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Motion.cpp
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Motion.cpp
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/*
* Motion.cpp
* Copyright (c) 2022, ZHAW
* All rights reserved.
*/
#include <cmath>
#include <algorithm>
#include "Motion.h"
using namespace std;
const float Motion::DEFAULT_LIMIT = 1.0f; // default value for limits
const float Motion::MINIMUM_LIMIT = 1.0e-9f; // smallest value allowed for limits
/**
* Creates a <code>Motion</code> object.
* The values for position, velocity and acceleration are set to 0.
*/
Motion::Motion() {
position = 0.0;
velocity = 0.0f;
profileVelocity = DEFAULT_LIMIT;
profileAcceleration = DEFAULT_LIMIT;
profileDeceleration = DEFAULT_LIMIT;
}
/**
* Creates a <code>Motion</code> object with given values for position and velocity.
* @param position the initial position value of this motion, given in [m] or [rad].
* @param velocity the initial velocity value of this motion, given in [m/s] or [rad/s].
*/
Motion::Motion(double position, float velocity) {
this->position = position;
this->velocity = velocity;
profileVelocity = DEFAULT_LIMIT;
profileAcceleration = DEFAULT_LIMIT;
profileDeceleration = DEFAULT_LIMIT;
}
/**
* Creates a <code>Motion</code> object with given values for position and velocity.
* @param motion another <code>Motion</code> object to copy the values from.
*/
Motion::Motion(const Motion& motion) {
position = motion.position;
velocity = motion.velocity;
profileVelocity = motion.profileVelocity;
profileAcceleration = motion.profileAcceleration;
profileDeceleration = motion.profileDeceleration;
}
/**
* Deletes the Motion object.
*/
Motion::~Motion() {}
/**
* Sets the values for position and velocity.
* @param position the desired position value of this motion, given in [m] or [rad].
* @param velocity the desired velocity value of this motion, given in [m/s] or [rad/s].
*/
void Motion::set(double position, float velocity) {
this->position = position;
this->velocity = velocity;
}
/**
* Sets the values for position and velocity.
* @param motion another <code>Motion</code> object to copy the values from.
*/
void Motion::set(const Motion& motion) {
position = motion.position;
velocity = motion.velocity;
}
/**
* Sets the position value.
* @param position the desired position value of this motion, given in [m] or [rad].
*/
void Motion::setPosition(double position) {
this->position = position;
}
/**
* Gets the position value.
* @return the position value of this motion, given in [m] or [rad].
*/
double Motion::getPosition() {
return position;
}
/**
* Sets the velocity value.
* @param velocity the desired velocity value of this motion, given in [m/s] or [rad/s].
*/
void Motion::setVelocity(float velocity) {
this->velocity = velocity;
}
/**
* Gets the velocity value.
* @return the velocity value of this motion, given in [m/s] or [rad/s].
*/
float Motion::getVelocity() {
return velocity;
}
/**
* Sets the limit for the velocity value.
* @param profileVelocity the limit of the velocity.
*/
void Motion::setProfileVelocity(float profileVelocity) {
if (profileVelocity > MINIMUM_LIMIT) this->profileVelocity = profileVelocity; else this->profileVelocity = MINIMUM_LIMIT;
}
/**
* Sets the limit for the acceleration value.
* @param profileAcceleration the limit of the acceleration.
*/
void Motion::setProfileAcceleration(float profileAcceleration) {
if (profileAcceleration > MINIMUM_LIMIT) this->profileAcceleration = profileAcceleration; else this->profileAcceleration = MINIMUM_LIMIT;
}
/**
* Sets the limit for the deceleration value.
* @param profileDeceleration the limit of the deceleration.
*/
void Motion::setProfileDeceleration(float profileDeceleration) {
if (profileDeceleration > MINIMUM_LIMIT) this->profileDeceleration = profileDeceleration; else this->profileDeceleration = MINIMUM_LIMIT;
}
/**
* Sets the limits for velocity, acceleration and deceleration values.
* @param profileVelocity the limit of the velocity.
* @param profileAcceleration the limit of the acceleration.
* @param profileDeceleration the limit of the deceleration.
