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synced 2026-07-13 11:10:35 +08:00
fixed position tracking overshoot
This commit is contained in:
committed by
Lorenz Meier
parent
142884bcd8
commit
3aaad68c76
@@ -1023,7 +1023,10 @@ void MulticopterPositionControl::control_auto(float dt)
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/* by default use current setpoint as is */
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math::Vector<3> pos_sp_s = curr_sp_s;
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if ((_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_POSITION || _pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_FOLLOW_TARGET) && previous_setpoint_valid) {
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if ((_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_POSITION ||
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_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_FOLLOW_TARGET) &&
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previous_setpoint_valid) {
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/* follow "previous - current" line */
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if ((curr_sp - prev_sp).length() > MIN_DIST) {
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@@ -1372,30 +1375,52 @@ MulticopterPositionControl::task_main()
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_vel_sp(1) = (_pos_sp(1) - _pos(1)) * _params.pos_p(1);
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}
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// if there is a velocity sp available, use it
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// do not go slower than the follow target velocity when position tracking is active
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if(_pos_sp_triplet.current.velocity_valid) {
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_vel_sp(0) += _pos_sp_triplet.current.vx;
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_vel_sp(1) += _pos_sp_triplet.current.vy;
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if(_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_FOLLOW_TARGET &&
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_pos_sp_triplet.current.velocity_valid) {
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math::Vector<3> ft_vel(_pos_sp_triplet.current.vx, _pos_sp_triplet.current.vy, 0);
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float cos_ratio = (ft_vel*_vel_sp)/(ft_vel.length()*_vel_sp.length());
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// only override velocity set points when uav is traveling in same direction as target and vector component
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// is greater than calculated position set point velocity component
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if(cos_ratio > 0) {
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ft_vel *= (cos_ratio);
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// min speed a little faster than target vel
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ft_vel += ft_vel.normalized()*1.5f;
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} else {
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ft_vel.zero();
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}
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_vel_sp(0) = fabs(ft_vel(0)) > fabs(_vel_sp(0)) ? ft_vel(0) : _vel_sp(0);
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_vel_sp(1) = fabs(ft_vel(1)) > fabs(_vel_sp(1)) ? ft_vel(1) : _vel_sp(1);
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}
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// Ignore position control calculated vel set points
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if(_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_VELOCITY &&
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_pos_sp_triplet.current.velocity_valid) {
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_vel_sp(0) = _pos_sp_triplet.current.vx;
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_vel_sp(1) = _pos_sp_triplet.current.vy;
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}
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/* make sure velocity setpoint is saturated in xy*/
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float vel_norm_xy = sqrtf(_vel_sp(0) * _vel_sp(0) + _vel_sp(1) * _vel_sp(1));
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if (vel_norm_xy > _params.vel_max(0)) {
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/* note assumes vel_max(0) == vel_max(1) */
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_vel_sp(0) = _vel_sp(0) * _params.vel_max(0) / vel_norm_xy;
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_vel_sp(1) = _vel_sp(1) * _params.vel_max(1) / vel_norm_xy;
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}
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if (_run_alt_control) {
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_vel_sp(2) = (_pos_sp(2) - _pos(2)) * _params.pos_p(2);
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}
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/* make sure velocity setpoint is saturated in xy*/
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float vel_norm_xy = sqrtf(_vel_sp(0) * _vel_sp(0) + _vel_sp(1) * _vel_sp(1));
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if (_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_FOLLOW_TARGET &&
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_pos_sp_triplet.current.velocity_valid) {
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_vel_sp(0) = _pos_sp_triplet.current.vx;
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_vel_sp(1) = _pos_sp_triplet.current.vy;
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} else if (vel_norm_xy > _params.vel_max(0)) {
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/* note assumes vel_max(0) == vel_max(1) */
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_vel_sp(0) = _vel_sp(0) * _params.vel_max(0) / vel_norm_xy;
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_vel_sp(1) = _vel_sp(1) * _params.vel_max(1) / vel_norm_xy;
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}
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/* make sure velocity setpoint is saturated in z*/
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float vel_norm_z = sqrtf(_vel_sp(2) * _vel_sp(2));
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