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PurePursuitController.lua
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PurePursuitController.lua
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--[[
This file is part of Courseplay (https://github.com/Courseplay/courseplay)
Copyright (C) 2018 Peter Vajko
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
]]
--[[
This is a simplified implementation of a pure pursuit algorithm
to follow a two dimensional path consisting of waypoints.
See the paper
Steering Control of an Autonomous Ground Vehicle with Application to the DARPA
Urban Challenge By Stefan F. Campbell
We use the terminology of that paper here, like 'relevant path segment', 'goal point', etc. and follow the
algorithm to search for the goal point as described in this paper.
PURPOSE
1. Provide a goal point to steer towards to.
Contrary to the old implementation, we are not steering to a waypoint, instead to a goal
point which is in a given look ahead distance from the vehicle on the path.
2. Determine when to switch to the next waypoint (and avoid circling)
Regardless of the above, the rest of the Courseplay code still needs to know the current
waypoint as we progress along the path.
HOW TO USE
1. add a PPC to the vehicle with new()
2. when the vehicle starts driving, call initialize()
3. in every update cycle, call update(). This will calculate the goal point and the current waypoint
4. this PPC can not reverse with a trailer (but it it fine without a trailer) We rely on the code in reverse.lua
to do that. Therefore, use setReverseActive(true) to tell the PPC that now reverse is driving, so it
can deactivate itself. When reverse is done, call initialize with the first forward waypoint and setReverseActive(false).waypoint
5. use the convenience functions getCurrentWaypointPosition(), shouldChangeWaypoint(), reachedLastWaypoint() and switchToNextWaypoint()
in your code instead of directly checking and manipulating vehicle.Waypoints. These provide the legacy behavior when
the PPC is not active (for example due to reverse driving) or when disabled
6. you can use enable() and disable() to enable/disable the PPC. When disabled and you are using the above functions,
it'll behave as the legacy code.
]]
---@class PurePursuitController
PurePursuitController = CpObject()
-- normal lookahead distance
PurePursuitController.normalLookAheadDistance = 5
PurePursuitController.shortLookaheadDistance = 2.5
-- constructor
function PurePursuitController:init(vehicle)
self.normalLookAheadDistance = math.min(vehicle.cp.settings.turnDiameter:get() / 2, 6)
self.shortLookaheadDistance = self.normalLookAheadDistance / 2
self.veryShortLookaheadDistance = 2
-- normal lookahead distance
self.baseLookAheadDistance = self.normalLookAheadDistance
-- adapted look ahead distance
self.lookAheadDistance = self.baseLookAheadDistance
self.temporaryLookAheadDistance = CpTemporaryObject(nil)
-- when transitioning from forward to reverse, this close we have to be to the waypoint where we
-- change direction before we switch to the next waypoint
self.distToSwitchWhenChangingToReverse = 1
self.vehicle = vehicle
self:resetControlledNode()
self.name = nameNum(vehicle)
-- node on the current waypoint
self.currentWpNode = WaypointNode( self.name .. '-currentWpNode', true)
-- waypoint at the start of the relevant segment
self.relevantWpNode = WaypointNode( self.name .. '-relevantWpNode', true)
-- waypoint at the end of the relevant segment
self.nextWpNode = WaypointNode( self.name .. '-nextWpNode', true)
-- the current goal node
self.goalWpNode = WaypointNode( self.name .. '-goalWpNode', false)
-- vehicle position projected on the path, not used for anything other than debug display
self.projectedPosNode = courseplay.createNode( self.name .. '-projectedPosNode', 0, 0, 0)
self.isReverseActive = false
-- enable PPC by default for developers only
self.enabled = CpManager.isDeveloper
-- index of the first node of the path (where PPC is initialized and starts driving
self.firstIx = 1
self.crossTrackError = 0
self.lastPassedWaypointIx = nil
self.waypointPassedListeners = {}
self.waypointChangeListeners = {}
end
-- destructor
function PurePursuitController:delete()
self.currentWpNode:destroy()
self.relevantWpNode:destroy()
self.nextWpNode:destroy()
courseplay.destroyNode(self.projectedPosNode)
self.goalWpNode:destroy()
end
function PurePursuitController:debug(...)