*/
void Motion::setLimits(float profileVelocity, float profileAcceleration, float profileDeceleration) {
if (profileVelocity > MINIMUM_LIMIT) this->profileVelocity = profileVelocity; else this->profileVelocity = MINIMUM_LIMIT;
if (profileAcceleration > MINIMUM_LIMIT) this->profileAcceleration = profileAcceleration; else this->profileAcceleration = MINIMUM_LIMIT;
if (profileDeceleration > MINIMUM_LIMIT) this->profileDeceleration = profileDeceleration; else this->profileDeceleration = MINIMUM_LIMIT;
}
/**
* Gets the time needed to move to a given target position.
* @param targetPosition the desired target position given in [m] or [rad].
* @return the time to move to the target position, given in [s].
*/
float Motion::getTimeToPosition(double targetPosition) {
// calculate position, when velocity is reduced to zero
double stopPosition = (velocity > 0.0f) ? position+(double)(velocity*velocity/profileDeceleration*0.5f) : position-(double)(velocity*velocity/profileDeceleration*0.5f);
if (targetPosition > stopPosition) { // positive velocity required
if (velocity > profileVelocity) { // slow down to profile velocity first
float t1 = (velocity-profileVelocity)/profileDeceleration;
float t2 = (float)(targetPosition-stopPosition)/profileVelocity;
float t3 = profileVelocity/profileDeceleration;
return t1+t2+t3;
} else if (velocity > 0.0f) { // speed up to profile velocity
float t1 = (profileVelocity-velocity)/profileAcceleration;
float t3 = profileVelocity/profileDeceleration;
float t2 = ((float)(targetPosition-position)-(velocity+profileVelocity)*0.5f*t1)/profileVelocity-0.5f*t3;
if (t2 < 0.0f) {
float maxVelocity = sqrt((2.0f*(float)(targetPosition-position)*profileAcceleration+velocity*velocity)*profileDeceleration/(profileAcceleration+profileDeceleration));
t1 = (maxVelocity-velocity)/profileAcceleration;
t2 = 0.0f;
t3 = maxVelocity/profileDeceleration;
}
return t1+t2+t3;
} else { // slow down to zero first, and then speed up to profile velocity
float t1 = -velocity/profileDeceleration;
float t2 = profileVelocity/profileAcceleration;
float t4 = profileVelocity/profileDeceleration;
float t3 = ((float)(targetPosition-position)-velocity*0.5f*t1)/profileVelocity-0.5f*(t2+t4);
if (t3 < 0.0f) {
float maxVelocity = sqrt((2.0f*(float)(targetPosition-position)*profileDeceleration+velocity*velocity)*profileAcceleration/(profileAcceleration+profileDeceleration));
t2 = maxVelocity/profileAcceleration;
t3 = 0.0f;
t4 = maxVelocity/profileDeceleration;
}
return t1+t2+t3+t4;
}
} else { // negative velocity required
if (velocity < -profileVelocity) { // slow down to (negative) profile velocity first
float t1 = (-profileVelocity-velocity)/profileDeceleration;
float t2 = (float)(stopPosition-targetPosition)/profileVelocity;
float t3 = profileVelocity/profileDeceleration;
return t1+t2+t3;
} else if (velocity < 0.0f) { // speed up to (negative) profile velocity
float t1 = (velocity+profileVelocity)/profileAcceleration;
float t3 = profileVelocity/profileDeceleration;
float t2 = ((float)(position-targetPosition)+(velocity-profileVelocity)*0.5f*t1)/profileVelocity-0.5f*t3;
if (t2 < 0.0f) {
float minVelocity = -sqrt((-2.0f*(float)(targetPosition-position)*profileAcceleration+velocity*velocity)*profileDeceleration/(profileAcceleration+profileDeceleration));
t1 = (velocity-minVelocity)/profileAcceleration;
t2 = 0.0f;
t3 = -minVelocity/profileDeceleration;
}
return t1+t2+t3;
} else { // slow down to zero first, and then speed up to (negative) profile velocity
float t1 = velocity/profileDeceleration;
float t2 = profileVelocity/profileAcceleration;
float t4 = profileVelocity/profileDeceleration;
float t3 = (-(float)(targetPosition-position)+velocity*0.5f*t1)/profileVelocity-0.5f*(t2+t4);
if (t3 < 0.0f) {
float minVelocity = -sqrt((-2.0f*(float)(targetPosition-position)*profileDeceleration+velocity*velocity)*profileAcceleration/(profileAcceleration+profileDeceleration));
t2 = -minVelocity/profileAcceleration;
t3 = 0.0f;
t4 = -minVelocity/profileDeceleration;
}
return t1+t2+t3+t4;
}
}
}
/**
* Increments the current motion towards a given target velocity.
