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mc_pos_control: reorder auto logic and ensure that nan gets caught
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@ -1420,17 +1420,12 @@ void MulticopterPositionControl::control_auto(float dt)
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}
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}
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/* create new _pos_sp from triplets */
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if (current_setpoint_valid &&
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(_pos_sp_triplet.current.type != position_setpoint_s::SETPOINT_TYPE_IDLE)) {
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float cruising_speed_xy = get_cruising_speed_xy();
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float cruising_speed_z = (_curr_pos_sp(2) > _pos(2)) ? _params.vel_max_down : _params.vel_max_up;
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/* scaled space: 1 == position error resulting max allowed speed */
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math::Vector<3> cruising_speed(cruising_speed_xy, cruising_speed_xy, cruising_speed_z);
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/* we follow line depending on setpoint type */
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/* only follow previous-current-line for specific triplet type */
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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_LOITER ||
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_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_FOLLOW_TARGET) {
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@ -1438,47 +1433,74 @@ 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 = _curr_pos_sp;
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/* line from previous to current */
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matrix::Vector2f unit_prev_to_current((_curr_pos_sp(0) - _prev_pos_sp(0)), (_curr_pos_sp(1) - _prev_pos_sp(1)));
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/* follow line */
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/* only follow line if previous to current has a minimum distance */
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if (unit_prev_to_current.length() > 0.1f) {
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/* unit vector from previous to current */
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/* normalize prev-current line (always > 0.1) */
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unit_prev_to_current = unit_prev_to_current.normalized();
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/* orthogonal distance from current position to unit_prev_to_current */
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matrix::Vector2f closest_point = matrix::Vector2f(_prev_pos_sp(0), _prev_pos_sp(1)) + unit_prev_to_current *
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(matrix::Vector2f((_pos(0) - _prev_pos_sp(0)), (_pos(1) - _prev_pos_sp(1))) * unit_prev_to_current);
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/* check if we need to adjust position setpoint based on cruise velocity */
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/* compute vector from position-current and previous-position */
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matrix::Vector2f vec_pos_to_current((_curr_pos_sp(0) - _pos(0)), (_curr_pos_sp(1) - _pos(1)));
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matrix::Vector2f vec_prev_to_pos((_pos(0) - _prev_pos_sp(0)), (_pos(1) - _prev_pos_sp(1)));
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/* indicates if we are at least half the distance from previos to current close to previous */
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bool close_to_prev = ((_curr_pos_sp - _prev_pos_sp).length() * 0.5f) > vec_prev_to_pos.length();
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/* check if the current setpoint is behind */
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bool current_behind = ((vec_pos_to_current * -1.0f) * unit_prev_to_current) > 0.0f;
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/* check if the previous is in front */
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bool previous_in_front = (vec_prev_to_pos * unit_prev_to_current) < 0.0f;
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/* default velocity along line prev-current */
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float vel_sp_along_track = get_cruising_speed_xy();
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/* accelerate from previous setpoint */
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if ((vec_prev_to_pos.length() < _target_threshold_xy.get())
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&& (((_curr_pos_sp - _prev_pos_sp).length() * 0.5f) > vec_prev_to_pos.length())) {
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/* accelerate */
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/* compute velocity setpoint along track */
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if (previous_in_front || current_behind) {
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/* just use the default velocity along track */
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} else if ((vec_prev_to_pos.length() < _target_threshold_xy.get()) && close_to_prev) {
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/* accelerate from previous setpoint towards current setpoint */
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/* the minimum cruise speed is the current velocity: this ensures that we do not slow down when moving towards current setpoint */
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float min_cruise_speed = sqrtf(_vel(0) * _vel(0) + _vel(1) * _vel(1));
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/* we don't want to get stucked with zero velociyt setpoint: enforce a min cruise speed */
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min_cruise_speed = (min_cruise_speed > _min_cruise_speed.get()) ? min_cruise_speed : _min_cruise_speed.get();
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/* make sure min cruise speed is smaller as maximum cruise speed */
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min_cruise_speed = (min_cruise_speed < get_cruising_speed_xy()) ? min_cruise_speed : get_cruising_speed_xy();
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/* compute the velocity along the track depending on distance close to previous setpoint*/
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float slope = (get_cruising_speed_xy() - min_cruise_speed) / _target_threshold_xy.get();
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vel_sp_along_track = slope * vec_prev_to_pos.length() + min_cruise_speed;
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}
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/* slow down */
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else if (vec_pos_to_current.length() < _target_threshold_xy.get()) {
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} else if (vec_pos_to_current.length() < _target_threshold_xy.get()) {
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/* slow down when close to current setpoint */
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/* angle prev-current-next defines speed close to waypoint */
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if (next_setpoint_valid) {
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if (next_setpoint_valid && !(_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_LOITER)) {
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/* since we have a next setpoint use the angle prev-current-next to compute velocity setpoint limit */
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/* unit vector to from current to next */
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/* unit vector from current to next */
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matrix::Vector2f unit_current_to_next((next_sp(0) - pos_sp(0)), (next_sp(1) - pos_sp(1)));
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unit_current_to_next = (unit_current_to_next.length() > 0.0f) ? unit_current_to_next.normalized() :
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unit_current_to_next = (unit_current_to_next.length() > 0.01f) ? unit_current_to_next.normalized() :
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unit_current_to_next;
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/* angle goes from 0 to 2 with 0 being large angle, 2 being tight angle: 0 = PI ; 2 = PI*0 */
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float angle = unit_current_to_next * (unit_prev_to_current * -1.0f) + 1.0f;
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/* angle goes from 0 to 2 with 0 being large angle, 2 being small angle: 0 = PI ; 2 = PI*0 */
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float angle = 2.0f;
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if (unit_current_to_next.length() > 0.01f) {
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angle = unit_current_to_next * (unit_prev_to_current * -1.0f) + 1.0f;
