Convert NPFG to local coordinates

This commit is contained in:
Jaeyoung-Lim
2022-03-23 13:34:13 +01:00
committed by JaeyoungLim
parent f804b3516f
commit 71bfb9c0de
3 changed files with 52 additions and 66 deletions
+8 -21
View File
@@ -518,8 +518,8 @@ float NPFG::lateralAccel(const Vector2f &air_vel, const Vector2f &air_vel_ref, c
* PX4 NAVIGATION INTERFACE FUNCTIONS (provide similar functionality to ECL_L1_Pos_Controller)
*/
void NPFG::navigateWaypoints(const Vector2d &waypoint_A, const Vector2d &waypoint_B,
const Vector2d &vehicle_pos, const Vector2f &ground_vel, const Vector2f &wind_vel)
void NPFG::navigateWaypoints(const Vector2f &waypoint_A, const Vector2f &waypoint_B,
const Vector2f &vehicle_pos, const Vector2f &ground_vel, const Vector2f &wind_vel)
{
// similar to logic found in ECL_L1_Pos_Controller method of same name
// BUT no arbitrary max approach angle, approach entirely determined by generated
@@ -527,8 +527,8 @@ void NPFG::navigateWaypoints(const Vector2d &waypoint_A, const Vector2d &waypoin
path_type_loiter_ = false;
Vector2f vector_A_to_B = getLocalPlanarVector(waypoint_A, waypoint_B);
Vector2f vector_A_to_vehicle = getLocalPlanarVector(waypoint_A, vehicle_pos);
Vector2f vector_A_to_B = waypoint_B - waypoint_A;
Vector2f vector_A_to_vehicle = vehicle_pos - waypoint_A;
if (vector_A_to_B.norm() < NPFG_EPSILON) {
// the waypoints are on top of each other and should be considered as a
@@ -573,14 +573,14 @@ void NPFG::navigateWaypoints(const Vector2d &waypoint_A, const Vector2d &waypoin
updateRollSetpoint();
} // navigateWaypoints
void NPFG::navigateLoiter(const Vector2d &loiter_center, const Vector2d &vehicle_pos,
void NPFG::navigateLoiter(const Vector2f &loiter_center, const Vector2f &vehicle_pos,
float radius, int8_t loiter_direction, const Vector2f &ground_vel, const Vector2f &wind_vel)
{
path_type_loiter_ = true;
radius = math::max(radius, MIN_RADIUS);
Vector2f vector_center_to_vehicle = getLocalPlanarVector(loiter_center, vehicle_pos);
Vector2f vector_center_to_vehicle = vehicle_pos - loiter_center;
const float dist_to_center = vector_center_to_vehicle.norm();
// find the direction from the circle center to the closest point on its perimeter
@@ -618,7 +618,7 @@ void NPFG::navigateLoiter(const Vector2d &loiter_center, const Vector2d &vehicle
} // navigateLoiter
void NPFG::navigatePathTangent(const matrix::Vector2d &vehicle_pos, const matrix::Vector2d &position_setpoint,
void NPFG::navigatePathTangent(const matrix::Vector2f &vehicle_pos, const matrix::Vector2f &position_setpoint,
const matrix::Vector2f &tangent_setpoint,
const matrix::Vector2f &ground_vel, const matrix::Vector2f &wind_vel, const float &curvature)
{
@@ -628,7 +628,7 @@ void NPFG::navigatePathTangent(const matrix::Vector2d &vehicle_pos, const matrix
unit_path_tangent_ = tangent_setpoint.normalized();
// closest point to vehicle
matrix::Vector2f error_vector = getLocalPlanarVector(position_setpoint, vehicle_pos);
matrix::Vector2f error_vector = vehicle_pos - position_setpoint;
signed_track_error_ = unit_path_tangent_.cross(error_vector);
guideToPath(ground_vel, wind_vel, unit_path_tangent_, signed_track_error_, curvature);
@@ -684,19 +684,6 @@ float NPFG::switchDistance(float wp_radius) const
return math::min(wp_radius, track_error_bound_ * switch_distance_multiplier_);
} // switchDistance
Vector2f NPFG::getLocalPlanarVector(const Vector2d &origin, const Vector2d &target) const
{
/* this is an approximation for small angles, proposed by [2] */
const double x_angle = math::radians(target(0) - origin(0));
const double y_angle = math::radians(target(1) - origin(1));
const double x_origin_cos = cos(math::radians(origin(0)));
return Vector2f{
static_cast<float>(x_angle * CONSTANTS_RADIUS_OF_EARTH),
static_cast<float>(y_angle *x_origin_cos * CONSTANTS_RADIUS_OF_EARTH),
};
} // getLocalPlanarVector
void NPFG::updateRollSetpoint()
{
float roll_new = atanf(lateral_accel_ * 1.0f / CONSTANTS_ONE_G);