拆分MultiWheelC并新增轨迹投影、Detour状态估计与Stanley跟踪控制

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-08-05 18:07:01 +08:00
co-authored by Cursor
parent 7447317812
commit 47973cc94b
38 changed files with 3982 additions and 976 deletions
@@ -0,0 +1,817 @@
using ClumsyCore;
using ClumsyCore.DTools;
using ClumsyCore.Interfaces;
using ClumsyCore.Pilot;
using CommonUsage.Chassis;
using MyParking.Shared;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace MultiWheelC
{
// C层单车测试:在可配置的运动坐标系中统一跟踪直线、圆弧或S型曲线。
public sealed class CrabMotionFrameTracker : MovementDefinition
{
public enum ReferencePathKind
{
Straight = 0,
LeftArc = 1,
SCurve = 2
}
public enum ChassisCommandBackend
{
SendXYThSpeed = 0,
SendMotion = 1
}
public ReferencePathKind PathKind;
public ChassisCommandBackend CommandBackend =
ChassisCommandBackend.SendMotion;
public Vector2 StartPosition;
public double InitialBodyYawRadians;
public float LengthMillimeters = 4000f;
public float RadiusMillimeters = 2000f;
public float SCurveLateralOffsetMillimeters = 400f;
public double ArcSweepRadians = Math.PI / 2.0;
public float CruiseSpeed = 0.2f;
public float SlowDistanceMillimeters = 600f;
public float FinishDistanceMillimeters = 30f;
public float MinimumSpeed = 0.04f;
public double LateralGainPerSecond = 0.8;
public double MaximumLateralCorrection = 0.12;
public double HeadingGainPerSecond = 1.5;
public double MaximumAngularSpeedRadiansPerSecond =
AngleMath.DegreesToRadians(30.0);
public double MaximumVirtualSteeringRadians =
AngleMath.DegreesToRadians(30.0);
public float WheelAlignmentToleranceDegrees = 2f;
public float WheelAlignmentStableSeconds = 0.3f;
public float WheelAlignmentTimeoutSeconds = 10f;
public float TrackingTimeoutSeconds = 60f;
public Action<float, float, float> CommandObserver;
// 运动坐标系相对车体坐标系的朝向:普通模式为0,蟹行为π/2。
public double MotionFrameYawInBodyRadians = Math.PI / 2.0;
private double _lastSCurveProgress;
public override IEnumerable<bool> Get()
{
ValidateParameters();
var chassis =
PilotDefinition.Chassis as MultiWheelChassis;
if (chassis == null)
throw new InvalidOperationException(
"当前底盘不是MultiWheelChassis,无法执行运动坐标系轨迹测试。");
var adapter = new MultiWheelChassisAdapter(
chassis,
PilotDefinition.Self.CarNum);
adapter.ResetToBodyFrame();
var lastCommandTime = DateTime.Now;
try
{
// 模式切换阶段只转舵轮,驱动速度始终保持为零。
var alignmentStarted = DateTime.Now;
DateTime? stableSince = null;
while (true)
{
if (!adapter.PrepareParallelDirection(
MotionFrameYawInBodyRadians))
throw new InvalidOperationException(
"无法生成运动坐标系对应的舵轮准备姿态。");
var aligned =
adapter.AreParallelWheelsAligned(
MotionFrameYawInBodyRadians,
AngleMath.DegreesToRadians(
WheelAlignmentToleranceDegrees));
if (aligned)
{
if (stableSince == null)
stableSince = DateTime.Now;
if ((DateTime.Now - stableSince.Value)
.TotalSeconds >=
WheelAlignmentStableSeconds)
break;
}
else
{
stableSince = null;
}
if ((DateTime.Now - alignmentStarted)
.TotalSeconds >
WheelAlignmentTimeoutSeconds)
throw new TimeoutException(
"舵轮在限定时间内未稳定到达运动坐标系初始方向。");
yield return true;
}
if (CommandBackend ==
ChassisCommandBackend.SendMotion)
{
// 舵轮已按真实机械角度完成预对齐;
// 现在由Shared适配层激活SendMotion虚拟运动坐标系。
adapter.ActivateMotionFrame(
MotionFrameYawInBodyRadians);
