PositionControl: if valid velocity and position setpoint available, always prioritize

velocity setpoint generated from position error over velocity feedforward
This commit is contained in:
Dennis Mannhart
2018-02-07 13:19:34 +01:00
committed by Lorenz Meier
parent 5551021d23
commit 3c40aa0d9c
3 changed files with 61 additions and 10 deletions
+7 -10
View File
@@ -174,18 +174,15 @@ void PositionControl::_positionController()
/* Generate desired velocity setpoint */
/* P-controller */
_vel_sp = (_pos_sp - _pos).emult(Pp) + _vel_sp;
Vector3f vel_sp_position = (_pos_sp - _pos).emult(Pp);
_vel_sp = vel_sp_position + _vel_sp;
/* Make sure velocity setpoint is constrained in all directions (xyz). */
Vector2f vel_sp_xy(&_vel_sp(0));
if (vel_sp_xy.length() >= _VelMaxXY) {
_vel_sp(0) = _vel_sp(0) * _VelMaxXY / vel_sp_xy.length();
_vel_sp(1) = _vel_sp(1) * _VelMaxXY / vel_sp_xy.length();
}
/* Saturate velocity in D-direction */
_vel_sp(2) = math::constrain(_vel_sp(2), -_VelMaxZ.up, _VelMaxZ.down);
Vector2f vel_sp_xy = ControlMath::constrainXY(Vector2f(&vel_sp_position(0)), Vector2f(&(_vel_sp - vel_sp_position)(0)),
_VelMaxXY);
_vel_sp(0) = vel_sp_xy(0);
_vel_sp(1) = vel_sp_xy(1);
_vel_sp(2) = math::constrain(_vel_sp(2), -_VelMaxZ[0], _VelMaxZ[1]);
}
void PositionControl::_velocityController(const float &dt)
@@ -113,4 +113,57 @@ vehicle_attitude_setpoint_s thrustToAttitude(const matrix::Vector3f &thr_sp, con
return att_sp;
}
/* The sum of two vectors are constraints such that v0 has priority over v1.
* This means that if the length of v0+v1 exceeds max, then it is constraint such
* that that v0 has priority.
* Inputs:
* @max => maximum magnitude of vector (v0 + v1)
* @v0 => vector that is prioritized
* @v1 => vector that is scaled such that max is not exceeded
*
* Output:
* vector that is the sum of v1 and v0 with v0 prioritized.
*
* vf = final vector with ||vf|| <= max
* s = scaling factor
* u1 = unit of v1
* vf = v0 + v1 = v0 + s * u1
* constraint: ||vf|| <= max
* solve for s: ||vf|| = ||v0 + s * u1|| <= max
*/
matrix::Vector2f constrainXY(const matrix::Vector2f &v0, const matrix::Vector2f v1, const float max)
{
if (matrix::Vector2f(v0 + v1).norm() <= max) {
/* Vector does not exceed maximum magnitude */
return v0 + v1;
} else if (v0.length() >= max) {
/* The magnitude along v0, which has priority, already exceeds maximum.*/
return v0;
} else if (fabsf(matrix::Vector2f(v1 - v0).norm()) < 0.001f) {
/* The two vectors are equal. */
return v0.normalized() * max;
} else if (v1.length() < 0.001f) {
/* The second vector is 0. */
return v0.normalized() * max;
} else {
/* Constrain but prioritize v0. */
float s = 0.0f;
matrix::Vector2f u1 = v1.normalized();
float det = sqrtf(max * max * u1.length() * u1.length() - (v0(0) * u1(1) - v0(1) * u1(0)) * (v0(0) * u1(1) - v0(1) * u1(
0)));
float b = v0(0) * u1(0) + v0(1) * u1(1);
if (det >= b) {
s = (det - b) / (u1.length() * u1.length());
}
return v0 + u1 * s;
}
}
}
@@ -47,4 +47,5 @@
namespace ControlMath
{
vehicle_attitude_setpoint_s thrustToAttitude(const matrix::Vector3f &thr_sp, const float yaw_sp);
matrix::Vector2f constrainXY(const matrix::Vector2f &v0, const matrix::Vector2f v1, const float max);
}