feat(ik): 避障路径改为多目标 Lazy RRT-Connect + 捷径平滑;碰撞窄相位预筛提速 38%;动画按轴速比时间参数化、途经点不停顿
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# 避障路径规划优化报告(2026-10-15,基于 1dfdd48)
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## 现状问题(旧 routeOrVia 阶梯)
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1. **穿模**:`routeAroundPlan` 每段只查 ≤8 点(长段采样间隔 15°+),`coordinated` 二分松弛只查 6 点。
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60 个"直线被挡"随机场景里 18 条路径在 1° 细验下实际穿模(13 条为 coordinated)。
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2. **怪动作**:`CRUISE` 巡航位形把 J3/J5/J6 强制拉到固定值(0/-60/0),与障碍无关的腕部和大臂自转也被
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"归零再转回";回退绕行(retract_pass)先收臂再伸展,路径绕远。
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3. **单目标**:绕行只认一个目标解 qT,换个肘/腕构型就能直走的情况被忽略。
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4. **动画顿挫**:`animTo` 每个中间位形各占固定 ms 并各自 smoothstep —— 每过一个 via 都减速到 0;
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5° 小段与 150° 大段用同样时间。
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## 改动
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- `ik-solver.js` 新增 6c 节:
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- `gatherGoals`:候选表里端点安全的 IK 解按加权关节距离取前 6 个(同盆地去重)作为目标集;
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- 先试多目标直线(1.5° 细验)→ 再试弦中点 J2/J4 微调单中间点 → 再上 **Lazy RRT-Connect**
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(起点树 ↔ 多根目标树;生长时只查节点 + 边中点,连通后整条路径细验,坏边判死子树);
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- `shortcut`:随机捷径 + 贪心最远可达 + 逐轴拉直(去掉与障碍无关轴的来回摆);
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- 加权度量 `PW=[1.6,1.4,1,1,0.7,0.5]`(近端轴代价高),定种子 LCG,结果可复现;
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- 连续轴段内变化 <179°,保证与查看器短弧插值走的是同一条线;
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- 规划失败时仍回落旧阶梯与 routeVia,最坏行为不劣于旧版。
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- 碰撞窄相位前加**胶囊级包围球预筛**(保守、零漏判):`collideFree` 2.9 → 1.8 ms/次,
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4000 个随机位形与旧实现判定 0 差异。
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- `ik-glue.js animTo`:各段时长按"最慢轴所需时间"(轴速比 VREL)分配,整条折线一次全局缓入缓出,
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中间位形不停顿;总时长按路径长度伸缩。
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## 基准(`node tests/route_bench.cjs [solver] 60`,同一批 60 个直线被挡场景)
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| 指标 | 旧 | 新 |
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|---|---|---|
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| 1° 细验无穿模的路径 | 42/60 | 58/60(剩 2 条最大侵入 0.28/0.08 mm,在 0.3 mm 安全裕度内) |
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| 到达且无穿模 | 37 | 53 |
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| 两版都成功的 37 例:平均关节总行程 | 417° | 388°(−7%) |
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| 同上:估算执行时间 | 2.56 s | 2.46 s |
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| 平均规划耗时(Node 单线程) | 0.72 s | 1.23 s(全集)/ 0.94 s(37 例) |
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到不了的 5 例两版相同,属于目标超出安全可达区(IK 残差 4~235 mm),不是规划问题。
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## 已知取舍 / 后续
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- 规划耗时上升约 0.3~0.5 s(Worker 里跑,不卡界面);拖拽实时模式预算 150 ms,超时回落旧阶梯。
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- 执行层仍是关节空间折线;若要上真机,下一步应做带加速度约束的时间最优参数化(TOPP)+ 拐角抛物线过渡,
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过渡段需重新做碰撞校验。
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const setup=require('./route_bench_setup.cjs');
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const solverPath=process.argv[2];const N=+process.argv[3]||40;const live=process.argv[4]==='live';
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const {S}=setup(solverPath);
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const L=S.LIM,O=S.ORDER,w=S.wrap180;
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let s=12345;const rnd=()=>{s=(s*1664525+1013904223)>>>0;return s/4294967296};