}
var trackingStarted = DateTime.Now;
while (true)
{
if ((DateTime.Now - trackingStarted)
.TotalSeconds >
TrackingTimeoutSeconds)
throw new TimeoutException(
"蟹行轨迹在限定时间内未完成。");
var location =
DetourInterface.getCartLocation();
if (!IsFinite(location.x) ||
!IsFinite(location.y) ||
!IsFinite(location.th))
throw new InvalidOperationException(
"蟹行轨迹测试期间Detour位姿无效。");
var currentPosition = new Vector2(
(float)location.x,
(float)location.y);
var currentBodyYaw =
AngleMath.DegreesToRadians(location.th);
CalculateReference(
currentPosition,
out var tangentYaw,
out var referencePoint,
out var remainingMillimeters,
out var referenceCurvature);
if (remainingMillimeters <=
FinishDistanceMillimeters)
break;
var speed =
CalculateSpeed(remainingMillimeters);
var tangent = new Vector2(
(float)Math.Cos(tangentYaw),
(float)Math.Sin(tangentYaw));
var leftNormal = new Vector2(
-tangent.Y,
tangent.X);
var positionError =
currentPosition - referencePoint;
var lateralErrorMeters =
Vector2.Dot(
positionError,
leftNormal) / 1000.0;
var normalCorrection =
Limit(
-LateralGainPerSecond *
lateralErrorMeters,
MaximumLateralCorrection);
// 先在世界坐标中组合切向速度与横向纠偏速度。
var worldVx =
tangent.X * speed +
leftNormal.X * (float)normalCorrection;
var worldVy =
tangent.Y * speed +
leftNormal.Y * (float)normalCorrection;
// 将世界速度表达为当前蟹行运动坐标系速度。
var motionYaw =
currentBodyYaw +
MotionFrameYawInBodyRadians;
var motionCos = Math.Cos(motionYaw);
var motionSin = Math.Sin(motionYaw);
var vxInMotion =
motionCos * worldVx +
motionSin * worldVy;
var vyInMotion =
-motionSin * worldVx +
motionCos * worldVy;
var desiredBodyYaw =
tangentYaw -
MotionFrameYawInBodyRadians;
var headingError =
AngleMath.ShortestDifferenceRadians(
desiredBodyYaw,
currentBodyYaw);
var omega =
speed * referenceCurvature +
HeadingGainPerSecond * headingError;
omega = Limit(
omega,
MaximumAngularSpeedRadiansPerSecond);
var now = DateTime.Now;
var interval = now - lastCommandTime;
lastCommandTime = now;
bool commandAccepted;
Twist2D bodyTwist;
if (CommandBackend ==
ChassisCommandBackend.SendMotion)
{
// 运动坐标系相对车体系旋转+90°:
// 运动系正向速度会转换成车体系+Y速度。
bodyTwist =
FrameTransform2D
.TransformTwistAtSamePoint(
new Pose2D(
0.0,
0.0,
MotionFrameYawInBodyRadians),
new Twist2D(
vxInMotion,
vyInMotion,
omega));
// 将运动坐标系原点和前后几何控制点处的速度,
// 转换为SendMotion需要的前后轴方向。
var controlPointRadiusMeters =
Math.Max(
chassis.ControlPointRadius /
1000.0,
0.001);
var frontVelocityY =
vyInMotion +
omega *
controlPointRadiusMeters;
var rearVelocityY =
vyInMotion -
omega *
controlPointRadiusMeters;
var frontSteeringRadians =
Math.Atan2(
frontVelocityY,
vxInMotion);
var rearSteeringRadians =
Math.Atan2(
rearVelocityY,
vxInMotion);
// 蟹行测试绕过M层ManualControl并直接调用SendMotion
// 因此需要在C层同步应用蟹行虚拟几何比例和转向符号。
if (IsCrabMotionFrame())
{
var geometryRatio =
adapter.HalfTrackWidthMeters /
adapter.HalfWheelBaseMeters;
frontSteeringRadians =
ConvertToCrabSteering(
frontSteeringRadians,
geometryRatio);
rearSteeringRadians =
ConvertToCrabSteering(
rearSteeringRadians,
geometryRatio);
}
var frontThetaDegrees =
(float)AngleMath.RadiansToDegrees(
frontSteeringRadians);
var rearThetaDegrees =
(float)AngleMath.RadiansToDegrees(
rearSteeringRadians);
var motionSpeed =
