Files
FlyShotHost/src/Flyshot.ControllerClientCompat/FlyshotTrajectoryEdgeShaper.cs
yunxiao.zhu 70b0ccd414 feat(fanuc): 优化 J519 实时下发与飞拍起停整形
- 改为高优先级 J519 接收线程与复用缓冲区发送链路
- 增加稠密执行前的 J519 就绪重试与状态诊断
- 修正程序状态响应字段顺序与 EnableRobot 默认参数
- 为飞拍轨迹补充平滑起停时间轴与首尾整形验证
- 补充真实运行配置、报警窗口与边界对比测试
- 同步更新限值文档、分析脚本与 .NET 8 SDK 固定配置
2026-05-06 22:37:31 +08:00

218 lines
8.5 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

namespace Flyshot.ControllerClientCompat;
/// <summary>
/// 对飞拍稠密关节轨迹的首尾采样点做速度整形,降低启动和结束时的单步角度变化。
/// </summary>
internal static class FlyshotTrajectoryEdgeShaper
{
/// <summary>
/// 首尾整形默认覆盖的采样点数(含锚点)。
/// </summary>
internal const int DefaultEdgePointCount = 10;
/// <summary>
/// 对稠密关节轨迹做首尾整形,时间列保持不变,首段采用 ease-in尾段采用 ease-out。
/// </summary>
/// <param name="denseJointTrajectory">输入稠密关节轨迹,每行格式为 [time, j1..jN],关节单位为弧度。</param>
/// <param name="maxEdgeStepDegrees">保留旧签名兼容调用方;当前实现不再按角度阈值扩窗。</param>
/// <param name="maxWindowPoints">单侧整形覆盖的采样点数(含锚点),默认首尾各 10 点。</param>
/// <returns>经过首尾整形后的新轨迹;若不满足整形条件则返回原轨迹副本。</returns>
internal static IReadOnlyList<IReadOnlyList<double>> ShapeDenseJointTrajectory(
IReadOnlyList<IReadOnlyList<double>> denseJointTrajectory,
double maxEdgeStepDegrees = 0.0,
int maxWindowPoints = DefaultEdgePointCount)
{
ArgumentNullException.ThrowIfNull(denseJointTrajectory);
if (denseJointTrajectory.Count == 0)
{
return Array.Empty<IReadOnlyList<double>>();
}
var copiedRows = denseJointTrajectory
.Select(static row => row.ToArray())
.ToArray();
if (copiedRows.Length < 5 || maxWindowPoints < 2)
{
return copiedRows;
}
var lastIndex = copiedRows.Length - 1;
var window = Math.Min(maxWindowPoints, lastIndex / 2);
if (window < 2)
{
return copiedRows;
}
// 以原始轨迹为参考估计窗口边界的速度,并在位移累计量上做单段单调整形,
// 目标是让首尾 10 点表现为更平滑的加减速,而不是硬匹配高阶导数导致振荡。
var originalRows = copiedRows
.Select(static row => row.ToArray())
.ToArray();
ApplyLeadingHermiteBlend(copiedRows, originalRows, window);
ApplyTrailingHermiteBlend(copiedRows, originalRows, window);
return copiedRows;
}
/// <summary>
/// 对首段做单段 Hermite 累计位移整形:起点速度为 0窗口末端按原轨迹边界速度接回中段。
/// </summary>
private static void ApplyLeadingHermiteBlend(double[][] rows, double[][] originalRows, int window)
{
var startRow = originalRows[0];
var endRow = originalRows[window];
var totalDuration = endRow[0] - startRow[0];
if (totalDuration <= 0.0)
{
return;
}
for (var jointIndex = 1; jointIndex < startRow.Length; jointIndex++)
{
var delta = endRow[jointIndex] - startRow[jointIndex];
if (Math.Abs(delta) <= 1e-12)
{
continue;
}
var endVelocity = EstimateVelocity(originalRows, window, jointIndex);
var normalizedEndSlope = ClampNormalizedSlope((endVelocity * totalDuration) / delta);
for (var index = 1; index < window; index++)
{
var normalizedTime = (rows[index][0] - startRow[0]) / totalDuration;
var shapedValue = startRow[jointIndex]
+ (delta * EvaluateHermiteProgress(normalizedTime, startSlope: 0.0, endSlope: normalizedEndSlope));
var blendWeight = Math.Pow(1.0 - normalizedTime, 2.0);
rows[index][jointIndex] = Lerp(originalRows[index][jointIndex], shapedValue, blendWeight);
}
}
}
/// <summary>
/// 对尾段做单段 Hermite 累计位移整形:窗口起点按原轨迹边界速度接入,终点速度减到 0。
/// </summary>
private static void ApplyTrailingHermiteBlend(double[][] rows, double[][] originalRows, int window)
{
var startIndex = rows.Length - 1 - window;
var startRow = originalRows[startIndex];
var endRow = originalRows[^1];
