using System; using MultiWheelC.TrajectoryPlanning.CoarsePath; using MultiWheelC.TrajectoryPlanning.Utils; namespace MultiWheelC.TrajectoryPlanning.EMPlanner; /// /// 在指定方向段及局部 S 窗口内确定性地投影世界位姿。 /// 投影不跨越换向边界;世界 X/Y 与距离为 m,航向为 rad,并以种子 S 消除等距候选的拓扑歧义。 /// public sealed class FrenetProjector { /// /// 等距候选比较和零长度线段识别使用的 S/距离平方数值容差 1e-14。 /// private const double TieTolerance = 1e-14d; /// /// 在窗口内投影世界位姿,并以窗口起点作为等距候选的种子 S。 /// 参数:窗口与 maximumDistanceMeters 均为当前段局部 m 制距离;返回:命中距离不超过阈值时返回 true,否则 projection 为 null。 /// public bool TryProject(Pose2D worldPose, DirectionSegmentView segment, double minimumReferenceS, double maximumReferenceS, double maximumDistanceMeters, out FrenetProjection projection) { return TryProject(worldPose, segment, minimumReferenceS, maximumReferenceS, maximumDistanceMeters, minimumReferenceS, out projection); } /// /// 在窗口内投影世界位姿,按距离、种子 S 距离及较小 S 的顺序稳定选择候选。 /// 参数:worldPose 使用世界 X/Y(m)和车身航向(rad),S 窗口、距离阈值和种子均为 m;返回:窗口非法、无候选或候选超阈值时返回 false。 /// public bool TryProject(Pose2D worldPose, DirectionSegmentView segment, double minimumReferenceS, double maximumReferenceS, double maximumDistanceMeters, double seedReferenceS, out FrenetProjection projection) { projection = null; if (worldPose == null || segment == null || !IsFinite(worldPose.X) || !IsFinite(worldPose.Y) || !IsFinite(worldPose.Heading) || !IsFinite(minimumReferenceS) || !IsFinite(maximumReferenceS) || !IsFinite(maximumDistanceMeters) || !IsFinite(seedReferenceS) || maximumDistanceMeters < 0d) return false; double lowerBound = Math.Max(0d, minimumReferenceS); double upperBound = Math.Min(segment.LengthMeters, maximumReferenceS); if (lowerBound > upperBound) return false; Candidate best = null; for (int index = 0; index + 1 < segment.Points.Count; index++) { double startS = Math.Max(lowerBound, segment.Points[index].ArcLength); double endS = Math.Min(upperBound, segment.Points[index + 1].ArcLength); if (startS > endS) continue; FrenetReferencePoint start = ReferencePathInterpolator.Interpolate(segment, startS); FrenetReferencePoint end = ReferencePathInterpolator.Interpolate(segment, endS); ConsiderLine(worldPose, start, end, seedReferenceS, ref best); } if (best == null && Math.Abs(lowerBound - upperBound) <= TieTolerance) { FrenetReferencePoint point = ReferencePathInterpolator.Interpolate(segment, lowerBound); ConsiderPoint(worldPose, point, seedReferenceS, ref best); } if (best == null || best.SquaredDistanceMeters > maximumDistanceMeters * maximumDistanceMeters) return false; FrenetReferencePoint reference = ReferencePathInterpolator.Interpolate(segment, best.ReferenceS); double dx = worldPose.X - reference.X; double dy = worldPose.Y - reference.Y; double travelYaw = reference.TravelYaw; double lateralOffset = -dx * Math.Sin(travelYaw) + dy * Math.Cos(travelYaw); double egoTravelYaw = FrenetTransform.GetTravelYaw(worldPose.Heading, segment.Direction); double headingError = AngleMath.NormalizeRadians(egoTravelYaw - travelYaw); projection = new FrenetProjection(reference, lateralOffset, headingError, best.SquaredDistanceMeters); return true; } /// /// 考察被 S 窗口裁剪后的参考折线边,并将世界点的正交投影加入最优候选比较。 /// 参数:端点为世界 X/Y(m)和局部 S(m),seedReferenceS 为 m;零长度(不超过 1e-14)边退化为两个端点比较。 /// private static void ConsiderLine(Pose2D worldPose, FrenetReferencePoint start, FrenetReferencePoint end, double seedReferenceS, ref Candidate best) { double dx = end.X - start.X; double dy = end.Y - start.Y; double lengthSquared = dx * dx + dy * dy; if (lengthSquared <= TieTolerance) { ConsiderPoint(worldPose, start, seedReferenceS, ref best); ConsiderPoint(worldPose, end, seedReferenceS, ref best); return; } double fraction = ((worldPose.X - start.X) * dx + (worldPose.Y - start.Y) * dy) / lengthSquared; fraction = Math.Max(0d, Math.Min(1d, fraction)); double referenceS = start.ReferenceS + (end.ReferenceS - start.ReferenceS) * fraction; double x = start.X + dx * fraction; double y = start.Y + dy * fraction; Consider(worldPose, referenceS, x, y, seedReferenceS, ref best); } /// /// 将一个离散参考点作为投影候选参与比较。 /// 参数:point 的位置为世界 m 制坐标,seedReferenceS 为局部 m 制种子;结果通过 best 原位更新。 /// private static void ConsiderPoint(Pose2D worldPose, FrenetReferencePoint point, double seedReferenceS, ref Candidate best) { Consider(worldPose, point.ReferenceS, point.X, point.Y, seedReferenceS, ref best); } /// /// 依据世界平面平方距离登记候选,并按确定性优先级替换当前最佳值。 /// 参数:referenceS、x、y 与 seedReferenceS 分别为局部 S(m)和世界坐标(m);平方距离由内部计算,单位 m²。 /// private static void Consider(Pose2D worldPose, double referenceS, double x, double y, double seedReferenceS, ref Candidate best) { double dx = worldPose.X - x; double dy = worldPose.Y - y; double squaredDistance = dx * dx + dy * dy; var candidate = new Candidate(referenceS, squaredDistance, Math.Abs(referenceS - seedReferenceS)); if (best == null || candidate.IsPreferredTo(best)) best = candidate; } /// /// 判定投影计算的标量是否有限。 /// 参数:value 为任意实数;返回:NaN 与无穷均返回 false。 /// private static bool IsFinite(double value) { return !double.IsNaN(value) && !double.IsInfinity(value); } /// /// 保存一个待比较的折线投影候选。 /// ReferenceS 和 SeedDistance 使用 m,SquaredDistanceMeters 使用 m²,优先级由距离、种子距离及较小 S 依次决定。 /// private sealed class Candidate { /// /// 创建投影候选。 /// 参数:referenceS 与 seedDistance 为 m,squaredDistanceMeters 为 m²;调用方仅传入有限的已计算值。 /// public Candidate(double referenceS, double squaredDistanceMeters, double seedDistance) { ReferenceS = referenceS; SquaredDistanceMeters = squaredDistanceMeters; SeedDistance = seedDistance; } /// /// 候选在当前方向段的局部参考弧长 S,单位 m。 /// public double ReferenceS { get; } /// /// 候选世界位置到车辆位置的距离平方,单位 m²。 /// public double SquaredDistanceMeters { get; } /// /// 候选 S 与调用方种子 S 的绝对距离,单位 m。 /// public double SeedDistance { get; } /// /// 比较两个候选的稳定优先级。 /// 参数:other 为非空候选;返回:平方距离差超过 1e-14 时取较小者,随后取较近种子,仍相等时取较小 S。 /// public bool IsPreferredTo(Candidate other) { if (SquaredDistanceMeters < other.SquaredDistanceMeters - TieTolerance) return true; if (SquaredDistanceMeters > other.SquaredDistanceMeters + TieTolerance) return false; if (SeedDistance < other.SeedDistance - TieTolerance) return true; if (SeedDistance > other.SeedDistance + TieTolerance) return false; return ReferenceS < other.ReferenceS; } } } /// /// 在窗口内投影世界位姿,按距离、种子 S 距离及较小 S 的顺序稳定选择候选。 /// 参数:worldPose 使用世界 X/Y(m)和车身航向(rad),S 窗口、距离阈值和种子均为 m;返回:窗口非法、无候选或候选超阈值时返回 false。 ///