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synced 2026-11-10 02:01:36 +08:00
Rearrange npfg use path input (#21071)
* [npfg]: Remove the guideToPoint function and replace with guideToPath * [npfg]: remove unused navigateXXX functions * [npfg]: Move navigateXXX Function into FWPoscontrol * [FixedwingPositionControl]: Set default flaps and spoilers in attitude setpoint topic, and only change if necessary.
This commit is contained in:
+9
-233
@@ -47,8 +47,9 @@
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using matrix::Vector2d;
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using matrix::Vector2f;
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void NPFG::guideToPath(const Vector2f &ground_vel, const Vector2f &wind_vel, const Vector2f &unit_path_tangent,
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const float signed_track_error, const float path_curvature)
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void NPFG::guideToPath(const matrix::Vector2f &curr_pos_local, const Vector2f &ground_vel, const Vector2f &wind_vel,
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const Vector2f &unit_path_tangent,
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const Vector2f &position_on_path, const float path_curvature)
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{
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const float ground_speed = ground_vel.norm();
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@@ -57,6 +58,9 @@ void NPFG::guideToPath(const Vector2f &ground_vel, const Vector2f &wind_vel, con
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const float wind_speed = wind_vel.norm();
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const Vector2f path_pos_to_vehicle{curr_pos_local - position_on_path};
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const float signed_track_error = unit_path_tangent.cross(path_pos_to_vehicle);
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// on-track wind triangle projections
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const float wind_cross_upt = wind_vel.cross(unit_path_tangent);
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const float wind_dot_upt = wind_vel.dot(unit_path_tangent);
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@@ -115,62 +119,10 @@ void NPFG::guideToPath(const Vector2f &ground_vel, const Vector2f &wind_vel, con
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// ramped in as the vehicle approaches the track and is further smoothly
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// zeroed out as the bearing becomes infeasible.
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lateral_accel_ = lateral_accel + feas_combined * track_proximity_ * lateral_accel_ff_;
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updateRollSetpoint();
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} // guideToPath
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void NPFG::guideToPoint(const Vector2f &ground_vel, const Vector2f &wind_vel, const Vector2f &bearing_vec,
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const float track_error)
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{
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bearing_vec_ = bearing_vec; // for status output
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const float ground_speed = ground_vel.norm();
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const Vector2f air_vel = ground_vel - wind_vel;
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const float airspeed = air_vel.norm();
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const float wind_speed = wind_vel.norm();
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// wind triangle projections
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const float wind_cross_bearing = wind_vel.cross(bearing_vec);
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const float wind_dot_bearing = wind_vel.dot(bearing_vec);
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// continuous representation of the bearing feasibility
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feas_ = bearingFeasibility(wind_cross_bearing, wind_dot_bearing, airspeed, wind_speed);
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feas_on_track_ = feas_; // no distinction in point following - set only for recording
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// update control parameters considering upper and lower stability bounds (if enabled)
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// must be called before trackErrorBound() as it updates time_const_
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// NOTE: track error input as 0 for the period adaptation as track proximity will
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// only ramp in 1) curvature based lower bounding, of which there is none
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// for a point, and 2) period upper bounds, which for zero curvature is
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// infinite, and thus disregarded in this case.
