added domain constraints
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@@ -17,11 +17,12 @@ function [obj] = constrainMotion(obj)
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% Initialize QP based on number of agents and obstacles
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h = NaN(size(obj.agents, 1));
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h(logical(eye(size(obj.agents, 1)))) = 0; % self value is 0
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nAAPairs = nchoosek(size(obj.agents, 1), 2);
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nAOPairs = size(obj.agents, 1) * size(obj.obstacles, 1);
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nAAPairs = nchoosek(size(obj.agents, 1), 2); % unique agent/agent pairs
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nAOPairs = size(obj.agents, 1) * size(obj.obstacles, 1); % unique agent/obstacle pairs
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nADPairs = size(obj.agents, 1) * 5; % agents x (4 walls + 1 ceiling)
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kk = 1;
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A = zeros(nAAPairs + nAOPairs, 3 * size(obj.agents, 1));
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b = zeros(nAAPairs + nAOPairs, 1);
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A = zeros(nAAPairs + nAOPairs + nADPairs, 3 * size(obj.agents, 1));
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b = zeros(nAAPairs + nAOPairs + nADPairs, 1);
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% Set up collision avoidance constraints
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for ii = 1:(size(obj.agents, 1) - 1)
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@@ -51,7 +52,47 @@ function [obj] = constrainMotion(obj)
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kk = kk + 1;
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end
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end
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% Set up domain constraints (walls and ceiling only)
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% Floor constraint is implicit with an obstacle corresponding to the
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% minimum allowed altitude, but I included it anyways
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for ii = 1:size(obj.agents, 1)
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% X minimum
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h_xMin = (agents(ii).pos(1) - obj.domain.minCorner(1)) - agents(ii).collisionGeometry.radius;
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A(kk, (3 * ii - 2):(3 * ii)) = [-1, 0, 0];
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b(kk) = obj.barrierGain * h_xMin^3;
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kk = kk + 1;
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% X maximum
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h_xMax = (obj.domain.maxCorner(1) - agents(ii).pos(1)) - agents(ii).collisionGeometry.radius;
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A(kk, (3 * ii - 2):(3 * ii)) = [1, 0, 0];
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b(kk) = obj.barrierGain * h_xMax^3;
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kk = kk + 1;
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% Y minimum
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h_yMin = (agents(ii).pos(2) - obj.domain.minCorner(2)) - agents(ii).collisionGeometry.radius;
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A(kk, (3 * ii - 2):(3 * ii)) = [0, -1, 0];
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b(kk) = obj.barrierGain * h_yMin^3;
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kk = kk + 1;
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% Y maximum
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h_yMax = (obj.domain.maxCorner(2) - agents(ii).pos(2)) - agents(ii).collisionGeometry.radius;
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A(kk, (3 * ii - 2):(3 * ii)) = [0, 1, 0];
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b(kk) = obj.barrierGain * h_yMax^3;
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kk = kk + 1;
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% Z minimum
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h_zMin = (agents(ii).pos(3) - obj.domain.minCorner(3)) - agents(ii).collisionGeometry.radius;
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A(kk, (3 * ii - 2):(3 * ii)) = [0, 0, -1];
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b(kk) = obj.barrierGain * h_zMin^3;
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kk = kk + 1;
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% Z maximum
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h_zMax = (obj.domain.maxCorner(2) - agents(ii).pos(2)) - agents(ii).collisionGeometry.radius;
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A(kk, (3 * ii - 2):(3 * ii)) = [0, 0, 1];
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b(kk) = obj.barrierGain * h_zMax^3;
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kk = kk + 1;
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end
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% Solve QP program generated earlier
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vhat = reshape(v', 3 * size(obj.agents, 1), 1);
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