courseplay.debugVehicle(courseplay.DBG_PPC, self.vehicle, 'PPC: ' .. string.format( ... ))
end
function PurePursuitController:debugSparse(...)
if g_updateLoopIndex % 100 == 0 then
self:debug(...)
end
end
---@param course Course
function PurePursuitController:setCourse(course)
self.course = course
end
--- Set an offset for the current course.
function PurePursuitController:setOffset(x, z)
self.course:setOffset(x, z)
end
function PurePursuitController:getOffset()
return self.course:getOffset()
end
--- Use a different node to track/control, for example the root node of a trailed implement
-- instead of the tractor's root node.
function PurePursuitController:setControlledNode(node)
self.controlledNode = node
end
function PurePursuitController:getControlledNode()
return self.controlledNode
end
--- reset controlled node to the default (vehicle's own direction node)
function PurePursuitController:resetControlledNode()
self.controlledNode = AIDriverUtil.getDirectionNode(self.vehicle)
end
-- initialize controller before driving
function PurePursuitController:initialize(ix)
-- for now, if no course set, use the vehicle's current waypoints
if not self.course then
self.course = Course(self.vehicle, self.vehicle.Waypoints)
end
-- if we use the legacy waypointIndex then we need the original index (in case of combined courses)
-- TODO: always require to pass in the index, don't use global variable
self.firstIx = ix and ix or self.course:findOriginalIx(self.vehicle.cp.waypointIndex)
-- relevantWpNode always points to the point where the relevant path segment starts
self.relevantWpNode:setToWaypoint(self.course, self.firstIx )
self.nextWpNode:setToWaypoint(self.course, self.firstIx)
self.wpBeforeGoalPointIx = self.nextWpNode.ix
self.currentWpNode:setToWaypoint(self.course, self.firstIx )
self.course:setCurrentWaypointIx(self.firstIx)
self.course:setLastPassedWaypointIx(nil)
self:debug('initialized to waypoint %d of %d', self.firstIx, self.course:getNumberOfWaypoints())
self.isReverseActive = false
self.lastPassedWaypointIx = nil
self.sendWaypointChange = nil
self.sendWaypointPassed = nil
-- current goal point search case as described in the paper, for diagnostics only
self.case = 0
end
-- TODO: make this more generic and allow registering multiple listeners?
-- could also implement listeners for events like notify me when within x meters of a waypoint, etc.
function PurePursuitController:registerListeners(waypointListener, onWaypointPassedFunc, onWaypointChangeFunc)
-- for backwards compatibility, PPC currently is initialized by the legacy code so
-- by the time AIDriver takes over, it is already there. So let AIDriver tell PPC who's driving.
self.waypointListener = waypointListener
self.waypointPassedListenerFunc = onWaypointPassedFunc
self.waypointChangeListenerFunc = onWaypointChangeFunc
end
function PurePursuitController:setLookaheadDistance(d)
self.baseLookAheadDistance = d
end
function PurePursuitController:setNormalLookaheadDistance()
self.baseLookAheadDistance = self.normalLookAheadDistance
end
function PurePursuitController:setShortLookaheadDistance()
self.baseLookAheadDistance = self.shortLookaheadDistance
end
--- Set a short lookahead distance for ttlMs milliseconds
function PurePursuitController:setTemporaryShortLookaheadDistance(ttlMs)
self.temporaryLookAheadDistance:set(self.shortLookaheadDistance, ttlMs)
end
function PurePursuitController:getLookaheadDistance()
return self.lookAheadDistance
end
function PurePursuitController:setCurrentLookaheadDistance(cte)
local la = self.temporaryLookAheadDistance:get() or self.baseLookAheadDistance
self.lookAheadDistance = math.min(la + math.abs(cte), la * 2)
end