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const rq=()=>O.map(id=>{const t=L[id];return t.lo+rnd()*(t.hi-t.lo)});
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const d=(a,b)=>a.map((v,i)=>L[O[i]].cont?w(b[i]-v):b[i]-v);
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function segOK(a,b){const dd=d(a,b);const m=Math.max(...dd.map(Math.abs));const n=Math.max(1,Math.ceil(m/1));for(let i=1;i<=n;i++){if(!S.collideFree(a.map((v,k)=>v+dd[k]*i/n)))return false}return true}
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// build cases: free start, free goal config, straight blocked
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const cases=[];let tries=0;
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while(cases.length<N&&tries<20000){tries++;const a=rq(),b=rq();if(!S.collideFree(a)||!S.collideFree(b))continue;
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if(segOK(a,b))continue; // only obstacle cases
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cases.push({from:a,T:S.fk(b,0)});}
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const W=[1,1,1,1,1,1];
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let res={n:cases.length,reached:0,valid:0,blocked:0,len:0,lenDirect:0,ms:0,rev:0,segs:0,timeExec:0,fail:[]};
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const VMAX=[60,60,90,90,120,180]; // deg/s assumed
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function execTime(pts){let t=0;for(let i=1;i<pts.length;i++){const dd=d(pts[i-1],pts[i]);t+=Math.max(...dd.map((x,k)=>Math.abs(x)/VMAX[k]))+ (pts.length>2&&i<pts.length-1?0.25:0)}return t}
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for(const c of cases){
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const t0=performance.now();
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const opt={tool:0,step:0.5,ref:c.from,from:c.from.slice()};
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if(live){opt.noVia=true;opt.quick=true;opt.warm=c.from}
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const r=live?S.solveRoute(c.T,opt):S.solveDyn(c.T,opt);
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const ms=performance.now()-t0;res.ms+=ms;
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const pts=[c.from].concat(r.via||[],[r.q]);
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// unwrap
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for(let i=1;i<pts.length;i++)pts[i]=pts[i-1].map((v,k)=>L[O[k]].cont?v+w(pts[i][k]-v):pts[i][k]);
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let ok=true;for(let i=1;i<pts.length;i++)if(!segOK(pts[i-1],pts[i])){ok=false;break}
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const tcp=S.fk(r.q,0);const err=Math.hypot(tcp[0]-c.T[0],tcp[1]-c.T[1],tcp[2]-c.T[2]);
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const reached=err<1&&!r.blocked;
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if(reached)res.reached++; if(ok)res.valid++; if(r.blocked)res.blocked++;
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let len=0;for(let i=1;i<pts.length;i++)len+=d(pts[i-1],pts[i]).reduce((a,x)=>a+Math.abs(x),0);
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const direct=d(c.from,r.q).reduce((a,x)=>a+Math.abs(x),0);
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// reversals
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let rev=0;for(let k=0;k<6;k++){let sg=0;for(let i=1;i<pts.length;i++){const x=d(pts[i-1],pts[i])[k];if(Math.abs(x)<2)continue;const s2=Math.sign(x);if(sg&&s2!==sg)rev++;sg=s2}}
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res.per=res.per||[];res.per.push({ms:Math.round(ms),reached,ok,len:Math.round(len),rev,segs:pts.length-1,exec:+execTime(pts).toFixed(2),detour:r.detour||null});