(float)Math.Sqrt(
vxInMotion * vxInMotion +
vyInMotion * vyInMotion);
commandAccepted =
chassis.SendMotion(
motionSpeed,
frontThetaDegrees,
rearThetaDegrees,
interval);
}
else if (CommandBackend ==
ChassisCommandBackend
.SendXYThSpeed)
{
// 安全XYTh后端根据舵角误差统一压低驱动轮速。
bodyTwist =
FrameTransform2D
.TransformTwistAtSamePoint(
new Pose2D(
0.0,
0.0,
MotionFrameYawInBodyRadians),
new Twist2D(
vxInMotion,
vyInMotion,
omega));
var command = new ChassisCommand(
PilotDefinition.Self.CarNum,
bodyTwist);
commandAccepted =
adapter.Send(
command,
interval);
}
else
{
throw new InvalidOperationException(
$"不支持的底盘命令后端:{CommandBackend}。");
}
if (!commandAccepted)
throw new InvalidOperationException(
"运动坐标系轨迹底盘解算失败:" +
chassis
.LastMotionDecomposeFailureReason);
CommandObserver?.Invoke(
(float)bodyTwist.VxMetersPerSecond,
(float)bodyTwist.VyMetersPerSecond,
(float)bodyTwist
.OmegaRadiansPerSecond);
yield return true;
}
}
finally
{
adapter.StopImmediately();
if (CommandBackend ==
ChassisCommandBackend.SendMotion)
{
// 测试退出后恢复真实车体坐标系,避免影响后续测试。
adapter.ResetToBodyFrame();
}
CommandObserver?.Invoke(0f, 0f, 0f);
}
yield return false;
}
// 判断当前运动坐标系是否为车体左侧朝前的蟹行坐标系。
private bool IsCrabMotionFrame()
{
return Math.Abs(
AngleMath.ShortestDifferenceRadians(
Math.PI / 2.0,
MotionFrameYawInBodyRadians)) <
1e-6;
}
// 按车体几何比例缩小蟹行转角。
// +90°运动坐标系已经完成方向映射,此处不能再次反号。
private double ConvertToCrabSteering(
double normalSteeringRadians,
double geometryRatio)
{
var crabSteeringRadians =
Math.Atan(
geometryRatio *
Math.Tan(
normalSteeringRadians));
return Limit(
crabSteeringRadians,
MaximumVirtualSteeringRadians);
}
// 计算当前点在直线或圆弧上的参考点、切线和剩余距离。
private void CalculateReference(
Vector2 currentPosition,
out double tangentYaw,
out Vector2 referencePoint,
out float remainingMillimeters,
out double curvaturePerMeter)
{
var initialMotionYaw =
InitialBodyYawRadians +
MotionFrameYawInBodyRadians;
if (PathKind == ReferencePathKind.Straight)
{
var tangent = new Vector2(
(float)Math.Cos(initialMotionYaw),
(float)Math.Sin(initialMotionYaw));
var relative = currentPosition - StartPosition;
var progress =
Vector2.Dot(relative, tangent);
var clampedProgress =
Math.Max(
0f,
Math.Min(progress, LengthMillimeters));
tangentYaw = initialMotionYaw;
referencePoint =
StartPosition +
tangent * clampedProgress;
remainingMillimeters =
Math.Max(
0f,
LengthMillimeters - progress);
curvaturePerMeter = 0.0;
return;
}
if (PathKind == ReferencePathKind.SCurve)
{
CalculateSCurveReference(
currentPosition,
initialMotionYaw,
out tangentYaw,
out referencePoint,
out remainingMillimeters,
out curvaturePerMeter);
return;
}
var center = GetArcCenter();
var startRadialYaw =
initialMotionYaw - Math.PI / 2.0;
var radial = currentPosition - center;
var currentRadialYaw =
Math.Atan2(radial.Y, radial.X);
var progressRadians =
AngleMath.NormalizeRadians(
currentRadialYaw - startRadialYaw);
// 测试圆弧只有+90°,起点附近的轻微负噪声按0处理。
if (progressRadians < 0.0)
progressRadians = 0.0;
var clampedProgressRadians =
Math.Min(
progressRadians,
ArcSweepRadians);
var referenceRadialYaw =
startRadialYaw +
clampedProgressRadians;
referencePoint = center + new Vector2(
RadiusMillimeters *
(float)Math.Cos(referenceRadialYaw),
RadiusMillimeters *