--- get index of current waypoint (one we are driving towards)
function PurePursuitController:getCurrentWaypointIx()
return self.currentWpNode.ix
end
--- get index of relevant waypoint (one we are close to)
function PurePursuitController:getRelevantWaypointIx()
return self.relevantWpNode.ix
end
function PurePursuitController:getLastPassedWaypointIx()
return self.lastPassedWaypointIx
end
--- When reversing, use the towed implement's node as a reference
function PurePursuitController:switchControlledNode()
local lastControlledNode = self.controlledNode
local reverserNode, debugText = nil, 'vehicle forward direction/root'
if self:isReversing() then
reverserNode, debugText = AIDriverUtil.getReverserNode(self.vehicle)
if reverserNode then
self:setControlledNode(reverserNode)
else
self:resetControlledNode()
end
else
self:resetControlledNode()
end
if self.controlledNode ~= lastControlledNode then
self:debug('Switching controlled node to %s', debugText)
end
end
--- Compatibility function to return the original waypoint index as in vehicle.Waypoints. This
-- is the same as self.currentWpNode.ix unless we have combined courses where the legacy CP code
-- concatenates all courses into one Waypoints array (as opposed to the AIDriver which splits these
-- combined courses into its parts). The rest of the CP code however (HUD, reverse, etc.) works with
-- vehicle.Waypoints and vehicle.cp.waypointIndex and therefore expects the combined index
function PurePursuitController:getCurrentOriginalWaypointIx()
return self.course.waypoints[self:getCurrentWaypointIx()].cpIndex
end
function PurePursuitController:update()
if not self.course then
self:debugSparse('no course set.')
return
end
self:switchControlledNode()
self:findRelevantSegment()
self:findGoalPoint()
self.course:setCurrentWaypointIx(self.currentWpNode.ix)
self.course:setLastPassedWaypointIx(self.lastPassedWaypointIx)
self:notifyListeners()
end
function PurePursuitController:notifyListeners()
if self.waypointListener then
if self.sendWaypointChange then
-- send waypoint change event for all waypoints between the previous and current to make sure
-- we don't miss any
for ix = self.sendWaypointChange.prev + 1, self.sendWaypointChange.current do
self.waypointListener[self.waypointChangeListenerFunc](self.waypointListener, ix, self.course)
end
end
if self.sendWaypointPassed then
self.waypointListener[self.waypointPassedListenerFunc](self.waypointListener, self.sendWaypointPassed, self.course)
end
end
self.sendWaypointChange = nil
self.sendWaypointPassed = nil
end
function PurePursuitController:havePassedWaypoint(wpNode)
local vx, vy, vz = getWorldTranslation(self.controlledNode)
local dx, _, dz = worldToLocal(wpNode.node, vx, vy, vz);
local dFromNext = MathUtil.vector2Length(dx, dz)
--self:debug('checking %d, dz: %.1f, dFromNext: %.1f', wpNode.ix, dz, dFromNext)
local result = false
if self.course:switchingDirectionAt(wpNode.ix) then
-- switching direction at this waypoint, so this is pointing into the opposite direction.
-- we have to make sure we drive up to this waypoint close enough before we switch to the next
-- so wait until dz < 0, that is, we are behind the waypoint
if dz < 0 then
result = true
end
else
-- we are not transitioning between forward and reverse
-- we have passed the next waypoint if our dz in the waypoints coordinate system is positive, that is,
-- when looking into the direction of the waypoint, we are ahead of it.
-- Also, when on the process of aligning to the course, like for example the vehicle just started
-- driving towards the first waypoint, we have to make sure we actually get close to the waypoint
-- (as we may already be in front of it), so try get within the turn diameter * 2.