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if(reached&&ok){res.len+=len;res.lenDirect+=direct;res.rev+=rev;res.segs+=pts.length-1;res.timeExec+=execTime(pts)}
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else res.fail.push({reached,ok,err:+err.toFixed(1),detour:r.detour||null,blocked:!!r.blocked});
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}
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const g=res.reached;const both=cases.length-res.fail.length;
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require('fs').writeFileSync(process.argv[5]||require('path').join(require('os').tmpdir(),'route_bench_per.json'),JSON.stringify(res.per));console.log(JSON.stringify({n:res.n,reached:res.reached,validPath:res.valid,goodBoth:both,blocked:res.blocked,
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avgPlanMs:+(res.ms/res.n).toFixed(0),avgJointTravel:+(res.len/both).toFixed(0),avgDirect:+(res.lenDirect/both).toFixed(0),
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avgReversals:+(res.rev/both).toFixed(2),avgSegs:+(res.segs/both).toFixed(2),avgExecS:+(res.timeExec/both).toFixed(2),
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failTypes:res.fail.slice(0,12)}));
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/* 路径规划基准的求解器装配(Node):node tests/route_bench.cjs [solver.js] [N] */
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const fs=require('fs'),path=require('path');
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const ROOT=path.resolve(__dirname,'..');
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module.exports=function(solverPath){
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const ArmIK=require(solverPath||path.join(ROOT,'webapp/js/ik-solver.js'));
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const JMap=/* 关节表取自 arm/kinematics.py JOINTS(无需 mesh_arm.json) */ {"J1": {"rear": [-51.0, 128.0, 610.0], "d": [1, 0, 0]}, "J2": {"rear": [19.5, 100.0, 490.0], "d": [0, 1, 0]}, "J3": {"rear": [19.5, 128.0, 445.0], "d": [0, 0, -1]}, "J4": {"rear": [19.5, 100.0, 332.0], "d": [0, 1, 0]}, "J5": {"rear": [19.5, 100.0, 222.0], "d": [0, 1, 0]}, "J6": {"rear": [19.5, 128.0, 176.0], "d": [0, 0, -1]}};
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const travel=JSON.parse(fs.readFileSync(ROOT+'/docs/travel.json','utf8'));
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const COL=JSON.parse(fs.readFileSync(ROOT+'/docs/collide.json','utf8'));
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const TR={};for(const t of travel){const a=COL.adj[t.axis];TR[t.axis]={lo:a?a[0]:t.lo,hi:a?a[1]:t.hi,continuous:!!t.continuous};}
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const S=ArmIK.make({joints:JMap,travel:TR,tcp:[19.5,128,93],collide:COL});
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return {S,ArmIK};
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};
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+26
-8
@@ -340,7 +340,7 @@ function animTo(q, ms, via) {
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end 保存求解器给的代表角,末帧落回它——与插值终点恰好相差 360° 的整数倍,
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同一物理角,视觉零跳变,同时保证滑块/关节表数值与求解结果一致。
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via:绕行中间位形(solveRoute 判直线被挡时给的两段式路径),逐段同样按短弧折算,
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每段各 ms 毫秒——渲染走的段与碰撞校验走的段是同一批,不存在"校验过了但动画穿模"。 */
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渲染走的段与碰撞校验走的段是同一批,不存在"校验过了但动画穿模"。 */
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const segs = [];
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let p = from;
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for (const raw of (via || []).concat([q])) {
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@@ -352,17 +352,34 @@ function animTo(q, ms, via) {
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segs.push(t); p = t;
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}
