Replies: 3 comments 2 replies
-
Since it will be more accurate and if no drawbacks it makes sense to me. Could you give more detail? Because calculating the distance between two waypoints in 2D and 3D is not very much of a work. Is there anything else you want to point out? |
Beta Was this translation helpful? Give feedback.
-
@brkay54 cc @mehmetdogru @TakaHoribe To drive on a steep slope, I feel the important thing is slope compensation in the controller rather than fixing 2D planning. These are what I felt first about dealing with the steep slope. If you think the problem is the planning side, could you give me the reason. |
Beta Was this translation helpful? Give feedback.
-
@brkay54 Thank you for giving the discussion.
Do you use slope compensation? There are two options for the slope compensation:
These both are working well in our environment. Would you give me more detail of your problem? |
Beta Was this translation helpful? Give feedback.
-
cc. @mehmetdogru @TakaHoribe @takayuki5168 @mitsudome-r
Hello everyone,
Currently, we are trying to run Autoware in our vehicle on very hilly roads. However, some problems have appeared because a lot of calculations are made for 2D. For example, while driving on high-slope roads, we are getting more FF gain because of 2D calculation (because of 2d projection of the road, the distance between waypoints is calculated as smaller values and it causes higher acceleration values for TrajectoryPoints.).
I want to suggest that we should refactor all nodes (especially planning and control) by changing some calculations for 3D. What do you think?
Beta Was this translation helpful? Give feedback.
All reactions