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adapted_period_ = adaptPeriod(ground_speed, airspeed, wind_speed, 0.0f, 0.0f,
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wind_vel, bearing_vec, feas_);
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p_gain_ = pGain(adapted_period_, damping_);
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time_const_ = timeConst(adapted_period_, damping_);
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// track error bound is dynamic depending on ground speed
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track_error_bound_ = trackErrorBound(ground_speed, time_const_);
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const float normalized_track_error = normalizedTrackError(track_error, track_error_bound_);
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// look ahead angle based solely on track proximity
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const float look_ahead_ang = lookAheadAngle(normalized_track_error);
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track_proximity_ = trackProximity(look_ahead_ang);
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min_ground_speed_ref_ = minGroundSpeed(normalized_track_error, feas_);
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// reference air velocity with directional feedforward effect for following
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// curvature in wind and magnitude incrementation depending on minimum ground
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// speed violations and/or high wind conditions in general
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air_vel_ref_ = refAirVelocity(wind_vel, bearing_vec, wind_cross_bearing,
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wind_dot_bearing, wind_speed, min_ground_speed_ref_);
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airspeed_ref_ = air_vel_ref_.norm();
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// lateral acceleration demand based on heading error
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lateral_accel_ff_ = 0.0f;
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lateral_accel_ = lateralAccel(air_vel, air_vel_ref_, airspeed);
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} // guideToPoint
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float NPFG::adaptPeriod(const float ground_speed, const float airspeed, const float wind_speed,
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const float track_error, const float path_curvature, const Vector2f &wind_vel,
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const Vector2f &unit_path_tangent, const float feas_on_track) const
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@@ -309,7 +261,7 @@ float NPFG::timeConst(const float period, const float damping) const
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float NPFG::lookAheadAngle(const float normalized_track_error) const
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{
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return M_PI_F * 0.5f * (normalized_track_error - 1.0f) * (normalized_track_error - 1.0f);
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return M_PI_2_F * (normalized_track_error - 1.0f) * (normalized_track_error - 1.0f);
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} // lookAheadAngle
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Vector2f NPFG::bearingVec(const Vector2f &unit_path_tangent, const float look_ahead_ang,
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@@ -514,182 +466,6 @@ float NPFG::lateralAccel(const Vector2f &air_vel, const Vector2f &air_vel_ref, c
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}
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} // lateralAccel
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/*******************************************************************************
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* PX4 NAVIGATION INTERFACE FUNCTIONS (provide similar functionality to ECL_L1_Pos_Controller)
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*/
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void NPFG::navigateWaypoints(const Vector2f &waypoint_A, const Vector2f &waypoint_B,
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const Vector2f &vehicle_pos, const Vector2f &ground_vel, const Vector2f &wind_vel)
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{
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// similar to logic found in ECL_L1_Pos_Controller method of same name
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// BUT no arbitrary max approach angle, approach entirely determined by generated
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// bearing vectors
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path_type_loiter_ = false;
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Vector2f vector_A_to_B = waypoint_B - waypoint_A;
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Vector2f vector_A_to_vehicle = vehicle_pos - waypoint_A;
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if (vector_A_to_B.norm() < NPFG_EPSILON) {
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// the waypoints are on top of each other and should be considered as a
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// single waypoint, fly directly to it
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unit_path_tangent_ = -vector_A_to_vehicle.normalized();
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signed_track_error_ = vector_A_to_vehicle.norm();
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closest_point_on_path_ = waypoint_A;
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guideToPoint(ground_vel, wind_vel, unit_path_tangent_, signed_track_error_);
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} else if (vector_A_to_B.dot(vector_A_to_vehicle) < 0.0f) {
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// we are in front of waypoint A, fly directly to it until the bearing generated
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// to the line segement between A and B is shallower than that from the
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// bearing to the first waypoint (A).
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// guidance to the line through A and B
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unit_path_tangent_ = vector_A_to_B.normalized();
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signed_track_error_ = unit_path_tangent_.cross(vector_A_to_vehicle);
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closest_point_on_path_ = waypoint_A + vector_A_to_vehicle.dot(unit_path_tangent_) * unit_path_tangent_;
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guideToPath(ground_vel, wind_vel, unit_path_tangent_, signed_track_error_, 0.0f);
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const Vector2f bearing_vec_to_point = -vector_A_to_vehicle.normalized();
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if (unit_path_tangent_.dot(bearing_vec_) < unit_path_tangent_.dot(bearing_vec_to_point)) {
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// we are in front of the first waypoint and the bearing to the point is
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// shallower than that to the line. reset path params to fly directly to
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// the first waypoint.
