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PX4-Autopilot/src/modules/mc_pos_control/PositionControl/PositionControl.cpp
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2023-08-31 16:56:08 -04:00

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/**
* @file PositionControl.cpp
*/
#include "PositionControl.hpp"
#include "ControlMath.hpp"
#include <float.h>
#include <mathlib/mathlib.h>
#include <px4_platform_common/defines.h>
#include <geo/geo.h>
using namespace matrix;
const trajectory_setpoint_s PositionControl::empty_trajectory_setpoint = {0, {NAN, NAN, NAN}, {NAN, NAN, NAN}, {NAN, NAN, NAN}, {NAN, NAN, NAN}, NAN, NAN};
void PositionControl::setVelocityGains(const Vector3f &P, const Vector3f &I, const Vector3f &D)
{
_gain_vel_p = P;
_gain_vel_i = I;
_gain_vel_d = D;
}
void PositionControl::setVelocityLimits(const float vel_horizontal, const float vel_up, const float vel_down)
{
_lim_vel_horizontal = vel_horizontal;
_lim_vel_up = vel_up;
_lim_vel_down = vel_down;
}
void PositionControl::setThrustLimits(const float min, const float max)
{
// make sure there's always enough thrust vector length to infer the attitude
_lim_thr_min = math::max(min, 10e-4f);
_lim_thr_max = max;
}
void PositionControl::setHorizontalThrustMargin(const float margin)
{
_lim_thr_xy_margin = margin;
}
void PositionControl::updateHoverThrust(const float hover_thrust_new)
{
// Given that the equation for thrust is T = a_sp * Th / g - Th
// with a_sp = desired acceleration, Th = hover thrust and g = gravity constant,
// we want to find the acceleration that needs to be added to the integrator in order obtain
// the same thrust after replacing the current hover thrust by the new one.
// T' = T => a_sp' * Th' / g - Th' = a_sp * Th / g - Th
// so a_sp' = (a_sp - g) * Th / Th' + g
// we can then add a_sp' - a_sp to the current integrator to absorb the effect of changing Th by Th'
const float previous_hover_thrust = _hover_thrust;
setHoverThrust(hover_thrust_new);
_vel_int(2) += (_acc_sp(2) - CONSTANTS_ONE_G) * previous_hover_thrust / _hover_thrust
+ CONSTANTS_ONE_G - _acc_sp(2);
}
void PositionControl::setState(const PositionControlStates &states)
{
_pos = states.position;
_vel = states.velocity;
_yaw = states.yaw;
_vel_dot = states.acceleration;
}
void PositionControl::setInputSetpoint(const trajectory_setpoint_s &setpoint)
{
_pos_sp = Vector3f(setpoint.position);
_vel_sp = Vector3f(setpoint.velocity);
_acc_sp = Vector3f(setpoint.acceleration);
_yaw_sp = setpoint.yaw;
_yawspeed_sp = setpoint.yawspeed;
}
bool PositionControl::update(const float dt)
{
bool valid = _inputValid();
if (valid) {
_positionControl();
_velocityControl(dt);
_yawspeed_sp = PX4_ISFINITE(_yawspeed_sp) ? _yawspeed_sp : 0.f;
_yaw_sp = PX4_ISFINITE(_yaw_sp) ? _yaw_sp : _yaw; // TODO: better way to disable yaw control
}
// There has to be a valid output acceleration and thrust setpoint otherwise something went wrong
return valid && _acc_sp.isAllFinite() && _thr_sp.isAllFinite();
}
void PositionControl::_positionControl()
{
// P-position controller
Vector3f vel_sp_position = (_pos_sp - _pos).emult(_gain_pos_p);
// Position and feed-forward velocity setpoints or position states being NAN results in them not having an influence
ControlMath::addIfNotNanVector3f(_vel_sp, vel_sp_position);
// make sure there are no NAN elements for further reference while constraining
ControlMath::setZeroIfNanVector3f(vel_sp_position);
// Constrain horizontal velocity by prioritizing the velocity component along the
// the desired position setpoint over the feed-forward term.
_vel_sp.xy() = ControlMath::constrainXY(vel_sp_position.xy(), (_vel_sp - vel_sp_position).xy(), _lim_vel_horizontal);
// Constrain velocity in z-direction.