(float)Math.Sin(referenceRadialYaw));
tangentYaw =
referenceRadialYaw + Math.PI / 2.0;
remainingMillimeters =
(float)Math.Max(
0.0,
(ArcSweepRadians - progressRadians) *
RadiusMillimeters);
curvaturePerMeter =
1000.0 / RadiusMillimeters;
}
// 通过离散最近点和解析导数计算两段三次贝塞尔S曲线的参考状态。
private void CalculateSCurveReference(
Vector2 currentPosition,
double initialMotionYaw,
out double tangentYaw,
out Vector2 referencePoint,
out float remainingMillimeters,
out double curvaturePerMeter)
{
const int nearestPointSamples = 200;
var searchStart =
Math.Max(
0.0,
_lastSCurveProgress - 0.02);
var bestProgress = _lastSCurveProgress;
var bestDistanceSquared = double.MaxValue;
for (var i = 0;
i <= nearestPointSamples;
i++)
{
var progress =
searchStart +
(1.0 - searchStart) *
i / nearestPointSamples;
EvaluateSCurve(
progress,
out var localPoint,
out _,
out _);
var worldPoint =
LocalPathPointToWorld(
localPoint,
initialMotionYaw);
var distanceSquared =
Vector2.DistanceSquared(
currentPosition,
worldPoint);
if (distanceSquared <
bestDistanceSquared)
{
bestDistanceSquared =
distanceSquared;
bestProgress = progress;
}
}
// 轨迹进度不允许因定位噪声倒退,防止控制目标跳回上一段曲线。
_lastSCurveProgress =
Math.Max(
_lastSCurveProgress,
bestProgress);
EvaluateSCurve(
_lastSCurveProgress,
out var bestLocalPoint,
out var firstDerivative,
out var secondDerivative);
referencePoint =
LocalPathPointToWorld(
bestLocalPoint,
initialMotionYaw);
tangentYaw =
initialMotionYaw +
Math.Atan2(
firstDerivative.Y,
firstDerivative.X);
var derivativeMagnitude =
Math.Sqrt(
firstDerivative.X *
firstDerivative.X +
firstDerivative.Y *
firstDerivative.Y);
if (derivativeMagnitude < 1e-6)
{
curvaturePerMeter = 0.0;
}
else
{
// 导数单位为mm,乘1000后将曲率从1/mm转换成1/m。
curvaturePerMeter =
(firstDerivative.X *
secondDerivative.Y -
firstDerivative.Y *
secondDerivative.X) *
1000.0 /
Math.Pow(
derivativeMagnitude,
3.0);
}
remainingMillimeters =
ApproximateSCurveRemainingLength(
_lastSCurveProgress);
}
// 计算与普通4m S型测试完全一致的三段三次贝塞尔完整S曲线。
private void EvaluateSCurve(
double progress,
out Vector2 point,
out Vector2 firstDerivative,
out Vector2 secondDerivative)
{
progress =
Math.Max(
0.0,
Math.Min(progress, 1.0));
Vector2 p0;
Vector2 p1;
Vector2 p2;
Vector2 p3;
double t;
if (progress <= 0.25)
{
t = progress * 4.0;
p0 = new Vector2(0f, 0f);
p1 = new Vector2(
LengthMillimeters / 12f,
0f);
p2 = new Vector2(
LengthMillimeters / 6f,
SCurveLateralOffsetMillimeters);
p3 = new Vector2(
LengthMillimeters * 0.25f,
SCurveLateralOffsetMillimeters);
}
else if (progress <= 0.75)
{
t = (progress - 0.25) * 2.0;
p0 = new Vector2(
LengthMillimeters * 0.25f,
SCurveLateralOffsetMillimeters);
p1 = new Vector2(
LengthMillimeters / 3f,
SCurveLateralOffsetMillimeters);
p2 = new Vector2(
LengthMillimeters * 2f / 3f,
-SCurveLateralOffsetMillimeters);
p3 = new Vector2(
LengthMillimeters * 0.75f,
-SCurveLateralOffsetMillimeters);
}
else
{
t = (progress - 0.75) * 4.0;
p0 = new Vector2(
LengthMillimeters * 0.75f,
-SCurveLateralOffsetMillimeters);
p1 = new Vector2(
LengthMillimeters * 5f / 6f,
-SCurveLateralOffsetMillimeters);
p2 = new Vector2(
LengthMillimeters * 11f / 12f,
0f);
p3 = new Vector2(
LengthMillimeters,
0f);
}
var oneMinusT = 1.0 - t;
point =
p0 * (float)(