if dz >= 0 and dFromNext < self.vehicle.cp.settings.turnDiameter:get() * 2 then
result = true
end
end
if result then --and not self:reachedLastWaypoint() then
if not self.lastPassedWaypointIx or (self.lastPassedWaypointIx ~= wpNode.ix) then
self.lastPassedWaypointIx = wpNode.ix
self:debug('waypoint %d passed, dz: %.1f %s %s', wpNode.ix, dz,
self.course.waypoints[wpNode.ix].rev and 'reversed' or '',
self.course:switchingDirectionAt(wpNode.ix) and 'switching direction' or '')
-- notify listeners about the passed waypoint
self.sendWaypointPassed = self.lastPassedWaypointIx
end
end
return result
end
function PurePursuitController:havePassedAnyWaypointBetween(fromIx, toIx)
local node = WaypointNode( self.name .. '-node', false)
local result, passedWaypointIx = false, 0
-- math.max so we do one loop even if toIx < fromIx
--self:debug('checking between %d and %d', fromIx, toIx)
for ix = fromIx, math.max(toIx, fromIx) do
node:setToWaypoint(self.course, ix)
if self:havePassedWaypoint(node) then
result = true
passedWaypointIx = ix
break
end
end
node:destroy()
return result, passedWaypointIx
end
-- Finds the relevant segment.
-- Sets the vehicle's projected position on the path.
function PurePursuitController:findRelevantSegment()
-- vehicle position
local vx, vy, vz = getWorldTranslation(self.controlledNode)
-- update the position of the relevant node (in case the course offset changed)
self.relevantWpNode:setToWaypoint(self.course, self.relevantWpNode.ix)
local lx, _, dzFromRelevant = worldToLocal(self.relevantWpNode.node, vx, vy, vz);
self.crossTrackError = lx
-- adapt our lookahead distance based on the error
self:setCurrentLookaheadDistance(self.crossTrackError)
-- projected vehicle position/rotation
local px, py, pz = localToWorld(self.relevantWpNode.node, 0, 0, dzFromRelevant)
local _, yRot, _ = getRotation(self.relevantWpNode.node)
setTranslation(self.projectedPosNode, px, py, pz)
setRotation(self.projectedPosNode, 0, yRot, 0)
-- we check all waypoints between the relevant and the one before the goal point as the goal point
-- may have moved several waypoints up if there's a very sharp turn for example and in that case
-- the vehicle may never reach some of the waypoint in between.
local passed, ix
if self.course:switchingDirectionAt(self.nextWpNode.ix) then
-- don't look beyond a direction switch as we'll always be past a reversing waypoint
-- before we reach it.
passed, ix = self:havePassedWaypoint(self.nextWpNode), self.nextWpNode.ix
else
passed, ix = self:havePassedAnyWaypointBetween(self.nextWpNode.ix, self.wpBeforeGoalPointIx)
end
if passed then
self.relevantWpNode:setToWaypoint(self.course, ix)
self.nextWpNode:setToWaypoint(self.course, self.relevantWpNode.ix + 1)
if not self:reachedLastWaypoint() then
-- disable debugging once we reached the last waypoint. Otherwise we'd keep logging
-- until the user presses 'Stop driver'.
self:debug('relevant waypoint: %d, crosstrack error: %.1f', self.relevantWpNode.ix, self.crossTrackError)
end
end
if courseplay.debugChannels[courseplay.DBG_PPC] then
cpDebug:drawLine(px, py + 3, pz, 1, 1, 0, px, py + 1, pz);
DebugUtil.drawDebugNode(self.relevantWpNode.node, string.format('ix = %d\nrelevant\nnode', self.relevantWpNode.ix))
DebugUtil.drawDebugNode(self.projectedPosNode, 'projected\nvehicle\nposition')
end
end
-- Now, from the relevant section forward we search for the goal point, which is the one
-- lying lookAheadDistance in front of us on the path
-- this is the algorithm described in Chapter 2 of the paper
function PurePursuitController:findGoalPoint()
local vx, _, vz = getWorldTranslation(self.controlledNode)
--local vx, vy, vz = getWorldTranslation(self.projectedPosNode);
-- create helper nodes at the relevant and the next wp. We'll move these up on the path until we reach the segment
-- in lookAheadDistance
local node1 = WaypointNode( self.name .. '-node1', false)
local node2 = WaypointNode( self.name .. '-node2', false)
-- starting at the relevant segment walk up the path to find the segment on
-- which the goal point lies. This is the segment intersected by the circle with lookAheadDistance radius
-- around the vehicle.