* @param targetVelocity the desired target velocity given in [m/s] or [rad/s].
* @param period the time period to increment the motion values for, given in [s].
*/
void Motion::incrementToVelocity(float targetVelocity, float period) {
if (targetVelocity < -profileVelocity) targetVelocity = -profileVelocity;
else if (targetVelocity > profileVelocity) targetVelocity = profileVelocity;
if (targetVelocity > 0.0f) {
if (velocity > targetVelocity) { // slow down to target velocity
float t1 = (velocity-targetVelocity)/profileDeceleration;
if (t1 > period) {
position += (double)((velocity-profileDeceleration*0.5f*period)*period);
velocity += -profileDeceleration*period;
} else {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)(velocity*(period-t1));
}
} else if (velocity > 0.0f) { // speed up to target velocity
float t1 = (targetVelocity-velocity)/profileAcceleration;
if (t1 > period) {
position += (double)((velocity+profileAcceleration*0.5f*period)*period);
velocity += profileAcceleration*period;
} else {
position += (double)((velocity+profileAcceleration*0.5f*t1)*t1);
velocity += profileAcceleration*t1;
position += (double)(velocity*(period-t1));
}
} else { // slow down to zero first, and then speed up to target velocity
float t1 = -velocity/profileDeceleration;
float t2 = targetVelocity/profileAcceleration;
if (t1 > period) {
position += (double)((velocity+profileDeceleration*0.5f*period)*period);
velocity += profileDeceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)((velocity+profileAcceleration*0.5f*(period-t1))*(period-t1));
velocity += profileAcceleration*(period-t1);
} else {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)((velocity+profileAcceleration*0.5f*t2)*t2);
velocity += profileAcceleration*t2;
position += (double)(velocity*(period-t1-t2));
}
}
} else {
if (velocity < targetVelocity) { // slow down to (negative) target velocity
float t1 = (targetVelocity-velocity)/profileDeceleration;
if (t1 > period) {
position += (double)((velocity+profileDeceleration*0.5f*period)*period);
velocity += profileDeceleration*period;
} else {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)(velocity*(period-t1));
}
} else if (velocity < 0.0f) { // speed up to (negative) target velocity
float t1 = (velocity-targetVelocity)/profileAcceleration;
if (t1 > period) {
position += (double)((velocity-profileAcceleration*0.5f*period)*period);
velocity += -profileAcceleration*period;
} else {
position += (double)((velocity-profileAcceleration*0.5f*t1)*t1);
velocity += -profileAcceleration*t1;
position += (double)(velocity*(period-t1));
}
} else { // slow down to zero first, and then speed up to (negative) target velocity
float t1 = velocity/profileDeceleration;
float t2 = -targetVelocity/profileAcceleration;
if (t1 > period) {
position += (double)((velocity-profileDeceleration*0.5f*period)*period);
velocity += -profileDeceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)((velocity-profileAcceleration*0.5f*(period-t1))*(period-t1));
velocity += -profileAcceleration*(period-t1);
} else {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)((velocity-profileAcceleration*0.5f*t2)*t2);
velocity += -profileAcceleration*t2;
position += (double)(velocity*(period-t1-t2));
}
}
}
}
/**
* Increments the current motion towards a given target position.
* @param targetPosition the desired target position given in [m] or [rad].
* @param period the time period to increment the motion values for, given in [s].
