Files
miSim/@miSim/constrainMotion.m
2026-03-13 15:54:43 -07:00

227 lines
9.9 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);
% Compute current velocity and desired control input
v = zeros(nAgents, 3); % current velocity (for drift term in DI mode)
u_desired = zeros(nAgents, 3); % desired control: velocity (SI) or acceleration (DI)
for ii = 1:nAgents
if obj.useDoubleIntegrator
v(ii, :) = obj.agents{ii}.lastVel;
u_desired(ii, :) = (obj.agents{ii}.vel - obj.agents{ii}.lastVel) / obj.timestep;
else
v(ii, :) = (obj.agents{ii}.pos - obj.agents{ii}.lastPos) ./ obj.timestep;
u_desired(ii, :) = v(ii, :);
end
end
if ~obj.useDoubleIntegrator && (all(isnan(v), "all") || all(v == zeros(nAgents, 3), "all"))
% Single-integrator: agents are not attempting to move
return;
end
if obj.useDoubleIntegrator && all(u_desired == 0, "all") && all(v == 0, "all")
% Double-integrator: no desired acceleration and no existing velocity
return;
end
% Initialize QP based on number of agents and obstacles
kk = 1;
A = zeros(obj.numBarriers, 3 * nAgents);
b = zeros(obj.numBarriers, 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;
hMin = -(4 * r_sum_ij * v_max_ij / obj.barrierGain)^(1 / obj.barrierExponent);
if norm(A(kk, :)) < 1e-9
% Agents are coincident: A-row is zero, so b < 0 would make
% 0 ≤ b unsatisfiable. Fall back to b = 0 (no correction possible).
b(kk) = 0;
else
b(kk) = obj.barrierGain * max(hMin, h(ii, jj))^obj.barrierExponent;
end
kk = kk + 1;
end
end
idx = length(h(triu(true(size(h)), 1)));
obj.barriers(1:idx, obj.timestepIndex) = h(triu(true(size(h)), 1));
idx = idx + 1;
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;
hMin = -(2 * r_i * v_max_i / obj.barrierGain)^(1 / obj.barrierExponent);
b(kk) = obj.barrierGain * max(hMin, hObs(ii, jj))^obj.barrierExponent;
kk = kk + 1;
end
end
obj.barriers(idx:(idx + numel(hObs) - 1), obj.timestepIndex) = reshape(hObs, [], 1);
idx = idx + numel(hObs);
% 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 — enforce z >= minAlt + radius (not just z >= domain floor + radius)
h_zMin = (obj.agents{ii}.pos(3) - obj.minAlt) - 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;
obj.barriers(idx:(idx + 5), obj.timestepIndex) = [h_xMin; h_xMax; h_yMin; h_yMax; h_zMin; h_zMax];
idx = idx + 6;
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)
paddingFactor = 0.9; % Barrier at 90% of actual range; real comms still work beyond this
r_comms = paddingFactor * min([obj.agents{ii}.commsGeometry.radius, obj.agents{jj}.commsGeometry.radius]);
hComms(ii, jj) = r_comms^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));
% One-step forward invariance: b = h/dt ensures h cannot
% go negative in a single timestep (linear approximation)
v_max_ij = max(obj.agents{ii}.initialStepSize, obj.agents{jj}.initialStepSize) / obj.timestep;
hMin = -4 * r_comms * v_max_ij * obj.timestep;
if norm(A(kk, :)) < 1e-9
b(kk) = 0;
else
b(kk) = max(hMin, hComms(ii, jj)) / obj.timestep;
end
kk = kk + 1;
end
end
end
obj.barriers(idx:(idx + length(hComms(triu(true(size(hComms)), 1))) - 1), obj.timestepIndex) = hComms(triu(true(size(hComms)), 1));
% Double-integrator: transform QP from velocity to acceleration space.
% Single-integrator constraint: A * v <= b
% Double-integrator: A * a <= (b - A * v_current) / dt
if obj.useDoubleIntegrator
v_flat = reshape(v', 3 * nAgents, 1);
b = (b - A * v_flat) / obj.timestep;
end
% Solve QP: minimize ||u - u_desired||²
uhat = reshape(u_desired', 3 * nAgents, 1);
H = 2 * eye(3 * nAgents);
f = -2 * uhat;
% 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);
[uNew, ~, exitflag] = quadprog(H, double(f), A, b, [], [], [], [], x0, opt);
uNew = reshape(uNew, 3, nAgents)';
if exitflag < 0
% Infeasible or other hard failure: hold all agents at current positions
if coder.target('MATLAB')
warning("QP infeasible (exitflag=%d), holding positions.", int16(exitflag));
else
fprintf("[constrainMotion] QP infeasible (exitflag=%d), holding positions\n", int16(exitflag));
end
uNew = zeros(nAgents, 3);
elseif exitflag == 0
% Max iterations exceeded: use suboptimal solution already in uNew
if coder.target('MATLAB')
warning("QP max iterations exceeded, using suboptimal solution.");
else
fprintf("[constrainMotion] QP max iterations exceeded, using suboptimal solution\n");
end
end
% Update agent state using the constrained control input
for ii = 1:size(uNew, 1)
if obj.useDoubleIntegrator
% uNew is constrained acceleration
obj.agents{ii}.vel = obj.agents{ii}.lastVel + uNew(ii, :) * obj.timestep;
obj.agents{ii}.pos = obj.agents{ii}.lastPos + obj.agents{ii}.vel * obj.timestep;
else
% uNew is constrained velocity
obj.agents{ii}.pos = obj.agents{ii}.lastPos + uNew(ii, :) * obj.timestep;
end
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