local ix = self.relevantWpNode.ix
while ix <= self.course:getNumberOfWaypoints() do
node1:setToWaypoint(self.course, ix)
node2:setToWaypointOrBeyond(self.course, ix + 1, self.lookAheadDistance)
local x1, _, z1 = getWorldTranslation(node1.node)
local x2, _, z2 = getWorldTranslation(node2.node)
-- distance between the vehicle position and the ends of the segment
local q1 = courseplay:distance(x1, z1, vx, vz) -- distance from node 1
local q2 = courseplay:distance(x2, z2, vx, vz) -- distance from node 2
local l = courseplay:distance(x1, z1, x2, z2) -- length of path segment (distance between node 1 and 2
-- self:debug('ix=%d, q1=%.1f, q2=%.1f la=%.1f l=%.1f', ix, q1, q2, self.lookAheadDistance, l)
-- case i (first node outside virtual circle but not yet reached) or (not the first node but we are way off the track)
if (ix == self.firstIx and ix ~= self.lastPassedWaypointIx) and
q1 >= self.lookAheadDistance and q2 >= self.lookAheadDistance then
-- If we weren't on track yet (after initialization, on our way to the first/initialized waypoint)
-- set the goal to the relevant WP
self.goalWpNode:setToWaypoint(self.course, self.relevantWpNode.ix)
self:setGoalTranslation()
self:showGoalpointDiag(1, 'initializing, ix=%d, q1=%.1f, q2=%.1f, la=%.1f', ix, q1, q2, self.lookAheadDistance)
-- and also the current waypoint is now at the relevant WP
self:setCurrentWaypoint(self.relevantWpNode.ix)
break
end
-- case ii (common case)
if q1 <= self.lookAheadDistance and q2 >= self.lookAheadDistance then
-- in some weird cases q1 may be 0 (when we calculate a course based on the vehicle position) so fix that
-- to avoid a nan
if q1 < 0.0001 then
q1 = 0.1
end
local cosGamma = ( q2 * q2 - q1 * q1 - l * l ) / (-2 * l * q1)
local p = q1 * cosGamma + math.sqrt(q1 * q1 * (cosGamma * cosGamma - 1) + self.lookAheadDistance * self.lookAheadDistance)
local gx, _, gz = localToWorld(node1.node, 0, 0, p)
self:setGoalTranslation(gx, gz)
self.wpBeforeGoalPointIx = ix
self:showGoalpointDiag(2, 'common case, ix=%d, q1=%.1f, q2=%.1f la=%.1f', ix, q1, q2, self.lookAheadDistance)
-- current waypoint is the waypoint at the end of the path segment
self:setCurrentWaypoint(ix + 1)
--courseplay.debugVehicle(courseplay.DBG_PPC, self.vehicle, "PPC: %d, p=%.1f", self.currentWpNode.ix, p)
break
end
-- cases iii, iv and v
-- these two may have a problem and actually prevent the vehicle go back to the waypoint
-- when wandering way off track, therefore we try to catch this case in case i
if ix == self.relevantWpNode.ix and q1 >= self.lookAheadDistance and q2 >= self.lookAheadDistance then
if math.abs(self.crossTrackError) <= self.lookAheadDistance then
-- case iii (two intersection points)
local p = math.sqrt(self.lookAheadDistance * self.lookAheadDistance - self.crossTrackError * self.crossTrackError)
local gx, _, gz = localToWorld(self.projectedPosNode, 0, 0, p)
self:setGoalTranslation(gx, gz)
self.wpBeforeGoalPointIx = ix
self:showGoalpointDiag(3, 'two intersection points, ix=%d, q1=%.1f, q2=%.1f, la=%.1f, cte=%.1f', ix, q1, q2,
self.lookAheadDistance, self.crossTrackError)
-- current waypoint is the waypoint at the end of the path segment
self:setCurrentWaypoint(ix + 1)
else
-- case iv (no intersection points)
-- case v ( goal point dead zone)
-- set the goal to the projected position
local gx, _, gz = localToWorld(self.projectedPosNode, 0, 0, 0)
self:setGoalTranslation(gx, gz)
self.wpBeforeGoalPointIx = ix
self:showGoalpointDiag(4, 'no intersection points, ix=%d, q1=%.1f, q2=%.1f, la=%.1f, cte=%.1f', ix, q1, q2,
self.lookAheadDistance, self.crossTrackError)
-- current waypoint is the waypoint at the end of the path segment
self:setCurrentWaypoint(ix + 1)
end
break
end
-- none of the above, continue search with the next path segment
ix = ix + 1
-- unless there's a direction change here. This should only happen right after initialization and when
