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#include "LinearTrajectory.h"
#include "vec.h"
#include "stdlib.h"
template <class T, unsigned SIZE>
LinearJointTrajectory::LinearJointTrajectory(
unsigned int steps_,
float totalTime_,
Vec<float,SIZE> jointMovement,
Vec<float,SIZE> maxJointVelocityPerStep,
Vec<float,SIZE> maxJointAccelarationPerStep
)
{
Vec< float, SIZE> velocity = jointMovement / steps * 1.5f;
LinearJointTrajectory(
steps_,
totalTime_,
jointMovement,
maxJointVelocityPerStep,
maxJointAccelarationPerStep,
velocity);
}
template <class T, unsigned SIZE>
LinearJointTrajectory::LinearJointTrajectory(
unsigned int steps_,
float totalTime_,
Vec<float,SIZE> jointMovement,
Vec<float,SIZE> maxJointVelocityPerStep,
Vec<float,SIZE> maxJointAccelarationPerStep,
Vec<float,SIZE> velocity
)
{
super(steps_, totalTime_, jointMovement, maxJointVelocityPerStep, maxJointAccelarationPerStep);
if ( velocity > jointMovement/totalTime)
{
std::cerr << "velocity is to small for Trajectory\n";
}
if ( velocity < (2.0f*jointMovement)/totalTime)
{
std::cerr << "velocity is to big for Trajectory\n";
}
for (unsigned int currJoint = 0 ; currJoint < joints ; currJoint++)
{
unsigned int timeBlend = (jointMovement(currJoint) + velocity(currJoint)*totalTime)/ velocity(currJoint);
float acceleration = velocity(currJoint) / timeBlend;
for (unsigned int currStep = 0 ; currStep < steps ; ++currStep)
{
float currentTime = currStep * totalTime / steps;
if (currentTime <= timeBlend)
{
// speed up till blend time is reached
nodes[currStep].jointPos = acceleration/2.0f * currentTime * currentTime;
nodes[currStep].velocity = acceleration * currentTime;
nodes[currStep].acceleration = acceleration;
} else
if ( currentTime <= totalTime - timeBlend)
{
// constant velocity
nodes[currStep].jointPos = (jointMovement(currJoint) - velocity(currJoint) * totalTime)/2.0f + velocity(currJoint) * currentTime;
nodes[currStep].velocity = velocity(currJoint);
nodes[currStep].acceleration = 0.0f;
}
else
{
// slow down untill aim is reached
// speed up till blend time is reached
nodes[currStep].jointPos = jointMovement(currJoint) - acceleration/2*totalTime*totalTime + acceleration * totalTime * currentTime - acceleration/2.0f * currentTime *currentTime;
nodes[currStep].velocity = acceleration*timeBlend - acceleration * currentTime ;
nodes[currStep].acceleration = -acceleration;
}
// calculate carthesian positions
nodes[currStep].cartPos = 0;
}
}
}