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// TODO: probably better to blend these instead of hard switching (could
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// affect the adaptive tuning if we switch between these cases with wind
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// gusts)
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unit_path_tangent_ = bearing_vec_to_point;
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signed_track_error_ = vector_A_to_vehicle.norm();
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closest_point_on_path_ = waypoint_A;
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guideToPoint(ground_vel, wind_vel, bearing_vec_to_point, signed_track_error_);
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}
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} else {
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// track the line segment between A and B
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unit_path_tangent_ = vector_A_to_B.normalized();
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signed_track_error_ = unit_path_tangent_.cross(vector_A_to_vehicle);
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closest_point_on_path_ = waypoint_A + vector_A_to_vehicle.dot(unit_path_tangent_) * unit_path_tangent_;
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guideToPath(ground_vel, wind_vel, unit_path_tangent_, signed_track_error_, 0.0f);
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}
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updateRollSetpoint();
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} // navigateWaypoints
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void NPFG::navigateLoiter(const Vector2f &loiter_center, const Vector2f &vehicle_pos,
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float radius, bool loiter_direction_counter_clockwise, const Vector2f &ground_vel, const Vector2f &wind_vel)
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{
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path_type_loiter_ = true;
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radius = math::max(radius, MIN_RADIUS);
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const float loiter_direction_multiplier = loiter_direction_counter_clockwise ? -1.f : 1.f;
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Vector2f vector_center_to_vehicle = vehicle_pos - loiter_center;
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const float dist_to_center = vector_center_to_vehicle.norm();
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// find the direction from the circle center to the closest point on its perimeter
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// from the vehicle position
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Vector2f unit_vec_center_to_closest_pt;
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if (dist_to_center < 0.1f) {
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// the logic breaks down at the circle center, employ some mitigation strategies
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// until we exit this region
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if (ground_vel.norm() < 0.1f) {
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// arbitrarily set the point in the northern top of the circle
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unit_vec_center_to_closest_pt = Vector2f{1.0f, 0.0f};
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} else {
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// set the point in the direction we are moving
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unit_vec_center_to_closest_pt = ground_vel.normalized();
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}
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} else {
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// set the point in the direction of the aircraft
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unit_vec_center_to_closest_pt = vector_center_to_vehicle.normalized();
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}
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// 90 deg clockwise rotation * loiter direction
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unit_path_tangent_ = loiter_direction_multiplier * Vector2f{-unit_vec_center_to_closest_pt(1), unit_vec_center_to_closest_pt(0)};
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// positive in direction of path normal
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signed_track_error_ = -loiter_direction_multiplier * (dist_to_center - radius);
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closest_point_on_path_ = unit_vec_center_to_closest_pt * radius + loiter_center;
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float path_curvature = loiter_direction_multiplier / radius;
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guideToPath(ground_vel, wind_vel, unit_path_tangent_, signed_track_error_, path_curvature);
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updateRollSetpoint();
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} // navigateLoiter
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void NPFG::navigatePathTangent(const matrix::Vector2f &vehicle_pos, const matrix::Vector2f &position_setpoint,
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const matrix::Vector2f &tangent_setpoint,
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const matrix::Vector2f &ground_vel, const matrix::Vector2f &wind_vel, const float &curvature)
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{
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path_type_loiter_ = false;
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// set unit tangent directly
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unit_path_tangent_ = tangent_setpoint.normalized();
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// closest point to vehicle
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matrix::Vector2f error_vector = vehicle_pos - position_setpoint;
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closest_point_on_path_ = position_setpoint;
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signed_track_error_ = unit_path_tangent_.cross(error_vector);
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guideToPath(ground_vel, wind_vel, unit_path_tangent_, signed_track_error_, curvature);
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updateRollSetpoint();
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} // navigatePathTangent
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void NPFG::navigateHeading(float heading_ref, const Vector2f &ground_vel, const Vector2f &wind_vel)
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{
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path_type_loiter_ = false;
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Vector2f air_vel = ground_vel - wind_vel;
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unit_path_tangent_ = Vector2f{cosf(heading_ref), sinf(heading_ref)};
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signed_track_error_ = 0.0f;
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closest_point_on_path_.setNaN();
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// use the guidance law to regulate heading error - ignoring wind or inertial position
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guideToPath(air_vel, Vector2f{0.0f, 0.0f}, unit_path_tangent_, signed_track_error_, 0.0f);
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updateRollSetpoint();
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} // navigateHeading
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void NPFG::navigateBearing(float bearing, const Vector2f &ground_vel, const Vector2f &wind_vel)
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{
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path_type_loiter_ = false;
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unit_path_tangent_ = Vector2f{cosf(bearing), sinf(bearing)};
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signed_track_error_ = 0.0f;
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// no track error or path curvature to consider, just regulate ground velocity
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// to bearing vector
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guideToPath(ground_vel, wind_vel, unit_path_tangent_, signed_track_error_, 0.0f);
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updateRollSetpoint();
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} // navigateBearing
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void NPFG::navigateLevelFlight(const float heading)
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{
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path_type_loiter_ = false;
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airspeed_ref_ = airspeed_nom_;
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lateral_accel_ = 0.0f;
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feas_ = 1.0f;
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bearing_vec_ = Vector2f{cosf(heading), sinf(heading)};
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unit_path_tangent_ = bearing_vec_;
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signed_track_error_ = 0.0f;
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updateRollSetpoint();
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} // navigateLevelFlight
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float NPFG::switchDistance(float wp_radius) const
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{
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return math::min(wp_radius, track_error_bound_ * switch_distance_multiplier_);
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