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}
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/* velocity close to target adjusted to angle
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* vel_close = a *b ^x + c; where at angle = 0 -> vel_close = vel_cruise; angle = 1 -> vel_cruise/4.0 (this means that at 90degrees
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@ -1491,6 +1513,11 @@ void MulticopterPositionControl::control_auto(float dt)
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float b = (M - c) / a;
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float vel_close = a * powf(b, angle) + c;
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/* insanity check */
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vel_close = (vel_close < get_cruising_speed_xy()) ? vel_close : get_cruising_speed_xy();
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vel_close = fabsf(vel_close);
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/* compute velocity along line dependent on distance to current setpoint */
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float slope = (get_cruising_speed_xy() - vel_close) / _target_threshold_xy.get();
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vel_sp_along_track = slope * vec_pos_to_current.length() + vel_close;
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@ -1501,18 +1528,21 @@ void MulticopterPositionControl::control_auto(float dt)
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}
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}
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/* we want position setpoint not farther away then cruise speed */
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/* we adjust position setpoint */
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/*compute velocity orthogonal to prev-current-line to position*/
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matrix::Vector2f vec_pos_to_closest = closest_point - matrix::Vector2f(_pos(0), _pos(1));
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float vel_sp_orthogonal = vec_pos_to_closest.length() * _params.pos_p(0);
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/* compute the cruise speed from velocity along line and orthogonal velocity setpoint */
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float cruise_sp_mag = sqrtf(vel_sp_orthogonal * vel_sp_orthogonal + vel_sp_along_track * vel_sp_along_track);
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/* check on which section of the track the vehicle is*/
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bool current_behind = ((vec_pos_to_current * -1.0f) * unit_prev_to_current) > 0.0f;
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/* insanity check */
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cruise_sp_mag = (PX4_ISFINITE(cruise_sp_mag)) ? cruise_sp_mag : vel_sp_orthogonal;
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/* orthogonal velcoity is smaller then cruise speed */
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/* orthogonal velocity setpoint is smaller then cruise speed */
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if (vel_sp_orthogonal < get_cruising_speed_xy() && !current_behind) {
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/* we need to limit vel_sp_along_track such that cruise speed is never exceeded */
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/* we need to limit vel_sp_along_track such that cruise speed is never exceeded but still can keep velocity orthogonal to track */
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if (cruise_sp_mag > get_cruising_speed_xy()) {
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vel_sp_along_track = sqrtf(get_cruising_speed_xy() * get_cruising_speed_xy() - vel_sp_orthogonal * vel_sp_orthogonal);
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}
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@ -1521,29 +1551,36 @@ void MulticopterPositionControl::control_auto(float dt)
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pos_sp(1) = closest_point(1) + unit_prev_to_current(1) * vel_sp_along_track / _params.pos_p(0);
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} else {
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/* we are more than cruise_speed away from track */
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/* check on which section we are with default as closest_point */
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bool previous_in_front = (vec_prev_to_pos * unit_prev_to_current) < 0.0f;
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/* we are more than cruise_speed away from track or current is behind */
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/* if previous is in front just directly to previous point */
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if (previous_in_front) {
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vec_pos_to_closest(0) = _prev_pos_sp(0) - _pos(0);
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vec_pos_to_closest(1) = _prev_pos_sp(1) - _pos(1);
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}
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/* if current setpoint is behind just go directly to current setpoint */
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if (current_behind) {
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/* we already passed current_sp */
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vec_pos_to_closest(0) = _curr_pos_sp(0) - _pos(0);
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vec_pos_to_closest(1) = _curr_pos_sp(1) - _pos(1);
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}
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float cruise_sp = vec_pos_to_current.length() * _params.pos_p(0);
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/* make sure that we never exceed maximum cruise speed */
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float cruise_sp = vec_pos_to_closest.length() * _params.pos_p(0);
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if (cruise_sp > get_cruising_speed_xy()) {
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cruise_sp = get_cruising_speed_xy();
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}
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pos_sp(0) = _pos(0) + vec_pos_to_closest(0) / vec_pos_to_closest.length() * cruise_sp / _params.pos_p(0);
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pos_sp(1) = _pos(1) + vec_pos_to_closest(1) / vec_pos_to_closest.length() * cruise_sp / _params.pos_p(1);
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/* if we close to closest point then just go to closest point */
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if (vec_pos_to_closest.length() > 0.1f) {
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pos_sp(0) = _pos(0) + vec_pos_to_closest(0) / vec_pos_to_closest.length() * cruise_sp / _params.pos_p(0);
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pos_sp(1) = _pos(1) + vec_pos_to_closest(1) / vec_pos_to_closest.length() * cruise_sp / _params.pos_p(1);
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} else {
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pos_sp(0) = closest_point(0);
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pos_sp(1) = closest_point(0);
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}
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}
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}
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@ -1557,6 +1594,14 @@ void MulticopterPositionControl::control_auto(float dt)
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_vel_max_xy = get_cruising_speed_xy();
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}
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/* insanity check */
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if (!(PX4_ISFINITE(_pos_sp(0)) && PX4_ISFINITE(_pos_sp(1)) &&
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PX4_ISFINITE(_pos_sp(2)))) {
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PX4_WARN("Auto: Position setpoint not finite");
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_pos_sp = _pos;
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}
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/* update yaw setpoint if needed */
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if (_pos_sp_triplet.current.yawspeed_valid
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&& _pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_FOLLOW_TARGET) {
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@ -1609,6 +1654,7 @@ void MulticopterPositionControl::control_auto(float dt)
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_vel_sp.zero();
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_run_pos_control = false;
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_run_alt_control = false;
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}
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}
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