var totalDuration = endRow[0] - startRow[0];
if (totalDuration <= 0.0)
{
return;
}
for (var jointIndex = 1; jointIndex < startRow.Length; jointIndex++)
{
var delta = endRow[jointIndex] - startRow[jointIndex];
if (Math.Abs(delta) <= 1e-12)
{
continue;
}
var startVelocity = EstimateVelocity(originalRows, startIndex, jointIndex);
var normalizedStartSlope = ClampNormalizedSlope((startVelocity * totalDuration) / delta);
for (var index = 1; index < window; index++)
{
var normalizedTime = (rows[startIndex + index][0] - startRow[0]) / totalDuration;
var shapedValue = startRow[jointIndex]
+ (delta * EvaluateHermiteProgress(normalizedTime, startSlope: normalizedStartSlope, endSlope: 0.0));
var blendWeight = Math.Pow(normalizedTime, 2.0);
rows[startIndex + index][jointIndex] = Lerp(originalRows[startIndex + index][jointIndex], shapedValue, blendWeight);
}
}
}
/// <summary>
/// 估算给定行在原始轨迹上的一阶导,首尾退化为单边差分。
/// </summary>
private static double EstimateVelocity(double[][] rows, int index, int jointIndex)
{
if (index <= 0)
{
var dt = rows[1][0] - rows[0][0];
return dt <= 0.0 ? 0.0 : (rows[1][jointIndex] - rows[0][jointIndex]) / dt;
}
if (index >= rows.Length - 1)
{
var dt = rows[^1][0] - rows[^2][0];
return dt <= 0.0 ? 0.0 : (rows[^1][jointIndex] - rows[^2][jointIndex]) / dt;
}
var previousDt = rows[index][0] - rows[index - 1][0];
var nextDt = rows[index + 1][0] - rows[index][0];
if (previousDt <= 0.0 || nextDt <= 0.0)
{
return 0.0;
}
var backward = (rows[index][jointIndex] - rows[index - 1][jointIndex]) / previousDt;
var forward = (rows[index + 1][jointIndex] - rows[index][jointIndex]) / nextDt;
return (backward + forward) / 2.0;
}
/// <summary>
/// 估算给定行在原始轨迹上的二阶导,端点退化为 0 以避免放大边界噪声。
/// </summary>
private static double EstimateAcceleration(double[][] rows, int index, int jointIndex)
{
if (index <= 0 || index >= rows.Length - 1)
{
return 0.0;
}
var previousDt = rows[index][0] - rows[index - 1][0];
var nextDt = rows[index + 1][0] - rows[index][0];
if (previousDt <= 0.0 || nextDt <= 0.0)
{
return 0.0;
}
var backward = (rows[index][jointIndex] - rows[index - 1][jointIndex]) / previousDt;
var forward = (rows[index + 1][jointIndex] - rows[index][jointIndex]) / nextDt;
var averageDt = (previousDt + nextDt) / 2.0;
return averageDt <= 0.0 ? 0.0 : (forward - backward) / averageDt;
}
/// <summary>
/// 计算 Hermite 累计位移曲线在 0..1 归一化时间上的进度值。
/// </summary>
private static double EvaluateHermiteProgress(double normalizedTime, double startSlope, double endSlope)
{
var u = Math.Clamp(normalizedTime, 0.0, 1.0);
var u2 = u * u;
var u3 = u2 * u;
var h00 = (2.0 * u3) - (3.0 * u2) + 1.0;
var h10 = u3 - (2.0 * u2) + u;
var h01 = (-2.0 * u3) + (3.0 * u2);
var h11 = u3 - u2;
return (h00 * 0.0) + (h10 * startSlope) + (h01 * 1.0) + (h11 * endSlope);
}
/// <summary>
/// 把归一化边界斜率限制在单调 Hermite 常见的稳定区间内,避免过冲和窗口内振荡。
/// </summary>
private static double ClampNormalizedSlope(double normalizedSlope)
{
if (double.IsNaN(normalizedSlope) || double.IsInfinity(normalizedSlope))
{
return 0.0;
}
return Math.Clamp(normalizedSlope, 0.0, 3.0);
}
/// <summary>
/// 在线性插值基础上做温和混合,避免首尾窗口为了追赶锚点而产生过大的局部跃度。
/// </summary>
private static double Lerp(double originalValue, double shapedValue, double weight)
{
var clampedWeight = Math.Clamp(weight, 0.0, 1.0);
return originalValue + ((shapedValue - originalValue) * clampedWeight);
}
}