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FlightTaskManualSmoothing: change name of method
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@ -123,8 +123,8 @@ ManualSmoothingXY::_getIntention(const matrix::Vector2f &vel_sp, const matrix::V
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* that the user demanded a direction change.
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* The detection is done in body frame. */
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/* Rotate velocity setpoint into body frame */
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matrix::Vector2f vel_sp_heading = _getInHeadingFrame(vel_sp, yaw);
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matrix::Vector2f vel_heading = _getInHeadingFrame(vel, yaw);
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matrix::Vector2f vel_sp_heading = _getWorldToHeadingFrame(vel_sp, yaw);
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matrix::Vector2f vel_heading = _getWorldToHeadingFrame(vel, yaw);
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if (vel_sp_heading.length() > FLT_EPSILON) {
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vel_sp_heading.normalize();
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@ -250,7 +250,7 @@ ManualSmoothingXY::_velocitySlewRate(matrix::Vector2f &vel_sp, const float dt)
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}
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matrix::Vector2f
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ManualSmoothingXY::_getInHeadingFrame(const matrix::Vector2f &vec, const float &yaw)
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ManualSmoothingXY::_getWorldToHeadingFrame(const matrix::Vector2f &vec, const float &yaw)
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{
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matrix::Quatf q_yaw = matrix::AxisAnglef(matrix::Vector3f(0.0f, 0.0f, 1.0f), yaw);
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@ -259,10 +259,10 @@ ManualSmoothingXY::_getInHeadingFrame(const matrix::Vector2f &vec, const float &
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}
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matrix::Vector2f
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ManualSmoothingXY::_getInWorldFrame(const matrix::Vector2f &vec, const float &yaw)
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ManualSmoothingXY::_getHeadingToWorldFrame(const matrix::Vector2f &vec, const float &yaw)
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{
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matrix::Quatf q_yaw = matrix::AxisAnglef(matrix::Vector3f(0.0f, 0.0f, 1.0f), yaw);
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matrix::Vector3f vec_heading = q_yaw.conjugate(matrix::Vector3f(vec(0), vec(1), 0.0f));
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return matrix::Vector2f(&vec_heading(0));
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matrix::Vector3f vec_world = q_yaw.conjugate(matrix::Vector3f(vec(0), vec(1), 0.0f));
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return matrix::Vector2f(&vec_world(0));
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}
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@ -116,7 +116,7 @@ private:
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void _getStateAcceleration(const matrix::Vector2f &vel_sp, const matrix::Vector2f &vel, const Intention &intention,
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const float dt);
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void _velocitySlewRate(matrix::Vector2f &vel_sp, const float dt);
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matrix::Vector2f _getInHeadingFrame(const matrix::Vector2f &vec, const float &yaw) ;
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matrix::Vector2f _getInWorldFrame(const matrix::Vector2f &vec, const float &yaw);
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matrix::Vector2f _getWorldToHeadingFrame(const matrix::Vector2f &vec, const float &yaw) ;
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matrix::Vector2f _getHeadingToWorldFrame(const matrix::Vector2f &vec, const float &yaw);
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};
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