Files
miSim/@miSim/constrainMotion.m

178 lines
7.4 KiB
Matlab

function [obj] = constrainMotion(obj)
arguments (Input)
obj (1, 1) {mustBeA(obj, "miSim")};
end
arguments (Output)
obj (1, 1) {mustBeA(obj, "miSim")};
end
nAgents = size(obj.agents, 1);
if nAgents < 2
nAAPairs = 0;
else
nAAPairs = nchoosek(nAgents, 2); % unique agent/agent pairs
end
% Compute velocity matrix from unconstrained gradient-ascent step
v = zeros(nAgents, 3);
for ii = 1:nAgents
v(ii, :) = (obj.agents{ii}.pos - obj.agents{ii}.lastPos) ./ obj.timestep;
end
if all(isnan(v), "all") || all(v == zeros(nAgents, 3), "all")
% Agents are not attempting to move, so there is no motion to be
% constrained
return;
end
% Initialize QP based on number of agents and obstacles
nAOPairs = nAgents * size(obj.obstacles, 1); % unique agent/obstacle pairs
nADPairs = nAgents * 6; % agents x (4 walls + 1 floor + 1 ceiling)
nLNAPairs = sum(obj.constraintAdjacencyMatrix, "all") - nAgents;
total = nAAPairs + nAOPairs + nADPairs + nLNAPairs;
kk = 1;
A = zeros(total, 3 * nAgents);
b = zeros(total, 1);
% Set up collision avoidance constraints
h = NaN(nAgents, nAgents);
h(logical(eye(nAgents))) = 0; % self value is 0
for ii = 1:(nAgents - 1)
for jj = (ii + 1):nAgents
h(ii, jj) = norm(obj.agents{ii}.pos - obj.agents{jj}.pos)^2 - (obj.agents{ii}.collisionGeometry.radius + obj.agents{jj}.collisionGeometry.radius)^2;
h(jj, ii) = h(ii, jj);
A(kk, (3 * ii - 2):(3 * ii)) = -2 * (obj.agents{ii}.pos - obj.agents{jj}.pos);
A(kk, (3 * jj - 2):(3 * jj)) = -A(kk, (3 * ii - 2):(3 * ii));
% Slack derived from existing params: recovery velocity = max gradient approach velocity.
% Correction splits between 2 agents, so |A| = 2*r_sum
r_sum_ij = obj.agents{ii}.collisionGeometry.radius + obj.agents{jj}.collisionGeometry.radius;
v_max_ij = max(obj.agents{ii}.initialStepSize, obj.agents{jj}.initialStepSize) / obj.timestep;
slack = -(4 * r_sum_ij * v_max_ij / obj.barrierGain)^(1 / obj.barrierExponent);
b(kk) = obj.barrierGain * max(slack, h(ii, jj))^obj.barrierExponent;
kk = kk + 1;
end
end
hObs = NaN(nAgents, size(obj.obstacles, 1));
% Set up obstacle avoidance constraints
for ii = 1:nAgents
for jj = 1:size(obj.obstacles, 1)
% find closest position to agent on/in obstacle
cPos = obj.obstacles{jj}.closestToPoint(obj.agents{ii}.pos);
hObs(ii, jj) = dot(obj.agents{ii}.pos - cPos, obj.agents{ii}.pos - cPos) - obj.agents{ii}.collisionGeometry.radius^2;
A(kk, (3 * ii - 2):(3 * ii)) = -2 * (obj.agents{ii}.pos - cPos);
% Floor for single-agent constraint: full correction on one agent, |A| = 2*r_i
r_i = obj.agents{ii}.collisionGeometry.radius;
v_max_i = obj.agents{ii}.initialStepSize / obj.timestep;
h_floor_i = -(2 * r_i * v_max_i / obj.barrierGain)^(1 / obj.barrierExponent);
b(kk) = obj.barrierGain * max(h_floor_i, hObs(ii, jj))^obj.barrierExponent;
kk = kk + 1;
end
end
% Set up domain constraints (walls and ceiling only)
% Floor constraint is implicit with an obstacle corresponding to the
% minimum allowed altitude, but I included it anyways
h_xMin = 0.0; h_xMax = 0.0; h_yMin = 0.0; h_yMax = 0.0; h_zMin = 0.0; h_zMax = 0.0;
for ii = 1:nAgents
% X minimum
h_xMin = (obj.agents{ii}.pos(1) - obj.domain.minCorner(1)) - obj.agents{ii}.collisionGeometry.radius;
A(kk, (3 * ii - 2):(3 * ii)) = [-1, 0, 0];
