atan2(lateralDerivative, denominator);
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double vehicleYaw = referencePoint.Direction == TravelDirection.Forward
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? AngleMath.NormalizeRadians(optimizedTravelYaw)
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: AngleMath.NormalizeRadians(optimizedTravelYaw + Math.PI);
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if (!IsFinite(x) || !IsFinite(y) || !IsFinite(vehicleYaw))
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return false;
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pose = new Pose2D(x, y, vehicleYaw);
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return true;
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}
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internal static double GetTravelYaw(double vehicleYaw, TravelDirection direction)
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{
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return direction == TravelDirection.Forward ? vehicleYaw : vehicleYaw + Math.PI;
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}
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private static bool IsFinite(double value)
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{
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return !double.IsNaN(value) && !double.IsInfinity(value);
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}
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}
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@@ -0,0 +1,64 @@
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using System;
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using MultiWheelC.TrajectoryPlanning.PathSmoothing;
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using MultiWheelC.TrajectoryPlanning.Utils;
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namespace MultiWheelC.TrajectoryPlanning.EMPlanner;
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/// <summary>Interpolates reference geometry inside exactly one direction segment.</summary>
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public static class ReferencePathInterpolator
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{
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private const double Epsilon = 1e-12d;
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public static FrenetReferencePoint Interpolate(DirectionSegmentView segment, double referenceS)
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{
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if (segment == null)
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throw new ArgumentNullException(nameof(segment));
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if (!IsFinite(referenceS) || referenceS < -Epsilon || referenceS > segment.LengthMeters + Epsilon)
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throw new ArgumentOutOfRangeException(nameof(referenceS));
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double clampedS = Math.Max(0d, Math.Min(segment.LengthMeters, referenceS));
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for (int index = 0; index < segment.Points.Count; index++)
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{
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SmoothedPathPoint upper = segment.Points[index];
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if (Math.Abs(upper.ArcLength - clampedS) <= Epsilon)
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return FromPoint(upper);
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if (upper.ArcLength > clampedS)
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{
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SmoothedPathPoint lower = segment.Points[index - 1];
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double span = upper.ArcLength - lower.ArcLength;
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if (span <= Epsilon)
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throw new ArgumentException("Reference points must have positive interpolation spans.", nameof(segment));
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double fraction = (clampedS - lower.ArcLength) / span;
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return new FrenetReferencePoint(
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clampedS,
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Lerp(lower.X, upper.X, fraction),
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Lerp(lower.Y, upper.Y, fraction),
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AngleMath.NormalizeRadians(Lerp(lower.UnwrappedHeading, upper.UnwrappedHeading, fraction)),
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Lerp(lower.UnwrappedHeading, upper.UnwrappedHeading, fraction),
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segment.Direction,
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Lerp(lower.GeometricCurvature, upper.GeometricCurvature, fraction),
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Lerp(lower.VehicleCurvature, upper.VehicleCurvature, fraction),
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Lerp(lower.VehicleCurvatureDerivative, upper.VehicleCurvatureDerivative, fraction),
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Lerp(lower.BodyClearance, upper.BodyClearance, fraction));
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}
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}
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return FromPoint(segment.Points[segment.Points.Count - 1]);
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}
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private static FrenetReferencePoint FromPoint(SmoothedPathPoint point)
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{
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return new FrenetReferencePoint(point.ArcLength, point.X, point.Y, point.Heading, point.UnwrappedHeading,
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point.Direction, point.GeometricCurvature, point.VehicleCurvature, point.VehicleCurvatureDerivative,
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point.BodyClearance);
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}
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private static double Lerp(double lower, double upper, double fraction)
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{
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return lower + (upper - lower) * fraction;
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}
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private static bool IsFinite(double value)
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{
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return !double.IsNaN(value) && !double.IsInfinity(value);
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}
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}
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