-- the reference node is already beyond the direction switch waypoint. We should not skip that being
-- the current waypoint otherwise the relevant waypoint won't be moved over the direction switch
if self.course:switchingDirectionAt(ix) then
-- force waypoint change
self:showGoalpointDiag(100, 'switching direction while looking for goal point, ix=%d', ix)
self.wpBeforeGoalPointIx = ix - 1
self:setCurrentWaypoint(ix)
break
end
end
node1:destroy()
node2:destroy()
if courseplay.debugChannels[courseplay.DBG_PPC] then
local gx, gy, gz = localToWorld(self.goalWpNode.node, 0, 0, 0)
cpDebug:drawLine(gx, gy + 3, gz, 0, 1, 0, gx, gy + 1, gz);
DebugUtil.drawDebugNode(self.currentWpNode.node, string.format('ix = %d\ncurrent\nwaypoint', self.currentWpNode.ix))
end
end
-- set the goal WP node's position. This will make sure the goal node is on the same height
-- as the controlled node, avoiding issues when driving on non-level bridges where the controlled node
-- is not vertical and since the goal is very far below it, it will be much closer/further in the controlled
-- node's reference frame.
-- If everyone is on the same height, this error is negligible
function PurePursuitController:setGoalTranslation(x, z)
local gx, _, gz = getWorldTranslation(self.goalWpNode.node)
local _, cy, _ = getWorldTranslation(self.controlledNode)
-- if there's an x, z passed in, use that, otherwise only adjust y to be the same as the controlled node
setTranslation(self.goalWpNode.node, x or gx, cy + 1, z or gz)
end
-- set the current waypoint for the rest of Courseplay and to notify listeners
function PurePursuitController:setCurrentWaypoint(ix)
-- this is the current waypoint for the rest of Courseplay code, the waypoint we are driving to
-- but never, ever go back. Instead just leave this loop and keep driving to the current goal node
if ix < self.currentWpNode.ix then
if g_updateLoopIndex % 60 == 0 then
self:debug("Won't step current waypoint back from %d to %d.", self.currentWpNode.ix, ix)
end
elseif ix >= self.currentWpNode.ix then
local prevIx = self.currentWpNode.ix
self.currentWpNode:setToWaypointOrBeyond(self.course, ix, self.lookAheadDistance)
-- if ix > #self.course, currentWpNode.ix will always be set to #self.course and the change detection won't work
-- therefore, only call listeners if ix <= #self.course
if ix ~= prevIx and ix <= self.course:getNumberOfWaypoints() then
-- remember to send notification at the end of the loop
self.sendWaypointChange = { current = self.currentWpNode.ix, prev = prevIx }
end
end
end
function PurePursuitController:showGoalpointDiag(case, ...)
local diagText = string.format(...)
if courseplay.debugChannels[courseplay.DBG_PPC] then
DebugUtil.drawDebugNode(self.goalWpNode.node, diagText)
DebugUtil.drawDebugNode(self.controlledNode, 'controlled')
end
if case ~= self.case then
self:debug(...)
self.case = case
end
end
-- is the code in reverse.lua driving? This happens when the
-- tractor has a trailer or some attachment. We can't handle that
-- here as then we have to control the trailer and not the tractor
-- so let that code do the waypoint switching
function PurePursuitController:setReverseActive(isReverseActive)
self.isReverseActive = isReverseActive
end
function PurePursuitController:disable()
if self.enabled then
self:debug('disabled.', self.currentWpNode.ix)
end
self.enabled = false
end
function PurePursuitController:enable()
if not self.enabled then
self:debug('enabled.', self.currentWpNode.ix)
end
self.enabled = true
end
function PurePursuitController:toggleEnable()
if self.enabled then
self:disable()
else
self:enable()
end
end
function PurePursuitController:isEnabled()
return self.enabled
end
function PurePursuitController:isActive()
-- Let the code in reverse.lua do its magic when reversing.
