/**************************************************************************** * * Copyright (c) 2019 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. * ****************************************************************************/ #include "ManualVelocitySmoothingZ.hpp" #include #include void ManualVelocitySmoothingZ::reset(float accel, float vel, float pos) { _trajectory.reset(accel, vel, pos); resetPositionLock(); } void ManualVelocitySmoothingZ::resetPositionLock() { _position_lock_active = false; _position_setpoint_locked = NAN; } void ManualVelocitySmoothingZ::update(float dt, float velocity_target) { // Update state updateTrajectories(dt); // Set max accel/vel/jerk // Has to be done before _updateTrajDurations() updateTrajConstraints(velocity_target); // Lock or unlock position // Has to be done before _updateTrajDurations() checkPositionLock(velocity_target); // Update durations _trajectory.updateDurations(velocity_target); } void ManualVelocitySmoothingZ::updateTrajectories(float dt) { _trajectory.updateTraj(dt); _state.j = _trajectory.getCurrentJerk(); _state.a = _trajectory.getCurrentAcceleration(); _state.v = _trajectory.getCurrentVelocity(); _state.x = _trajectory.getCurrentPosition(); } void ManualVelocitySmoothingZ::updateTrajConstraints(float velocity_target) { if (velocity_target < 0.f) { // up _trajectory.setMaxAccel(_max_accel_up); _trajectory.setMaxVel(_max_vel_up); } else { // down _trajectory.setMaxAccel(_max_accel_down); _trajectory.setMaxVel(_max_vel_down); } } void ManualVelocitySmoothingZ::checkPositionLock(float velocity_target) { /** * During a position lock -> position unlock transition, we have to make sure that the velocity setpoint * is continuous. We know that the output of the position loop (part of the velocity setpoint) * will suddenly become null * and only the feedforward (generated by this flight task) will remain. * This is why the previous input of the velocity controller * is used to set current velocity of the trajectory. */ if (fabsf(_state.v) < 0.1f && fabsf(_state.a) < .2f && fabsf(velocity_target) <= FLT_EPSILON) { // Lock position _position_lock_active = true; _position_setpoint_locked = _state.x; } else { // Unlock position if (_position_lock_active) { // Start the trajectory at the current velocity setpoint _trajectory.setCurrentVelocity(_velocity_setpoint_feedback); _state.v = _velocity_setpoint_feedback; resetPositionLock(); } _trajectory.setCurrentPosition(_position_estimate); } }