*/
void Motion::incrementToPosition(double targetPosition, float period) {
// calculate position, when velocity is reduced to zero
double stopPosition = (velocity > 0.0f) ? position+(double)(velocity*velocity/profileDeceleration*0.5f) : position-(double)(velocity*velocity/profileDeceleration*0.5f);
if (targetPosition > stopPosition) { // positive velocity required
if (velocity > profileVelocity) { // slow down to profile velocity first
float t1 = (velocity-profileVelocity)/profileDeceleration;
float t2 = (float)(targetPosition-stopPosition)/profileVelocity;
float t3 = profileVelocity/profileDeceleration;
if (t1 > period) {
position += (double)((velocity-profileDeceleration*0.5f*period)*period);
velocity += -profileDeceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)(velocity*(period-t1));
} else if (t1+t2+t3 > period) {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity-profileDeceleration*0.5f*(period-t1-t2))*(period-t1-t2));
velocity += -profileDeceleration*(period-t1-t2);
} else {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity-profileDeceleration*0.5f*t3)*t3);
velocity += -profileDeceleration*t3;
}
} else if (velocity > 0.0f) { // speed up to profile velocity
float t1 = (profileVelocity-velocity)/profileAcceleration;
float t3 = profileVelocity/profileDeceleration;
float t2 = ((float)(targetPosition-position)-(velocity+profileVelocity)*0.5f*t1)/profileVelocity-0.5f*t3;
if (t2 < 0.0f) {
float maxVelocity = sqrt((2.0f*(float)(targetPosition-position)*profileAcceleration+velocity*velocity)*profileDeceleration/(profileAcceleration+profileDeceleration));
t1 = (maxVelocity-velocity)/profileAcceleration;
t2 = 0.0f;
t3 = maxVelocity/profileDeceleration;
}
if (t1 > period) {
position += (double)((velocity+profileAcceleration*0.5f*period)*period);
velocity += profileAcceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity+profileAcceleration*0.5f*t1)*t1);
velocity += profileAcceleration*t1;
position += (double)(velocity*(period-t1));
} else if (t1+t2+t3 > period) {
position += (double)((velocity+profileAcceleration*0.5f*t1)*t1);
velocity += profileAcceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity-profileDeceleration*0.5f*(period-t1-t2))*(period-t1-t2));
velocity += -profileDeceleration*(period-t1-t2);
} else {
position += (double)((velocity+profileAcceleration*0.5f*t1)*t1);
velocity += profileAcceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity-profileDeceleration*0.5f*t3)*t3);
velocity += -profileDeceleration*t3;
}
} else { // slow down to zero first, and then speed up to profile velocity
float t1 = -velocity/profileDeceleration;
float t2 = profileVelocity/profileAcceleration;
float t4 = profileVelocity/profileDeceleration;
float t3 = ((float)(targetPosition-position)-velocity*0.5f*t1)/profileVelocity-0.5f*(t2+t4);
if (t3 < 0.0f) {
float maxVelocity = sqrt((2.0f*(float)(targetPosition-position)*profileDeceleration+velocity*velocity)*profileAcceleration/(profileAcceleration+profileDeceleration));
t2 = maxVelocity/profileAcceleration;
t3 = 0.0f;
t4 = maxVelocity/profileDeceleration;
}
if (t1 > period) {
position += (double)((velocity+profileDeceleration*0.5f*period)*period);
velocity += profileDeceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)((velocity+profileAcceleration*0.5f*(period-t1))*(period-t1));
velocity += profileAcceleration*(period-t1);
} else if (t1+t2+t3 > period) {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)((velocity+profileAcceleration*0.5f*t2)*t2);
velocity += profileAcceleration*t2;
position += (double)(velocity*(period-t1-t2));
} else if (t1+t2+t3+t4 > period) {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)((velocity+profileAcceleration*0.5f*t2)*t2);
velocity += profileAcceleration*t2;
position += (double)(velocity*t3);
position += (double)((velocity-profileDeceleration*0.5f*(period-t1-t2-t3))*(period-t1-t2-t3));
velocity += -profileDeceleration*(period-t1-t2-t3);
} else {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)((velocity+profileAcceleration*0.5f*t2)*t2);
velocity += profileAcceleration*t2;
position += (double)(velocity*t3);
position += (double)((velocity-profileDeceleration*0.5f*t4)*t4);