oneMinusT *
oneMinusT *
oneMinusT) +
p1 * (float)(
3.0 *
oneMinusT *
oneMinusT *
t) +
p2 * (float)(
3.0 *
oneMinusT *
t *
t) +
p3 * (float)(t * t * t);
firstDerivative =
(p1 - p0) *
(float)(
3.0 *
oneMinusT *
oneMinusT) +
(p2 - p1) *
(float)(
6.0 *
oneMinusT *
t) +
(p3 - p2) *
(float)(3.0 * t * t);
secondDerivative =
(p2 - 2f * p1 + p0) *
(float)(6.0 * oneMinusT) +
(p3 - 2f * p2 + p1) *
(float)(6.0 * t);
}
// 通过分段采样估算从当前S曲线进度到终点的实际弧长。
private float ApproximateSCurveRemainingLength(
double startProgress)
{
const int lengthSamples = 100;
EvaluateSCurve(
startProgress,
out var previousPoint,
out _,
out _);
var length = 0f;
for (var i = 1;
i <= lengthSamples;
i++)
{
var progress =
startProgress +
(1.0 - startProgress) *
i / lengthSamples;
EvaluateSCurve(
progress,
out var point,
out _,
out _);
length +=
Vector2.Distance(
previousPoint,
point);
previousPoint = point;
}
return length;
}
// 将以初始蟹行方向为X轴的局部路径点转换到Detour世界坐标。
private Vector2 LocalPathPointToWorld(
Vector2 localPoint,
double initialMotionYaw)
{
var cos =
(float)Math.Cos(initialMotionYaw);
var sin =
(float)Math.Sin(initialMotionYaw);
return StartPosition + new Vector2(
localPoint.X * cos -
localPoint.Y * sin,
localPoint.X * sin +
localPoint.Y * cos);
}
// 获取蟹行左转圆弧圆心;它位于初始运动方向的左侧。
public Vector2 GetArcCenter()
{
var initialMotionYaw =
InitialBodyYawRadians +
MotionFrameYawInBodyRadians;
return StartPosition + new Vector2(
-RadiusMillimeters *
(float)Math.Sin(initialMotionYaw),
RadiusMillimeters *
(float)Math.Cos(initialMotionYaw));
}
// 获取圆弧测试的理论终点。
public Vector2 GetArcDestination()
{
var initialMotionYaw =
InitialBodyYawRadians +
MotionFrameYawInBodyRadians;
var startRadialYaw =
initialMotionYaw - Math.PI / 2.0;
var endRadialYaw =
startRadialYaw + ArcSweepRadians;
var center = GetArcCenter();
return center + new Vector2(
RadiusMillimeters *
(float)Math.Cos(endRadialYaw),
RadiusMillimeters *
(float)Math.Sin(endRadialYaw));
}
// 根据剩余路径长度生成终点减速速度。
private float CalculateSpeed(
float remainingMillimeters)
{
if (remainingMillimeters >=
SlowDistanceMillimeters)
return CruiseSpeed;
var ratio =
remainingMillimeters /
Math.Max(
SlowDistanceMillimeters,
1f);
return Math.Max(
MinimumSpeed,
CruiseSpeed * ratio);
}
private void ValidateParameters()
{
if (CruiseSpeed <= 0f ||
!IsFinite(CruiseSpeed) ||
LengthMillimeters <= 0f ||
!IsFinite(LengthMillimeters) ||
RadiusMillimeters <= 0f ||
!IsFinite(RadiusMillimeters) ||
SCurveLateralOffsetMillimeters <= 0f ||
!IsFinite(
SCurveLateralOffsetMillimeters) ||
ArcSweepRadians <= 0.0 ||
!IsFinite(ArcSweepRadians) ||
SlowDistanceMillimeters <= 0f ||
!IsFinite(SlowDistanceMillimeters) ||
FinishDistanceMillimeters < 0f ||
!IsFinite(FinishDistanceMillimeters) ||
TrackingTimeoutSeconds <= 0f ||
!IsFinite(TrackingTimeoutSeconds) ||
MaximumVirtualSteeringRadians <= 0.0 ||
MaximumVirtualSteeringRadians >=
Math.PI / 2.0 ||
!IsFinite(
MaximumVirtualSteeringRadians))
throw new ArgumentOutOfRangeException(
"蟹行轨迹测试参数无效。");
}
private static double Limit(
double value,
double absoluteLimit)
{
return Math.Max(
-absoluteLimit,
Math.Min(value, absoluteLimit));
}
private static bool IsFinite(double value)
{
return
!double.IsNaN(value) &&
!double.IsInfinity(value);
}
}
}