FromSim2Real / gpudrive-main /src /dynamics.hpp
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#pragma once
#include <madrona/math.hpp>
#include <madrona/types.hpp>
using namespace madrona;
using namespace madrona::math;
namespace madrona_gpudrive
{
inline void forwardKinematics(const Action &action, VehicleSize &size, Rotation &rotation, Position &position, Velocity &velocity)
{
const float maxSpeed{std::numeric_limits<float>::max()};
const float dt{0.1};
auto clipSpeed = [maxSpeed](float speed)
{
return std::max(std::min(speed, maxSpeed), -maxSpeed);
};
// TODO(samk): hoist into Vector2::PolarToVector2D
auto polarToVector2D = [](float r, float theta)
{
return math::Vector2{r * cosf(theta), r * sinf(theta)};
};
float speed = velocity.linear.length();
float yaw = utils::quatToYaw(rotation);
// Average speed
const float v{clipSpeed(speed + 0.5f * action.classic.acceleration * dt)};
const float tanDelta{tanf(action.classic.steering)};
// Assume center of mass lies at the middle of length, then l / L == 0.5.
const float beta{std::atan(0.5f * tanDelta)};
const math::Vector2 d{polarToVector2D(v, yaw + beta)};
const float w{v * std::cos(beta) * tanDelta / size.length};
// model.position += d * dt;
// model.heading = utils::AngleAdd(model.heading, w * dt);
// model.speed = clipSpeed(model.speed + action.acceleration * dt);
float new_yaw = utils::AngleAdd(yaw, w * dt);
float new_speed = clipSpeed(speed + action.classic.acceleration * dt);
position.x += d.x * dt;
position.y += d.y * dt;
position.z = 1;
rotation = Quat::angleAxis(new_yaw, madrona::math::up);
velocity.linear.x = new_speed * cosf(new_yaw);
velocity.linear.y = new_speed * sinf(new_yaw);
velocity.linear.z = 0;
velocity.angular = Vector3::zero();
velocity.angular.z = w;
}
inline void forwardBicycleModel(Action &action, Rotation &rotation, Position &position, Velocity &velocity)
{
// Clip acceleration and steering
action.classic.acceleration = fmaxf(-6.0, fminf(action.classic.acceleration, 6.0));
action.classic.steering = fmaxf(-3.0, fminf(action.classic.steering, 3.0));
const float dt{0.1};
float yaw = utils::quatToYaw(rotation);
float speed = velocity.linear.length();
//new_x = x + vel_x * t + 0.5 * accel * jnp.cos(yaw) * t**2
position.x = position.x + velocity.linear.x * dt + 0.5 * action.classic.acceleration * cosf(yaw) * dt * dt;
// new_y = y + vel_y * t + 0.5 * accel * jnp.sin(yaw) * t**2
position.y = position.y + velocity.linear.y * dt + 0.5 * action.classic.acceleration * sinf(yaw) * dt * dt;
// delta_yaw = steering * (speed * t + 0.5 * accel * t**2)
float delta_yaw = action.classic.steering * (speed * dt + 0.5 * action.classic.acceleration * dt * dt);
// new_yaw = geometry.wrap_yaws(yaw + delta_yaw)
float new_yaw = utils::AngleAdd(yaw, delta_yaw);
// new_vel = speed + accel * t
float new_speed = speed + action.classic.acceleration * dt;
// new_vel_x = new_vel * jnp.cos(new_yaw)
velocity.linear.x = new_speed * cosf(new_yaw);
// new_vel_y = new_vel * jnp.sin(new_yaw)
velocity.linear.y = new_speed * sinf(new_yaw);
velocity.linear.z = 0;
velocity.angular = Vector3::zero();
velocity.angular.z = delta_yaw / dt; // Is this correct ?
