ilqgames
A new real-time solver for large-scale differential games.
single_player_unicycle_4d.h
1 /*
2  * Copyright (c) 2019, The Regents of the University of California (Regents).
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * 1. Redistributions of source code must retain the above copyright
10  * notice, this list of conditions and the following disclaimer.
11  *
12  * 2. Redistributions in binary form must reproduce the above
13  * copyright notice, this list of conditions and the following
14  * disclaimer in the documentation and/or other materials provided
15  * with the distribution.
16  *
17  * 3. Neither the name of the copyright holder nor the names of its
18  * contributors may be used to endorse or promote products derived
19  * from this software without specific prior written permission.
20  *
21  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS AS IS
22  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
23  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
24  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
25  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
26  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
27  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
28  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
29  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
30  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
31  * POSSIBILITY OF SUCH DAMAGE.
32  *
33  * Please contact the author(s) of this library if you have any questions.
34  * Authors: David Fridovich-Keil ( dfk@eecs.berkeley.edu )
35  */
36 
37 ///////////////////////////////////////////////////////////////////////////////
38 //
39 // Single player dynamics modeling a unicycle. 4 states and 2 control inputs.
40 // State is [x, y, theta, v], control is [omega, a], and dynamics are:
41 // \dot px = v cos theta
42 // \dot py = v sin theta
43 // \dot theta = omega
44 // \dot v = a
45 //
46 ///////////////////////////////////////////////////////////////////////////////
47 
48 #ifndef ILQGAMES_DYNAMICS_SINGLE_PLAYER_UNICYCLE_4D_H
49 #define ILQGAMES_DYNAMICS_SINGLE_PLAYER_UNICYCLE_4D_H
50 
51 #include <ilqgames/dynamics/single_player_dynamical_system.h>
52 #include <ilqgames/utils/types.h>
53 
54 namespace ilqgames {
55 
57  public:
60  : SinglePlayerDynamicalSystem(kNumXDims, kNumUDims) {}
61 
62  // Compute time derivative of state.
63  VectorXf Evaluate(Time t, const VectorXf& x, const VectorXf& u) const;
64 
65  // Compute a discrete-time Jacobian linearization.
66  void Linearize(Time t, const VectorXf& x, const VectorXf& u,
67  Eigen::Ref<MatrixXf> A, Eigen::Ref<MatrixXf> B) const;
68 
69  // Distance metric between two states.
70  float DistanceBetween(const VectorXf& x0, const VectorXf& x1) const;
71 
72  // Position dimensions.
73  std::vector<Dimension> PositionDimensions() const { return {kPxIdx, kPyIdx}; }
74 
75  // Constexprs for state indices.
76  static const Dimension kNumXDims;
77  static const Dimension kPxIdx;
78  static const Dimension kPyIdx;
79  static const Dimension kThetaIdx;
80  static const Dimension kVIdx;
81 
82  // Constexprs for control indices.
83  static const Dimension kNumUDims;
84  static const Dimension kOmegaIdx;
85  static const Dimension kAIdx;
86 }; //\class SinglePlayerUnicycle4D
87 
88 // ----------------------------- IMPLEMENTATION ----------------------------- //
89 
90 inline VectorXf SinglePlayerUnicycle4D::Evaluate(Time t, const VectorXf& x,
91  const VectorXf& u) const {
92  VectorXf xdot(xdim_);
93  xdot(kPxIdx) = x(kVIdx) * std::cos(x(kThetaIdx));
94  xdot(kPyIdx) = x(kVIdx) * std::sin(x(kThetaIdx));
95  xdot(kThetaIdx) = u(kOmegaIdx);
96  xdot(kVIdx) = u(kAIdx);
97 
98  return xdot;
99 }
100 
101 inline void SinglePlayerUnicycle4D::Linearize(Time t, const VectorXf& x,
102  const VectorXf& u,
103  Eigen::Ref<MatrixXf> A,
104  Eigen::Ref<MatrixXf> B) const {
105  const float ctheta = std::cos(x(kThetaIdx)) * time::kTimeStep;
106  const float stheta = std::sin(x(kThetaIdx)) * time::kTimeStep;
107 
108  A(kPxIdx, kThetaIdx) += -x(kVIdx) * stheta;
109  A(kPxIdx, kVIdx) += ctheta;
110 
111  A(kPyIdx, kThetaIdx) += x(kVIdx) * ctheta;
112  A(kPyIdx, kVIdx) += stheta;
113 
114  B(kThetaIdx, kOmegaIdx) = time::kTimeStep;
115  B(kVIdx, kAIdx) = time::kTimeStep;
116 }
117 
118 inline float SinglePlayerUnicycle4D::DistanceBetween(const VectorXf& x0,
119  const VectorXf& x1) const {
120  // Squared distance in position space.
121  const float dx = x0(kPxIdx) - x1(kPxIdx);
122  const float dy = x0(kPyIdx) - x1(kPyIdx);
123  return dx * dx + dy * dy;
124 }
125 
126 } // namespace ilqgames
127 
128 #endif