#pragma once #include #include 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::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(utils::quatToYaw(rotation)); float target_yaw = utils::NormalizeAngle(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(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); } }