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synced 2026-10-03 16:48:52 +08:00
ControlMath: adding limitTilt() helper function
which takes care of limiting the lilt angle of a "body" vector with respect to a "world" vector. Both vectors have to be unit length!
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@@ -50,6 +50,23 @@ void thrustToAttitude(const Vector3f &thr_sp, const float yaw_sp, vehicle_attitu
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att_sp.thrust_body[2] = -thr_sp.length();
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}
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void limitTilt(Vector3f &body_unit, const Vector3f &world_unit, const float max_angle)
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{
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// determine tilt
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const float dot_product_unit = body_unit.dot(world_unit);
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float angle = acosf(dot_product_unit);
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// limit tilt
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angle = math::min(angle, max_angle);
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Vector3f rejection = body_unit - (dot_product_unit * world_unit);
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// corner case exactly parallel vectors
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if (rejection.norm_squared() < FLT_EPSILON) {
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rejection(0) = 1.f;
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}
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body_unit = cosf(angle) * world_unit + sinf(angle) * rejection.unit();
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}
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void bodyzToAttitude(Vector3f body_z, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp)
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{
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// zero vector, no direction, set safe level value
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@@ -52,6 +52,15 @@ namespace ControlMath
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* @param att_sp attitude setpoint to fill
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*/
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void thrustToAttitude(const matrix::Vector3f &thr_sp, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp);
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/**
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* Limits the tilt angle between two unit vectors
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* @param body_unit unit vector that will get adjusted if angle is too big
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* @param world_unit fixed vector to measure the angle against
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* @param max_angle maximum tilt angle between vectors in radians
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*/
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void limitTilt(matrix::Vector3f &body_unit, const matrix::Vector3f &world_unit, const float max_angle);
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/**
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* Converts a body z vector and yaw set-point to a desired attitude.
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* @param body_z a world frame 3D vector in direction of the desired body z axis
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@@ -38,6 +38,65 @@
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using namespace matrix;
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using namespace ControlMath;
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TEST(ControlMathTest, LimitTiltUnchanged)
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{
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Vector3f body = Vector3f(0.f, 0.f, 1.f).normalized();
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Vector3f body_before = body;
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, body_before);
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body = Vector3f(0.f, .1f, 1.f).normalized();
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body_before = body;
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, body_before);
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}
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TEST(ControlMathTest, LimitTiltOpposite)
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{
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Vector3f body = Vector3f(0.f, 0.f, -1.f).normalized();
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 45.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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}
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TEST(ControlMathTest, LimitTiltAlmostOpposite)
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{
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// This case doesn't trigger corner case handling but is very close to it
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Vector3f body = Vector3f(0.001f, 0.f, -1.f).normalized();
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 45.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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}
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TEST(ControlMathTest, LimitTilt45degree)
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{
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Vector3f body = Vector3f(1.f, 0.f, 0.f);
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, Vector3f(M_SQRT1_2_F, 0, M_SQRT1_2_F));
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body = Vector3f(0.f, 1.f, 0.f);
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, Vector3f(0.f, M_SQRT1_2_F, M_SQRT1_2_F));
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}
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TEST(ControlMathTest, LimitTilt10degree)
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{
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Vector3f body = Vector3f(1.f, 1.f, .1f).normalized();
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 10.f);
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float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 10.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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EXPECT_FLOAT_EQ(body(0), body(1));
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body = Vector3f(1, 2, .2f);
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 10.f);
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angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 10.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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EXPECT_FLOAT_EQ(2.f * body(0), body(1));
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}
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TEST(ControlMathTest, ThrottleAttitudeMapping)
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{
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@@ -76,12 +135,12 @@ TEST(ControlMathTest, ConstrainXYPriorities)
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{
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const float max = 5.f;
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// v0 already at max
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Vector2f v0(max, 0);
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Vector2f v0(max, 0.f);
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Vector2f v1(v0(1), -v0(0));
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Vector2f v_r = constrainXY(v0, v1, max);
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EXPECT_FLOAT_EQ(v_r(0), max);
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EXPECT_FLOAT_EQ(v_r(1), 0);
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EXPECT_FLOAT_EQ(v_r(1), 0.f);
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// norm of v1 exceeds max but v0 is zero
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v0.zero();
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@@ -100,7 +159,7 @@ TEST(ControlMathTest, ConstrainXYPriorities)
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v1 = Vector2f(0.f, -4.f);
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v_r = constrainXY(v0, v1, max);
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EXPECT_FLOAT_EQ(v_r(0), v0(0));
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EXPECT_GT(v_r(0), 0);
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EXPECT_GT(v_r(0), 0.f);
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const float remaining = sqrtf(max * max - (v0(0) * v0(0)));
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EXPECT_FLOAT_EQ(v_r(1), -remaining);
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}
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