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const end = q.slice();
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const total = ms * segs.length;
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/* 时间参数化(2026-10-15):旧版每段固定 ms 且每段各自 smoothstep —— 每个中间位形都
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减速到 0 再起步(顿挫),且 5° 的小段和 150° 的大段用同样时间(小段慢吞吞、大段猛甩)。
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现在:各段时长 ∝ 该段"最慢轴所需时间"(按轴速比 VMAX 折算,近端轴更慢),
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整条折线只做一次全局 smoothstep:只在起点/终点加减速,途经中间位形不停顿。
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走的仍是校验过的那条折线(中间位形经捷径平滑后通常只剩 1~2 个,折角很少)。 */
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const VREL = [0.6, 0.6, 0.9, 0.9, 1.2, 1.8];
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const pts = [from].concat(segs), dur = [];
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for (let i = 1; i < pts.length; i++) {
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let t = 0;
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for (let j = 0; j < 6; j++) t = Math.max(t, Math.abs(pts[i][j] - pts[i - 1][j]) / VREL[j]);
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dur.push(Math.max(t, 1e-3));
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}
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const sum = dur.reduce((a, b) => a + b, 0);
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/* 总时长:ms 视为"标准 90° 移动"的时长,按路径实际长度伸缩,夹在 [0.6ms, 3.5ms] */
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const total = Math.max(ms * 0.6, Math.min(ms * 3.5, ms * sum / 150));
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const cum = [0]; for (const d of dur) cum.push(cum[cum.length - 1] + d / sum);
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anim = { from: from, to: segs[segs.length - 1], t0: performance.now(), ms: total };
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const tick = () => {
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if (!anim) return;
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const el = performance.now() - anim.t0;
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const si = Math.min(segs.length - 1, Math.floor(el / ms));
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const k = Math.min(1, (el - si * ms) / ms);
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const e = k * k * (3 - 2 * k);
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const a0 = si === 0 ? from : segs[si - 1], a1 = segs[si];
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const u = Math.min(1, el / total);
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const k = u;
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const e = u * u * (3 - 2 * u); // 全局一次缓入缓出
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let si = 0; while (si < dur.length - 1 && e > cum[si + 1]) si++;
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const f = Math.min(1, Math.max(0, (e - cum[si]) / (cum[si + 1] - cum[si])));
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const a0 = pts[si], a1 = pts[si + 1];
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for (let i = 0; i < 6; i++) {
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const id = ORDER[i], a = a0[i] + (a1[i] - a0[i]) * e;
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const id = ORDER[i], a = a0[i] + (a1[i] - a0[i]) * f;
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ang[id] = a;
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const sl = $('s' + id), v = $('v' + id);
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if (sl) sl.value = a;
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@@ -492,7 +509,8 @@ function renderResult(res, src) {
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: res.blocked
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? '路径被立柱挡住 · 已停在边界(目标差 ' + dsc.toFixed(1) + ' mm)'