-- That code seems to be robust against circling anyway
-- we only control when the user enabled us and not reverse.lua is driving
return self.enabled and not self.isReverseActive
end
--- Should we be driving in reverse based on the current position on course
function PurePursuitController:isReversing()
if self.course then
return self.course:isReverseAt(self:getCurrentWaypointIx()) or self.course:switchingToForwardAt(self:getCurrentWaypointIx())
else
return false
end
end
function PurePursuitController:getDirection(lz)
local ctx, cty, ctz = self:getClosestWaypointData()
if not ctx then return lz end
local dx, _, dz = worldToLocal(self.controlledNode, ctx, cty, ctz)
local distance = math.sqrt(dx * dx + dz * dz)
local r = distance * distance / 2 / dx
local steeringAngle = math.atan(self.vehicle.cp.distances.frontWheelToRearWheel / r)
return math.cos(steeringAngle)
end
-- goal point local position in the vehicle's coordinate system
function PurePursuitController:getGoalPointLocalPosition()
return localToLocal(self.goalWpNode.node, self.controlledNode, 0, 0, 0)
end
-- goal point normalized direction
function PurePursuitController:getGoalPointDirection()
local gx, _, gz = localToLocal(self.goalWpNode.node, self.controlledNode, 0, 0, 0)
local dx, dz = MathUtil.vector2Normalize(gx, gz)
-- check for NaN
if dx ~= dx or dz ~= dz then return 0, 0 end
return dx, dz
end
function PurePursuitController:getGoalPointPosition()
return getWorldTranslation(self.goalWpNode.node)
end
function PurePursuitController:getCurrentWaypointPosition()
local cx, cy, cz
if self:isActive() then
cx, cy, cz = self:getGoalPointPosition()
else
cy = 0
cx, cz = self.vehicle.Waypoints[self.vehicle.cp.waypointIndex].cx, self.vehicle.Waypoints[self.vehicle.cp.waypointIndex].cz
end
return cx, cy, cz
end
function PurePursuitController:switchToNextWaypoint()
if self:isActive() then
courseplay:setWaypointIndex(self.vehicle, self:getCurrentOriginalWaypointIx());
else
courseplay:setWaypointIndex(self.vehicle, self.vehicle.cp.waypointIndex + 1);
end
end
-- This is to be used in drive.lua in place of the dist < distToChange check, that is, when we
-- reached the next waypoint.
function PurePursuitController:shouldChangeWaypoint(distToChange)
local shouldChangeWaypoint
if self:isActive() then
-- true when the current waypoint calculated by PPC does not match the CP waypoint anymore, or
-- true when at the last waypoint (to trigger the last waypoint processing in drive.lua (which was triggered by
-- the distToChange condition before PPC)
-- TODO: remove that reachedLastWaypoint() when not needed anymore for backward compatibility
shouldChangeWaypoint = self:getCurrentWaypointIx() ~= self.vehicle.cp.waypointIndex or self:reachedLastWaypoint()
else
shouldChangeWaypoint = self.vehicle.cp.distanceToTarget <= distToChange
end
return shouldChangeWaypoint
end
function PurePursuitController:reachedLastWaypoint()
local atLastWaypoint
if self:isActive() then
atLastWaypoint = self.relevantWpNode.ix >= self.course:getNumberOfWaypoints()
else
atLastWaypoint = self.vehicle.cp.waypointIndex >= self.vehicle.cp.numWaypoints
end
return atLastWaypoint
end
function PurePursuitController:haveJustPassedWaypoint(ix)
return self.lastPassedWaypointIx and self.lastPassedWaypointIx == ix or false
end
function PurePursuitController:haveAlreadyPassedWaypoint(ix)
return self.lastPassedWaypointIx and self.lastPassedWaypointIx <= ix or false
end