rename VectorMath to ControlMath

This commit is contained in:
Dennis Mannhart
2017-12-20 14:33:36 +01:00
committed by Beat Küng
parent 820d6e866f
commit c9cd920642
4 changed files with 3 additions and 3 deletions
@@ -0,0 +1,166 @@
/****************************************************************************
*
* Copyright (C) 2017 PX4 Development Team. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
* 3. Neither the name PX4 nor the names of its contributors may be
* used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
****************************************************************************/
/**
* @file VectorMath.cpp
*
* Simple functions for vector manipulation that do not fit into matrix lib.
* These functions are specific for controls.
*/
#include "ControlMath.hpp"
#include <platforms/px4_defines.h>
namespace PosControl
{
/**
* Limit vector based on a maximum tilt.
*
* @param vec: 3d vector in N-E-D frame
* @param tilt_max: maximum tilt allowed
* @return 3d vector adjusted to tilt
*
* Tilt is adjusted such that vector component in D-direction
* has higher priority.
*/
matrix::Vector3f constrainTilt(const matrix::Vector3f &vec, const float &tilt_max)
{
/* We only consider maximum tilt < 90 */
if (tilt_max > M_PI_2_F) {
return vec;
}
/* Desired tilt is above 90 -> in order to stay within tilt,
* vector has to be zero (N-E-D frame)*/
if (vec(2) > 0.0f) {
return matrix::Vector3f{};
}
/* Maximum tilt is 0 */
if (tilt_max < 0.001f) {
return matrix::Vector3f(0.0f, 0.0f, vec(2));
}
/* desired and maximum allowed horizontal magnitude */
float xy_mag = matrix::Vector2f(vec(0), vec(0)).length();
float xy_mag_max = fabsf(vec(2)) * tanf(tilt_max);
if (xy_mag_max < xy_mag) {
float x0 = vec(0) * xy_mag / xy_mag_max;
float x1 = vec(1) * xy_mag / xy_mag_max;
return matrix::Vector3f(x0, x1, vec(2));
}
/* No adjustment: return normal vec */
return vec;
}
/**
* Constrain output from PID (u-vector) with priority on altitude.
*
* @reference param u: PID output in N-E-D frame.
* @reference param sat: boolean for xy and z, indicating when integration for PID
* should stop: true = stop integration, false = continue integration
* @Ulimits: Ulimits[0] = Umax, Ulimits[1] = Umin
* @d: direction given by (r - y ); r = reference, y = measurement
*
* Saturation strategy:
* u >= Umax and d >= 0 => Saturation = true
* u >= Umax and d <= 0 => Saturation = false
* u <= Umin and d <= 0 => Saturation = true
* u <= Umin and d >= 0 => Saturation = false
*
*
*/
void constrainPIDu(matrix::Vector3f &u, bool sat[2], const float Ulimits[2], const float d[2])
{
sat[0] = sat[1] = false;
float xy_max = sqrtf(Ulimits[2] * Ulimits[2] - u(2) * u(2));
float xy_mag = matrix::Vector2f(u(0), u(0)).length();
if (u(2) * u(2) >= Ulimits[0] * Ulimits[0]) {
/* The desired u in D-direction exceeds maximum */
/* Check if altitude saturated
* negative sign bc of N-E-D frame */
if (-d[1] >= 0.0f) {
sat[1] = true;
}
sat[0] = true;
u(0) = 0.0f;
u(1) = 0.0f;
u(2) = Ulimits[0];
} if (u.length() >= Ulimits[0]) {
/* The desired u_xy exceeds maximum */
if (d[0] >= 0.0f) {
sat[0] = true;
}
u(0) = u(0) / xy_mag * xy_max;
u(1) = u(1) / xy_mag * xy_max;
} else if (u.length() <= Ulimits[1]) {
/* The desired u is below minimum */
/* Maximum mag in xy is always reached
* if desired u_z is below minimum */
sat[0] = true;
/* Check if altitude is saturated
* negative sign bc of N-E-D frame */
if (-d[1] <= 0.0f) {
sat[1] = true;
}
/* If we have zero vector,
* then apply minimum throttle in D-direction
* since we do not know better. (no direction given)
*/
if (u.length() < 0.0001f) {
u = matrix::Vector3f(0.0f, 0.0f, -Ulimits[1]);
} else {
u = u.normalized() * Ulimits[1];
}
}
}
}