b(kk) = obj.barrierGain * max(0, h_xMin)^obj.barrierExponent;
kk = kk + 1;
% X maximum
h_xMax = (obj.domain.maxCorner(1) - obj.agents{ii}.pos(1)) - obj.agents{ii}.collisionGeometry.radius;
A(kk, (3 * ii - 2):(3 * ii)) = [1, 0, 0];
b(kk) = obj.barrierGain * max(0, h_xMax)^obj.barrierExponent;
kk = kk + 1;
% Y minimum
h_yMin = (obj.agents{ii}.pos(2) - obj.domain.minCorner(2)) - obj.agents{ii}.collisionGeometry.radius;
A(kk, (3 * ii - 2):(3 * ii)) = [0, -1, 0];
b(kk) = obj.barrierGain * max(0, h_yMin)^obj.barrierExponent;
kk = kk + 1;
% Y maximum
h_yMax = (obj.domain.maxCorner(2) - obj.agents{ii}.pos(2)) - obj.agents{ii}.collisionGeometry.radius;
A(kk, (3 * ii - 2):(3 * ii)) = [0, 1, 0];
b(kk) = obj.barrierGain * max(0, h_yMax)^obj.barrierExponent;
kk = kk + 1;
% Z minimum
h_zMin = (obj.agents{ii}.pos(3) - obj.domain.minCorner(3)) - obj.agents{ii}.collisionGeometry.radius;
A(kk, (3 * ii - 2):(3 * ii)) = [0, 0, -1];
b(kk) = obj.barrierGain * max(0, h_zMin)^obj.barrierExponent;
kk = kk + 1;
% Z maximum
h_zMax = (obj.domain.maxCorner(3) - obj.agents{ii}.pos(3)) - obj.agents{ii}.collisionGeometry.radius;
A(kk, (3 * ii - 2):(3 * ii)) = [0, 0, 1];
b(kk) = obj.barrierGain * max(0, h_zMax)^obj.barrierExponent;
kk = kk + 1;
end
if coder.target('MATLAB')
% Save off h function values (logging only — not needed in compiled mode)
obj.h(:, obj.timestepIndex) = [h(triu(true(nAgents), 1)); reshape(hObs, [], 1); h_xMin; h_xMax; h_yMin; h_yMax; h_zMin; h_zMax;];
end
% Add communication network constraints
hComms = NaN(nAgents, nAgents);
hComms(logical(eye(nAgents))) = 0;
for ii = 1:(nAgents - 1)
for jj = (ii + 1):nAgents
if obj.constraintAdjacencyMatrix(ii, jj)
hComms(ii, jj) = min([obj.agents{ii}.commsGeometry.radius, obj.agents{jj}.commsGeometry.radius])^2 - norm(obj.agents{ii}.pos - obj.agents{jj}.pos)^2;
A(kk, (3 * ii - 2):(3 * ii)) = 2 * (obj.agents{ii}.pos - obj.agents{jj}.pos);
A(kk, (3 * jj - 2):(3 * jj)) = -A(kk, (3 * ii - 2):(3 * ii));
b(kk) = obj.barrierGain * max(0, hComms(ii, jj))^obj.barrierExponent;
kk = kk + 1;
end
end
end
% Solve QP program generated earlier
vhat = reshape(v', 3 * nAgents, 1);
H = 2 * eye(3 * nAgents);
f = -2 * vhat;
% Update solution based on constraints
if coder.target('MATLAB')
assert(size(A,2) == size(H,1))
assert(size(A,1) == size(b,1))
assert(size(H,1) == length(f))
end
opt = optimoptions("quadprog", "Display", "off", "Algorithm", "active-set", "UseCodegenSolver", true);
x0 = zeros(size(H, 1), 1);
[vNew, ~, exitflag, m] = quadprog(H, double(f), A, b, [], [], [], [], x0, opt);
if coder.target('MATLAB')
assert(exitflag == 1, sprintf("quadprog failure... %s%s", newline, m.message));
end
vNew = reshape(vNew, 3, nAgents)';
if exitflag <= 0
if coder.target('MATLAB')
warning("QP failed, continuing with unconstrained solution...")
end
vNew = v;
end
% Update the "next position" that was previously set by unconstrained
% GA using the constrained solution produced here
for ii = 1:size(vNew, 1)
obj.agents{ii}.pos = obj.agents{ii}.lastPos + vNew(ii, :) * obj.timestep;
end
% Here we run this at the simulation level, but in reality there is no
% parent level, so this would be run independently on each agent.
% Running at the simulation level is just meant to simplify the
% simulation
end