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: res.detour
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? (res.detour === 'retract_pass' ? '避障到达 · 模拟人类回退绕过立柱'
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? (res.detour === 'planned' ? '避障到达 · 规划绕行(' + ((res.via || []).length) + ' 个中间位形)'
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: res.detour === 'retract_pass' ? '避障到达 · 模拟人类回退绕过立柱'
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: (res.detour === 'gentle' ? '避障到达 · 微调协同避开立柱'
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: (res.detour === 'coordinated' ? '避障到达 · 平滑协同跨越立柱'
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: '绕行立柱后到达')))
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+230
-4
@@ -175,6 +175,8 @@ function make(cfg) {
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const HARD = (COL && COL.hard) || {};
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const ADJ = (COL && COL.adj) || {}; // 相邻打印件对的 1D 自由角区间(度)
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const PART = [], PARTPAIR = []; // 零件级(宽相位)与零件对
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/* 胶囊半长(窄相位前的胶囊级包围球预筛用,2026-10-15) */
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const HLEN = CAPG ? CAPG.map(c => 0.5 * Math.hypot(c.b[0] - c.a[0], c.b[1] - c.a[1], c.b[2] - c.a[2])) : null;
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if (COL) {
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const pidx = {};
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for (const nm in COL.parts) {
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@@ -260,7 +262,7 @@ function make(cfg) {
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const ca = A.clus[ia], cb = B.clus[ib];
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const pr = [];
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for (const i of ca.caps) for (const j of cb.caps)
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pr.push([i, j, CAPG[i].r + CAPG[j].r + CAPM]);
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pr.push([i, j, CAPG[i].r + CAPG[j].r + CAPM, HLEN[i] + HLEN[j] + CAPG[i].r + CAPG[j].r + CAPM]);
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if (pr.length) cl.push([ia, ib, pr, ca.rad + cb.rad, ca.rmax + cb.rmax]);
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}
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if (cl.length) PARTPAIR.push([A, B, cl, A.rad + B.rad, A.rmax + B.rmax]);
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@@ -353,6 +355,11 @@ function make(cfg) {
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for (let n = 0; n < pr.length; n++) {
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const e1 = xf(pr[n][0]), e2 = xf(pr[n][1]);
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const need = pr[n][2];
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/* 胶囊级包围球预筛:中点距 > 半长和 + 半径和 + margin 时线段距离必然 ≥ need(保守、无漏判),
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实测 segSegDistRaw 占碰撞判定 ~45% 耗时,绝大多数胶囊对在这一步就能跳过 */
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const mx = 0.5 * (e1[0] + e1[3] - e2[0] - e2[3]), my = 0.5 * (e1[1] + e1[4] - e2[1] - e2[4]),
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mz = 0.5 * (e1[2] + e1[5] - e2[2] - e2[5]), bl = pr[n][3];
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if (mx * mx + my * my + mz * mz > bl * bl) continue;
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const d = segSegDistRaw(e1[0], e1[1], e1[2], e1[3], e1[4], e1[5],
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e2[0], e2[1], e2[2], e2[3], e2[4], e2[5]);
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if (d < need) {
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@@ -2193,11 +2200,230 @@ function make(cfg) {
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}
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return null;