rotation = Quat::angleAxis(new_yaw, madrona::math::up);
}
inline void forwardDeltaModel(Action &action, Rotation &rotation, Position &position, Velocity &velocity)
{
// start delta model
// start DeltaLocal
const float dt{0.1};
float yaw = utils::quatToYaw(rotation);
// rotated_xy = jnp.matmul(rotation_mat, action.data[..., :2, jnp.newaxis], precision='float32')[..., 0]
// From https://en.wikipedia.org/wiki/Rotation_matrix
float cos = std::cos(yaw);
float sin = std::sin(yaw);
// x = c * x - s * y
// y = s * x + c * y
float dx = action.delta.dx * cos - action.delta.dy * sin;
float dy = action.delta.dx * sin + action.delta.dy * cos;
// end DeltaLocal
// start DeltaGlobal
position.x = position.x + dx;
position.y = position.y + dy;
velocity.linear.x = dx / dt;
velocity.linear.y = dy / dt;
velocity.linear.z = 0;
velocity.angular = Vector3::zero();
velocity.angular.z = action.delta.dyaw / dt; // Is this correct ?
// end DeltaGlobal
float new_yaw = utils::AngleAdd(yaw, action.delta.dyaw);
// end delta model
rotation = Quat::angleAxis(new_yaw, madrona::math::up);
}
inline Action inverseBicycleModel(const Rotation &rotation, const Velocity &velocity, const Rotation &targetRotation, const Velocity &targetVelocity)
{
const float dt{0.1};
Action action = {.classic = {0, 0, 0}};
float speed = velocity.linear.length();
float target_speed = targetVelocity.linear.length();
// accel = (new_vel - vel) / dt
action.classic.acceleration = (target_speed - speed) / dt;
float yaw = utils::NormalizeAngle<float>(utils::quatToYaw(rotation));
float target_yaw = utils::NormalizeAngle<float>(utils::quatToYaw(targetRotation));
if(consts::useEstimatedYaw)
{
target_yaw = atan2f(targetVelocity.linear.y, targetVelocity.linear.x);
}
// steering = (new_yaw - yaw) / (speed * dt + 1/2 * accel * dt ** 2)
float denominator = speed * dt + 0.5 * action.classic.acceleration * dt * dt;
if (denominator != 0)
{
action.classic.steering = (target_yaw - yaw) / denominator;
}
else
{
action.classic.steering = 0;
}
return action;
}
inline Action inverseDeltaModel(const Rotation &rotation, const Position &position, const Rotation &targetRotation, const Position &targetPosition)
{
Action action{.delta = {0, 0, 0}};
float yaw = utils::quatToYaw(rotation);
float target_yaw = utils::quatToYaw(targetRotation);
// start delta model
// start DeltaGlobal
action.delta.dx = targetPosition.x - position.x;
action.delta.dy = targetPosition.y - position.y;
action.delta.dyaw = target_yaw - yaw;
action.delta.dx = fmaxf(-6.0, fminf(action.delta.dx, 6.0));
action.delta.dy = fmaxf(-6.0, fminf(action.delta.dy, 6.0));
// end DeltaGlobal
// start DeltaLocal
// rotated_xy = jnp.matmul(rotation_mat, action.data[..., :2, jnp.newaxis], precision='float32')[..., 0]
// From https://en.wikipedia.org/wiki/Rotation_matrix
float cos = std::cos(-yaw);
float sin = std::sin(-yaw);
// x = c * x - s * y
// y = s * x + c * y
float local_dx= action.delta.dx * cos - action.delta.dy * sin;
float local_dy = action.delta.dx * sin + action.delta.dy * cos;
action.delta.dx = fmaxf(-6.0, fminf(local_dx, 6.0));
action.delta.dy = fmaxf(-6.0, fminf(local_dy, 6.0));
action.delta.dyaw = utils::NormalizeAngle<float>(action.delta.dyaw);
// end DeltaLocal
// end delta model
return action;
}
inline void forwardStateModel(Action &action, Rotation &rotation, Position &position, Velocity &velocity)
{
// No clipping happening here.
// This can go out of bounds with invalid actions
position = action.state.position;
velocity = action.state.velocity;
rotation = Quat::angleAxis(action.state.yaw, madrona::math::up);
}
}