diff --git a/src/modules/mc_pos_control/PositionControl/ControlMath.cpp b/src/modules/mc_pos_control/PositionControl/ControlMath.cpp index d53d2d0b25..55d135546d 100644 --- a/src/modules/mc_pos_control/PositionControl/ControlMath.cpp +++ b/src/modules/mc_pos_control/PositionControl/ControlMath.cpp @@ -50,6 +50,23 @@ void thrustToAttitude(const Vector3f &thr_sp, const float yaw_sp, vehicle_attitu att_sp.thrust_body[2] = -thr_sp.length(); } +void limitTilt(Vector3f &body_unit, const Vector3f &world_unit, const float max_angle) +{ + // determine tilt + const float dot_product_unit = body_unit.dot(world_unit); + float angle = acosf(dot_product_unit); + // limit tilt + angle = math::min(angle, max_angle); + Vector3f rejection = body_unit - (dot_product_unit * world_unit); + + // corner case exactly parallel vectors + if (rejection.norm_squared() < FLT_EPSILON) { + rejection(0) = 1.f; + } + + body_unit = cosf(angle) * world_unit + sinf(angle) * rejection.unit(); +} + void bodyzToAttitude(Vector3f body_z, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp) { // zero vector, no direction, set safe level value diff --git a/src/modules/mc_pos_control/PositionControl/ControlMath.hpp b/src/modules/mc_pos_control/PositionControl/ControlMath.hpp index 4d2d145825..e356d945e6 100644 --- a/src/modules/mc_pos_control/PositionControl/ControlMath.hpp +++ b/src/modules/mc_pos_control/PositionControl/ControlMath.hpp @@ -52,6 +52,15 @@ namespace ControlMath * @param att_sp attitude setpoint to fill */ void thrustToAttitude(const matrix::Vector3f &thr_sp, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp); + +/** + * Limits the tilt angle between two unit vectors + * @param body_unit unit vector that will get adjusted if angle is too big + * @param world_unit fixed vector to measure the angle against + * @param max_angle maximum tilt angle between vectors in radians + */ +void limitTilt(matrix::Vector3f &body_unit, const matrix::Vector3f &world_unit, const float max_angle); + /** * Converts a body z vector and yaw set-point to a desired attitude. * @param body_z a world frame 3D vector in direction of the desired body z axis diff --git a/src/modules/mc_pos_control/PositionControl/ControlMathTest.cpp b/src/modules/mc_pos_control/PositionControl/ControlMathTest.cpp index a70564ae80..0b95451083 100644 --- a/src/modules/mc_pos_control/PositionControl/ControlMathTest.cpp +++ b/src/modules/mc_pos_control/PositionControl/ControlMathTest.cpp @@ -38,6 +38,65 @@ using namespace matrix; using namespace ControlMath; +TEST(ControlMathTest, LimitTiltUnchanged) +{ + Vector3f body = Vector3f(0.f, 0.f, 1.f).normalized(); + Vector3f body_before = body; + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f); + EXPECT_EQ(body, body_before); + + body = Vector3f(0.f, .1f, 1.f).normalized(); + body_before = body; + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f); + EXPECT_EQ(body, body_before); +} + +TEST(ControlMathTest, LimitTiltOpposite) +{ + Vector3f body = Vector3f(0.f, 0.f, -1.f).normalized(); + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f); + float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f))); + EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 45.f, 1e-4f); + EXPECT_FLOAT_EQ(body.length(), 1.f); +} + +TEST(ControlMathTest, LimitTiltAlmostOpposite) +{ + // This case doesn't trigger corner case handling but is very close to it + Vector3f body = Vector3f(0.001f, 0.f, -1.f).normalized(); + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f); + float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f))); + EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 45.f, 1e-4f); + EXPECT_FLOAT_EQ(body.length(), 1.f); +} + +TEST(ControlMathTest, LimitTilt45degree) +{ + Vector3f body = Vector3f(1.f, 0.f, 0.f); + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f); + EXPECT_EQ(body, Vector3f(M_SQRT1_2_F, 0, M_SQRT1_2_F)); + + body = Vector3f(0.f, 1.f, 0.f); + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f); + EXPECT_EQ(body, Vector3f(0.f, M_SQRT1_2_F, M_SQRT1_2_F)); +} + +TEST(ControlMathTest, LimitTilt10degree) +{ + Vector3f body = Vector3f(1.f, 1.f, .1f).normalized(); + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 10.f); + float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f))); + EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 10.f, 1e-4f); + EXPECT_FLOAT_EQ(body.length(), 1.f); + EXPECT_FLOAT_EQ(body(0), body(1)); + + body = Vector3f(1, 2, .2f); + limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 10.f); + angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f))); + EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 10.f, 1e-4f); + EXPECT_FLOAT_EQ(body.length(), 1.f); + EXPECT_FLOAT_EQ(2.f * body(0), body(1)); +} TEST(ControlMathTest, ThrottleAttitudeMapping) { @@ -76,12 +135,12 @@ TEST(ControlMathTest, ConstrainXYPriorities) { const float max = 5.f; // v0 already at max - Vector2f v0(max, 0); + Vector2f v0(max, 0.f); Vector2f v1(v0(1), -v0(0)); Vector2f v_r = constrainXY(v0, v1, max); EXPECT_FLOAT_EQ(v_r(0), max); - EXPECT_FLOAT_EQ(v_r(1), 0); + EXPECT_FLOAT_EQ(v_r(1), 0.f); // norm of v1 exceeds max but v0 is zero v0.zero(); @@ -100,7 +159,7 @@ TEST(ControlMathTest, ConstrainXYPriorities) v1 = Vector2f(0.f, -4.f); v_r = constrainXY(v0, v1, max); EXPECT_FLOAT_EQ(v_r(0), v0(0)); - EXPECT_GT(v_r(0), 0); + EXPECT_GT(v_r(0), 0.f); const float remaining = sqrtf(max * max - (v0(0) * v0(0))); EXPECT_FLOAT_EQ(v_r(1), -remaining); }