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}
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/* ---------- 6c. 采样式避障规划:多目标 RRT-Connect + 捷径平滑(2026-10-15) ----------
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取代原先"微调偏移 → 固定巡航位形 → 回退绕行 → 收臂转 J1"的手工阶梯:
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· 旧阶梯的 CRUISE 位形把 J3/J5/J6 强制拉回固定值(0/-60/0),哪怕它们和障碍无关,
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所以每次绕行都会出现"腕部无故甩一圈、大臂自转归零再转回去"的怪动作;
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· 旧阶梯每段只查 ≤8 个点(长段间隔可达 15°+),且只认一个目标解;
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· 找不到就贴边停(blocked),用户看到的是"卡住/抖动"。
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新做法:
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1) 目标集 = 候选表里所有端点安全的 IK 解(按加权关节距离取前 GOAL_K 个),
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而不是单一 qT —— 换一个肘/腕构型往往就有直线可走;
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2) 双向 RRT-Connect(起点树 ↔ 多根目标树),关节空间按加权距离扩展,
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连续轴(J1/J3/J6)在起点 ±180° 的展开坐标里采样,天然走短弧;
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3) 边检测按 EDGE_RES 度二分顺序(先中点再细分,撞点通常 1~3 次就被否决);
|
||||
4) 捷径平滑:随机两点直连 + 贪心最远可达,去掉 RRT 的锯齿,
|
||||
最终路径通常只剩 1~2 个中间位形,且只动"必须动"的轴;
|
||||
5) 定种子 LCG:同一起点/目标结果可复现,不会每次松手走不同的路。 */
|
||||
const PW = [1.6, 1.4, 1.0, 1.0, 0.7, 0.5]; // 加权:近端轴惯量大、扫掠体积大,动它代价更高
|
||||
const EDGE_RES = 1.5, RRT_STEP = 20, GOAL_K = 6;
|
||||
function dq(a, b) { // 展开坐标下的差(连续轴取短弧)
|
||||
const o = new Array(6);
|
||||
for (let i = 0; i < 6; i++) o[i] = LIM[ORDER[i]].cont ? wrap180(b[i] - a[i]) : b[i] - a[i];
|
||||
return o;
|
||||
}
|
||||
function wdist(a, b) { // 加权 L2(最近邻 / 代价)
|
||||
let s = 0;
|
||||
for (let i = 0; i < 6; i++) { const x = (a[i] - b[i]) * PW[i]; s += x * x; }
|
||||
return Math.sqrt(s);
|
||||
}
|
||||
function pathCost(pts) { let c = 0; for (let i = 1; i < pts.length; i++) c += wdist(pts[i - 1], pts[i]); return c; }
|
||||
/* 二分顺序的边检测:端点由调用侧保证;先查中点、再 1/4、3/4……撞点早否决 */
|
||||
function edgeFree(a, b, res) {
|
||||
res = res || EDGE_RES;
|
||||
let m = 0;
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const d = Math.abs(b[i] - a[i]);
|
||||
if (d >= 179 && LIM[ORDER[i]].cont) return false; // 动画按短弧插值:段内连续轴不得 ≥180°
|
||||
m = Math.max(m, d);
|
||||
}
|
||||
const n = Math.max(1, Math.ceil(m / res));
|
||||
if (n <= 1) return true;
|
||||
const q = new Array(6), Q = [[0, n]];
|
||||
for (let h = 0; h < Q.length; h++) { // 广度优先二分:中点 → 四分点 → …
|
||||
const [lo, hi] = Q[h];
|
||||
if (hi - lo < 2) continue;
|
||||
const k = (lo + hi) >> 1, t = k / n;
|
||||
for (let i = 0; i < 6; i++) q[i] = a[i] + (b[i] - a[i]) * t;
|
||||
if (!collideFree(q)) return false;
|
||||
Q.push([lo, k], [k, hi]);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
/* 把 q 展开到离 ref 最近的等价角(连续轴),供规划在连续坐标里工作 */
|
||||
function unwrapTo(ref, q) { return q.map((v, i) => LIM[ORDER[i]].cont ? ref[i] + wrap180(v - ref[i]) : v); }
|
||||
function inBox(q) {
|
||||
for (let i = 0; i < 6; i++) { const t = LIM[ORDER[i]]; if (!t.cont && (q[i] < t.lo - 1e-6 || q[i] > t.hi + 1e-6)) return false; }
|
||||
return true;
|
||||
}
|
||||
function gatherGoals(cur, from) {
|
||||
const seen = new Set(), out = [];
|
||||
const add = q => {
|
||||
if (!q || q.length !== 6) return;
|
||||
const u = unwrapTo(from, q);
|
||||
const key = u.map(v => Math.round(v)).join(',');
|
||||
if (seen.has(key)) return;
|
||||
seen.add(key); out.push(u);
|
||||
};
|
||||
add(cur.q);
|
||||
const L = cur.list || [];
|
||||
for (let i = 0; i < Math.min(L.length, 160); i++) add(L[i] && L[i].q);
|
||||
out.sort((a, b) => wdist(from, a) - wdist(from, b));
|
||||
const goals = [];
|
||||
for (const g of out) {
|
||||
if (goals.length >= GOAL_K) break;
|
||||
if (goals.some(h => wdist(g, h) < 8)) continue; // 同一盆地只留一个
|
||||
if (collideFree(g)) goals.push(g);
|
||||
}
|
||||
