ilqgames
A new real-time solver for large-scale differential games.
single_player_point_mass_2d.h
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34  * Authors: David Fridovich-Keil ( dfk@eecs.berkeley.edu )
35  */
36 
37 ///////////////////////////////////////////////////////////////////////////////
38 //
39 // Single player dynamics modeling a 2D point mass. 4 states, 2 control inputs.
40 // State is [x, y, xdot, ydot], control is [ax, ay], and dynamics are:
41 // \dot px = vx
42 // \dot py = vy
43 // \dot vx = ax
44 // \dot vy = ay
45 //
46 ///////////////////////////////////////////////////////////////////////////////
47 
48 #ifndef ILQGAMES_DYNAMICS_SINGLE_PLAYER_POINT_MASS_2D_H
49 #define ILQGAMES_DYNAMICS_SINGLE_PLAYER_POINT_MASS_2D_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 kVxIdx;
80  static const Dimension kVyIdx;
81 
82  // Constexprs for control indices.
83  static const Dimension kNumUDims;
84  static const Dimension kAxIdx;
85  static const Dimension kAyIdx;
86 }; //\class SinglePlayerPointMass2D
87 
88 // ----------------------------- IMPLEMENTATION ----------------------------- //
89 
90 inline VectorXf SinglePlayerPointMass2D::Evaluate(Time t, const VectorXf& x,
91  const VectorXf& u) const {
92  VectorXf xdot(xdim_);
93  xdot(kPxIdx) = x(kVxIdx);
94  xdot(kPyIdx) = x(kVyIdx);
95  xdot(kVxIdx) = u(kAxIdx);
96  xdot(kVyIdx) = u(kAyIdx);
97 
98  return xdot;
99 }
100 
101 inline void SinglePlayerPointMass2D::Linearize(Time t, const VectorXf& x,
102  const VectorXf& u,
103  Eigen::Ref<MatrixXf> A,
104  Eigen::Ref<MatrixXf> B) const {
105  A(kPxIdx, kVxIdx) += time::kTimeStep;
106  A(kPyIdx, kVyIdx) += time::kTimeStep;
107 
108  B(kVxIdx, kAxIdx) = time::kTimeStep;
109  B(kVyIdx, kAyIdx) = time::kTimeStep;
110 }
111 
112 inline float SinglePlayerPointMass2D::DistanceBetween(
113  const VectorXf& x0, const VectorXf& x1) const {
114  // Squared distance in position space.
115  const float dx = x0(kPxIdx) - x1(kPxIdx);
116  const float dy = x0(kPyIdx) - x1(kPyIdx);
117  return dx * dx + dy * dy;
118 }
119 
120 } // namespace ilqgames
121 
122 #endif