Tune MKMini Reeds-Shepp navigation
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@@ -5,7 +5,10 @@
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<root main_tree_to_execute="MainTree">
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<BehaviorTree ID="MainTree">
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<PipelineSequence name="NavigateToPose">
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<RateController hz="1.0">
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<!-- Reeds-Shepp direction choices can flip when a car-like path is
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recomputed every second. The static Gazebo world only needs a
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low-rate refresh while the controller follows the current arc. -->
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<RateController hz="0.1">
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<ComputePathToPose goal="{goal}" path="{path}" planner_id="GridBased"/>
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</RateController>
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<FollowPath path="{path}" controller_id="FollowPath"/>
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@@ -107,16 +107,16 @@ planner_server:
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max_iterations: 3000000
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max_on_approach_iterations: 5000
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max_planning_time: 10.0
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# Normal navigation should remain forward-only. Reeds-Shepp creates
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# forward/reverse cusps that Regulated Pure Pursuit can oscillate on.
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motion_model_for_search: "DUBIN"
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# Test car-like paths that can reverse to leave constrained spaces.
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motion_model_for_search: "REEDS_SHEPP"
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angle_quantization_bins: 144
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analytic_expansion_ratio: 3.5
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analytic_expansion_max_length: 5.0
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# tricycle_drive uses a 0.72 m wheelbase with a 0.5 rad steering limit.
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# 0.72 / tan(0.5) is 1.32 m; keep a small planning margin.
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minimum_turning_radius: 1.35
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change_penalty: 0.0
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# Prefer a continuous arc over avoidable forward/reverse oscillation.
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change_penalty: 1.0
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non_straight_penalty: 1.5
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cost_penalty: 5.0
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retrospective_penalty: 0.1
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