/**************************************************************************** * * Copyright (C) 2018 - 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. * ****************************************************************************/ /** * @file ControlMath.hpp * * Simple functions for vector manipulation that do not fit into matrix lib. * These functions are specific for controls. */ #pragma once #include #include namespace ControlMath { /** * Converts thrust vector and yaw set-point to a desired attitude. * @param thr_sp desired 3D thrust vector * @param yaw_sp the desired yaw * @param att_sp attitude setpoint to fill */ void thrustToAttitude(const matrix::Vector3f &thr_sp, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp); /** * Converts a body z vector and yaw set-point to a desired attitude. * @param body_z a world frame 3D vector in direction of the desired body z axis * @param yaw_sp the desired yaw setpoint * @param att_sp attitude setpoint to fill */ void bodyzToAttitude(matrix::Vector3f body_z, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp); /** * Outputs the sum of two vectors but respecting the limits and priority. * The sum of two vectors are constraint such that v0 has priority over v1. * This means that if the length of (v0+v1) exceeds max, then it is constraint such * that v0 has priority. * * @param v0 a 2D vector that has priority given the maximum available magnitude. * @param v1 a 2D vector that less priority given the maximum available magnitude. * @return 2D vector */ matrix::Vector2f constrainXY(const matrix::Vector2f &v0, const matrix::Vector2f &v1, const float &max); /** * This method was used for smoothing the corners along two lines. * * @param sphere_c * @param sphere_r * @param line_a * @param line_b * @param res * return boolean * * Note: this method is not used anywhere and first requires review before usage. */ bool cross_sphere_line(const matrix::Vector3f &sphere_c, const float sphere_r, const matrix::Vector3f &line_a, const matrix::Vector3f &line_b, matrix::Vector3f &res); /** * Adds e.g. feed-forward to the setpoint making sure existing or added NANs have no influence on control. * This function is udeful to support all the different setpoint combinations of position, velocity, acceleration with NAN representing an uncommited value. * @param setpoint existing possibly NAN setpoint to add to * @param addition value/NAN to add to the setpoint */ void addIfNotNan(float &setpoint, const float addition); /** * _addIfNotNan for Vector3f treating each element individually * @see _addIfNotNan */ void addIfNotNanVector3f(matrix::Vector3f &setpoint, const matrix::Vector3f &addition); /** * Overwrites elements of a Vector3f which are NaN with zero * @param vector possibly containing NAN elements */ void setZeroIfNanVector3f(matrix::Vector3f &vector); }