velocity += -profileDeceleration*t4;
}
}
} else { // negative velocity required
if (velocity < -profileVelocity) { // slow down to (negative) profile velocity first
float t1 = (-profileVelocity-velocity)/profileDeceleration;
float t2 = (float)(stopPosition-targetPosition)/profileVelocity;
float t3 = profileVelocity/profileDeceleration;
if (t1 > period) {
position += (double)((velocity+profileDeceleration*0.5f*period)*period);
velocity += profileDeceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)(velocity*(period-t1));
} else if (t1+t2+t3 > period) {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity+profileDeceleration*0.5f*(period-t1-t2))*(period-t1-t2));
velocity += profileDeceleration*(period-t1-t2);
} else {
position += (double)((velocity+profileDeceleration*0.5f*t1)*t1);
velocity += profileDeceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity+profileDeceleration*0.5f*t3)*t3);
velocity += profileDeceleration*t3;
}
} else if (velocity < 0.0f) { // speed up to (negative) profile velocity
float t1 = (velocity+profileVelocity)/profileAcceleration;
float t3 = profileVelocity/profileDeceleration;
float t2 = ((float)(position-targetPosition)+(velocity-profileVelocity)*0.5f*t1)/profileVelocity-0.5f*t3;
if (t2 < 0.0f) {
float minVelocity = -sqrt((-2.0f*(float)(targetPosition-position)*profileAcceleration+velocity*velocity)*profileDeceleration/(profileAcceleration+profileDeceleration));
t1 = (velocity-minVelocity)/profileAcceleration;
t2 = 0.0f;
t3 = -minVelocity/profileDeceleration;
}
if (t1 > period) {
position += (double)((velocity-profileAcceleration*0.5f*period)*period);
velocity += -profileAcceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity-profileAcceleration*0.5f*t1)*t1);
velocity += -profileAcceleration*t1;
position += (double)(velocity*(period-t1));
} else if (t1+t2+t3 > period) {
position += (double)((velocity-profileAcceleration*0.5f*t1)*t1);
velocity += -profileAcceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity+profileDeceleration*0.5f*(period-t1-t2))*(period-t1-t2));
velocity += profileDeceleration*(period-t1-t2);
} else {
position += (double)((velocity-profileAcceleration*0.5f*t1)*t1);
velocity += -profileAcceleration*t1;
position += (double)(velocity*t2);
position += (double)((velocity+profileDeceleration*0.5f*t3)*t3);
velocity += profileDeceleration*t3;
}
} else { // slow down to zero first, and then speed up to (negative) profile velocity
float t1 = velocity/profileDeceleration;
float t2 = profileVelocity/profileAcceleration;
float t4 = profileVelocity/profileDeceleration;
float t3 = (-(float)(targetPosition-position)+velocity*0.5f*t1)/profileVelocity-0.5f*(t2+t4);
if (t3 < 0.0f) {
float minVelocity = -sqrt((-2.0f*(float)(targetPosition-position)*profileDeceleration+velocity*velocity)*profileAcceleration/(profileAcceleration+profileDeceleration));
t2 = -minVelocity/profileAcceleration;
t3 = 0.0f;
t4 = -minVelocity/profileDeceleration;
}
if (t1 > period) {
position += (double)((velocity-profileDeceleration*0.5f*period)*period);
velocity += -profileDeceleration*period;
} else if (t1+t2 > period) {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)((velocity-profileAcceleration*0.5f*(period-t1))*(period-t1));
velocity += -profileAcceleration*(period-t1);
} else if (t1+t2+t3 > period) {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)((velocity-profileAcceleration*0.5f*t2)*t2);
velocity += -profileAcceleration*t2;
position += (double)(velocity*(period-t1-t2));
} else if (t1+t2+t3+t4 > period) {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)((velocity-profileAcceleration*0.5f*t2)*t2);
velocity += -profileAcceleration*t2;
position += (double)(velocity*t3);
position += (double)((velocity+profileDeceleration*0.5f*(period-t1-t2-t3))*(period-t1-t2-t3));
velocity += profileDeceleration*(period-t1-t2-t3);
} else {
position += (double)((velocity-profileDeceleration*0.5f*t1)*t1);
velocity += -profileDeceleration*t1;
position += (double)((velocity-profileAcceleration*0.5f*t2)*t2);
velocity += -profileAcceleration*t2;
position += (double)(velocity*t3);
position += (double)((velocity+profileDeceleration*0.5f*t4)*t4);
velocity += profileDeceleration*t4;
}
}
}
}