return goals;
|
||||
}
|
||||
function shortcut(pts, deadline, rnd) {
|
||||
pts = pts.map(p => p.slice());
|
||||
/* 随机捷径:在两段上各取一点直连 */
|
||||
for (let it = 0; it < 80 && pts.length > 2 && nowMs() < deadline; it++) {
|
||||
const i = Math.floor(rnd() * (pts.length - 1)), j = Math.floor(rnd() * (pts.length - 1));
|
||||
if (Math.abs(i - j) < 1) continue;
|
||||
const a = Math.min(i, j), b = Math.max(i, j);
|
||||
const ta = rnd(), tb = rnd();
|
||||
const pa = pts[a].map((v, k) => v + (pts[a + 1][k] - v) * ta);
|
||||
const pb = pts[b].map((v, k) => v + (pts[b + 1][k] - v) * tb);
|
||||
if (wdist(pa, pb) >= pathCost(pts.slice(a, b + 2).concat()) - 1e-6) continue;
|
||||
if (!edgeFree(pa, pb)) continue;
|
||||
pts = pts.slice(0, a + 1).concat([pa, pb], pts.slice(b + 1));
|
||||
}
|
||||
/* 贪心:从当前点直连最远可达点,删掉多余中间位形 */
|
||||
const out = [pts[0]];
|
||||
let i = 0;
|
||||
while (i < pts.length - 1) {
|
||||
let j = pts.length - 1;
|
||||
while (j > i + 1 && !edgeFree(pts[i], pts[j])) j--;
|
||||
out.push(pts[j]); i = j;
|
||||
}
|
||||
/* 逐轴拉直:中间位形的每个轴若能取"前后两点按段长插值"的值且两侧边仍无碰撞,就拉直它。
|
||||
去掉 RRT 留下的"某轴来回摆"(与障碍无关的轴不该动),这正是视觉上"怪动作"的来源。 */
|
||||
for (let pass = 0; pass < 2 && out.length > 2; pass++) {
|
||||
for (let i = 1; i < out.length - 1 && nowMs() < deadline; i++) {
|
||||
const a = out[i - 1], b = out[i + 1];
|
||||
const la = wdist(a, out[i]), lb = wdist(out[i], b), t = la / (la + lb || 1);
|
||||
for (let k = 0; k < 6; k++) {
|
||||
const v = a[k] + (b[k] - a[k]) * t;
|
||||
if (Math.abs(v - out[i][k]) < 0.5) continue;
|
||||
const q = out[i].slice(); q[k] = v;
|
||||
if (collideFree(q) && edgeFree(a, q) && edgeFree(q, b)) out[i] = q;
|
||||
}
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
/* Lazy RRT-Connect:生长时只查新节点本身 + 边中点(2 次判定),连通后再对整条路径
|
||||
逐边 2° 细验;不通的边把子节点判死(连同其子树),继续生长。碰撞判定是唯一的大头
|
||||
(~3 ms/次),惰性验证把每次迭代从 ~25 ms 降到 ~6 ms。 */
|
||||
function rrtConnect(from, goals, budgetMs, seed) {
|
||||
const t0 = nowMs(), deadline = t0 + budgetMs;
|
||||
let s = seed >>> 0 || 1;
|
||||
const rnd = () => { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
|
||||
const A = [{ q: from.slice(), p: -1, ok: true, dead: false }];
|
||||
const B = goals.map(g => ({ q: g.slice(), p: -1, ok: true, dead: false }));
|
||||
const alive = (T, i) => { while (i >= 0) { if (T[i].dead) return false; i = T[i].p; } return true; };
|
||||
const nearest = (T, q) => {
|
||||
let bi = -1, bd = Infinity;
|
||||
for (let i = 0; i < T.length; i++) { const d = wdist(T[i].q, q); if (d < bd && alive(T, i)) { bd = d; bi = i; } }
|
||||
return bi;
|
||||
};
|
||||
const steer = (a, b) => {
|
||||
let m = 0; for (let i = 0; i < 6; i++) m = Math.max(m, Math.abs(b[i] - a[i]));
|
||||
if (m <= RRT_STEP) return b.slice();
|
||||
const k = RRT_STEP / m; return a.map((v, i) => v + (b[i] - v) * k);
|
||||
};
|
||||
const extend = (T, q) => { // 0=trapped 1=advanced 2=reached
|
||||
const ni = nearest(T, q);
|
||||
if (ni < 0) return [0, -1];
|
||||
const qn = steer(T[ni].q, q);
|
||||
if (!inBox(qn) || !collideFree(qn)) return [0, -1];
|
||||
const mid = T[ni].q.map((v, i) => 0.5 * (v + qn[i]));
|
||||
if (!collideFree(mid)) return [0, -1];
|
||||
T.push({ q: qn, p: ni, ok: false, dead: false }); // ok=false:边尚未细验
|
||||
return [wdist(qn, q) < 1e-6 ? 2 : 1, T.length - 1];
|
||||
};
|
||||
/* 细验一条树枝(叶→根),返回 true=全通;失败则判死第一条坏边的子端 */
|
||||
const verify = (T, i) => {
|
||||
while (i >= 0 && T[i].p >= 0) {
|
||||
const n = T[i];
|
||||
if (!n.ok) {
|
||||
if (!edgeFree(T[n.p].q, n.q)) { n.dead = true; return false; }
|
||||
n.ok = true;
|
||||
}
|
||||
i = n.p;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
const trace = (T, i) => { const o = []; while (i >= 0) { o.push(T[i].q); i = T[i].p; } return o; };
|
||||
let Ta = A, Tb = B, swapped = false, it = 0;
|
||||
while (nowMs() < deadline) {
|
||||
it++;
|
||||
let qr;
|
||||
if (rnd() < 0.1) qr = Tb[Math.floor(rnd() * Tb.length)].q.slice();
