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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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@@ -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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