using System; using MultiWheelC.TrajectoryPlanning.CoarsePath; using MultiWheelC.TrajectoryPlanning.Utils; namespace MultiWheelC.TrajectoryPlanning.EMPlanner; /// /// 在世界坐标与 Frenet 横向约定间转换,并始终以实际行驶方向确定 L 的正负。 /// 世界位置使用 X/Y(m)、航向使用 rad;倒车时车辆车身航向与行驶航向相差 π。 /// public static class FrenetTransform { /// /// 将参考点及其横向状态重建为世界车辆中心位姿。 /// 参数:lateralOffset 为 L(m),lateralDerivative 为 dL/dS(无量纲),minimumFrenetDenominator 为正的奇异性下界;参考点采用世界 X/Y(m)与 rad 航向。 /// 返回:当 1-κL 有限且不小于下界、重建位姿有限时返回 true;空参考点、非法输入或接近 Frenet 奇异点时返回 false。 /// public static bool TryReconstruct(FrenetReferencePoint referencePoint, double lateralOffset, double lateralDerivative, double minimumFrenetDenominator, out Pose2D pose) { pose = null; if (referencePoint == null || !IsFinite(lateralOffset) || !IsFinite(lateralDerivative) || !IsFinite(minimumFrenetDenominator) || minimumFrenetDenominator <= 0d) return false; double denominator = 1d - referencePoint.GeometricCurvature * lateralOffset; if (!IsFinite(denominator) || denominator < minimumFrenetDenominator) return false; double travelYaw = referencePoint.TravelYaw; double x = referencePoint.X - lateralOffset * Math.Sin(travelYaw); double y = referencePoint.Y + lateralOffset * Math.Cos(travelYaw); double optimizedTravelYaw = travelYaw + Math.Atan2(lateralDerivative, denominator); double vehicleYaw = referencePoint.Direction == TravelDirection.Forward ? AngleMath.NormalizeRadians(optimizedTravelYaw) : AngleMath.NormalizeRadians(optimizedTravelYaw + Math.PI); if (!IsFinite(x) || !IsFinite(y) || !IsFinite(vehicleYaw)) return false; pose = new Pose2D(x, y, vehicleYaw); return true; } /// /// 从车辆车身航向取得对应实际行驶的连续航向。 /// 参数:vehicleYaw 为 rad,direction 指定前进或倒车;返回:前进原样、倒车加 π,结果不归一化。 /// internal static double GetTravelYaw(double vehicleYaw, TravelDirection direction) { return direction == TravelDirection.Forward ? vehicleYaw : vehicleYaw + Math.PI; } /// /// 判定重建中间量是否为有限实数。 /// 参数:value 为任意标量;返回:NaN 或正负无穷时为 false。 /// private static bool IsFinite(double value) { return !double.IsNaN(value) && !double.IsInfinity(value); } }