|
||||
else qr = ORDER.map((id, i) => { const t = LIM[id]; return t.cont ? from[i] - 180 + 360 * rnd() : t.lo + (t.hi - t.lo) * rnd(); });
|
||||
const [st, ia] = extend(Ta, qr);
|
||||
if (st) {
|
||||
const qa = Ta[ia].q;
|
||||
let r = [1, -1];
|
||||
while (r[0] === 1) r = extend(Tb, qa);
|
||||
if (r[0] === 2) {
|
||||
/* 连接点在两棵树里是同一位形:两侧树枝都细验通过才算路径 */
|
||||
const okA = verify(Ta, ia), okB = okA && verify(Tb, r[1]);
|
||||
if (okA && okB) {
|
||||
const pa = trace(Ta, ia), pb = trace(Tb, r[1]);
|
||||
let path = pa.reverse().concat(pb.slice(1));
|
||||
if (swapped) path = path.reverse();
|
||||
return { path: path, iters: it, ms: nowMs() - t0, rnd: rnd };
|
||||
}
|
||||
}
|
||||
}
|
||||
const t = Ta; Ta = Tb; Tb = t; swapped = !swapped;
|
||||
if (Ta.length + Tb.length > 6000) break;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
function planAround(from, cur, quick) {
|
||||
const goals = gatherGoals(cur, from);
|
||||
if (!goals.length) return null;
|
||||
const budget = quick ? 150 : 1500;
|
||||
/* 先试直线(多目标、2° 细验):换个构型能直走就不绕 */
|
||||
for (const g of goals) if (edgeFree(from, g)) return { goal: g, via: [], detour: null };
|
||||
/* 再试"单中间点微调":弦中点抬肩 / 收肘(只动 J2/J4,其余轴保持直线插值),2° 细验。
|
||||
贴边擦碰的大多数场景这里就能解决,动作最接近直线、最像人。 */
|
||||
for (const g of goals.slice(0, 3)) {
|
||||
const mid = from.map((v, i) => 0.5 * (v + g[i]));
|
||||
for (const [d2, d4] of GENTLE_OFFSETS) {
|
||||
const m = mid.slice(); m[1] += d2; m[3] += d4;
|
||||
if (!inBox(m) || !collideFree(m)) continue;
|
||||
if (edgeFree(from, m) && edgeFree(m, g)) return { goal: g, via: [m], detour: 'planned' };
|
||||
}
|
||||
}
|
||||
let seed = 2166136261;
|
||||
for (const v of from.concat(goals[0])) seed = Math.imul(seed ^ Math.round(v * 10), 16777619);
|
||||
const r = rrtConnect(from, goals, budget, seed);
|
||||
if (!r) return null;
|
||||
const sm = shortcut(r.path, nowMs() + (quick ? 40 : 250), r.rnd);
|
||||
const goal = sm[sm.length - 1];
|
||||
return { goal: goal, via: sm.slice(1, -1), detour: 'planned', iters: r.iters, ms: r.ms };
|
||||
}
|
||||
function routeOrVia(from, target, cur, opt) {
|
||||
const r = routeFrom(from, cur);
|
||||
if (!r.blocked || !from) return r;
|
||||
const around = opt.noAround ? null : routeAroundPlan(from, cur, opt.quick, r.safeT);
|
||||
if (around) return Object.assign({}, around.res, { via: around.via, routed: true, blocked: false, detour: around.detour || 'around' });
|
||||
/* 首选:采样规划(多目标 + 平滑),给出的路径已按 EDGE_RES 细验 */
|
||||
if (!opt.noAround) {
|
||||
const pl = planAround(from, cur, opt.quick);
|
||||
if (pl) {
|
||||
const res = Object.assign({}, cur, { q: pl.goal.map((v, i) => LIM[ORDER[i]].cont ? wrap180(v) : v), routed: true, blocked: false, kept: false });
|
||||
if (pl.via.length) Object.assign(res, { via: pl.via, detour: pl.detour, planIters: pl.iters, planMs: pl.ms });
|
||||
return res;
|
||||
}
|
||||
/* 规划预算内未连通(极少):退回旧的启发式阶梯 */
|
||||
const around = routeAroundPlan(from, cur, opt.quick, r.safeT);
|
||||
if (around) return Object.assign({}, around.res, { via: around.via, routed: true, blocked: false, detour: around.detour || 'around' });
|
||||
}
|
||||
if (opt.noVia) return r;
|
||||
return routeVia(from, target, opt) || r;
|
||||
}
|
||||
@@ -2313,7 +2539,7 @@ function make(cfg) {
|
||||
}
|
||||
|
||||
return { fk: fk, fkChain: fkChain, solve: solve, solveTo: solveTo, solveWarm: solveWarm, solveDyn: solveDyn,
|
||||
solveRoute: solveRoute, routeFrom: routeFrom, transitPt: transitPt,
|
||||
solveRoute: solveRoute, routeFrom: routeFrom, transitPt: transitPt, planAround: planAround, edgeFree: edgeFree,
|
||||
mixSolve: mixSolve, closest: closest, closest6: closest6, closestOri: closestOri, orient: orient,
|
||||
branch: branch, selfTest: selfTest, poseSelfTest: poseSelfTest,
|
||||
collideFree: collideFree, collideDetail: collideDetail,
|
||||
|
||||
Reference in New Issue
Block a user