_vel_sp(2) = math::constrain(_vel_sp(2), -_lim_vel_up, _lim_vel_down);
}
void PositionControl::_velocityControl(const float dt)
{
// Constrain vertical velocity integral
_vel_int(2) = math::constrain(_vel_int(2), -CONSTANTS_ONE_G, CONSTANTS_ONE_G);
// PID velocity control
Vector3f vel_error = _vel_sp - _vel;
Vector3f acc_sp_velocity = vel_error.emult(_gain_vel_p) + _vel_int - _vel_dot.emult(_gain_vel_d);
// No control input from setpoints or corresponding states which are NAN
ControlMath::addIfNotNanVector3f(_acc_sp, acc_sp_velocity);
_accelerationControl();
// Integrator anti-windup in vertical direction
if ((_thr_sp(2) >= -_lim_thr_min && vel_error(2) >= 0.f) ||
(_thr_sp(2) <= -_lim_thr_max && vel_error(2) <= 0.f)) {
vel_error(2) = 0.f;
}
// Prioritize vertical control while keeping a horizontal margin
const Vector2f thrust_sp_xy(_thr_sp);
const float thrust_sp_xy_norm = thrust_sp_xy.norm();
const float thrust_max_squared = math::sq(_lim_thr_max);
// Determine how much vertical thrust is left keeping horizontal margin
const float allocated_horizontal_thrust = math::min(thrust_sp_xy_norm, _lim_thr_xy_margin);
const float thrust_z_max_squared = thrust_max_squared - math::sq(allocated_horizontal_thrust);
// Saturate maximal vertical thrust
_thr_sp(2) = math::max(_thr_sp(2), -sqrtf(thrust_z_max_squared));
// Determine how much horizontal thrust is left after prioritizing vertical control
const float thrust_max_xy_squared = thrust_max_squared - math::sq(_thr_sp(2));
float thrust_max_xy = 0.f;
if (thrust_max_xy_squared > 0.f) {
thrust_max_xy = sqrtf(thrust_max_xy_squared);
}
// Saturate thrust in horizontal direction
if (thrust_sp_xy_norm > thrust_max_xy) {
_thr_sp.xy() = thrust_sp_xy / thrust_sp_xy_norm * thrust_max_xy;
}
// Use tracking Anti-Windup for horizontal direction: during saturation, the integrator is used to unsaturate the output
// see Anti-Reset Windup for PID controllers, L.Rundqwist, 1990
const Vector2f acc_sp_xy_produced = Vector2f(_thr_sp) * (CONSTANTS_ONE_G / _hover_thrust);
const float arw_gain = 2.f / _gain_vel_p(0);
// The produced acceleration can be greater or smaller than the desired acceleration due to the saturations and the actual vertical thrust (computed independently).
// The ARW loop needs to run if the signal is saturated only.
const Vector2f acc_sp_xy = _acc_sp.xy();
const Vector2f acc_limited_xy = (acc_sp_xy.norm_squared() > acc_sp_xy_produced.norm_squared())
? acc_sp_xy_produced
: acc_sp_xy;
vel_error.xy() = Vector2f(vel_error) - arw_gain * (acc_sp_xy - acc_limited_xy);
// Make sure integral doesn't get NAN
ControlMath::setZeroIfNanVector3f(vel_error);
// Update integral part of velocity control
_vel_int += vel_error.emult(_gain_vel_i) * dt;
}
void PositionControl::_accelerationControl()
{
// Assume standard acceleration due to gravity in vertical direction for attitude generation
Vector3f body_z = Vector3f(-_acc_sp(0), -_acc_sp(1), CONSTANTS_ONE_G).normalized();
ControlMath::limitTilt(body_z, Vector3f(0, 0, 1), _lim_tilt);
// Scale thrust assuming hover thrust produces standard gravity
float collective_thrust = _acc_sp(2) * (_hover_thrust / CONSTANTS_ONE_G) - _hover_thrust;
// Project thrust to planned body attitude
collective_thrust /= (Vector3f(0, 0, 1).dot(body_z));
collective_thrust = math::min(collective_thrust, -_lim_thr_min);
_thr_sp = body_z * collective_thrust;
}
bool PositionControl::_inputValid()
{
bool valid = true;
// Every axis x, y, z needs to have some setpoint
for (int i = 0; i <= 2; i++) {
valid = valid && (PX4_ISFINITE(_pos_sp(i)) || PX4_ISFINITE(_vel_sp(i)) || PX4_ISFINITE(_acc_sp(i)));
}
// x and y input setpoints always have to come in pairs
valid = valid && (PX4_ISFINITE(_pos_sp(0)) == PX4_ISFINITE(_pos_sp(1)));
valid = valid && (PX4_ISFINITE(_vel_sp(0)) == PX4_ISFINITE(_vel_sp(1)));
valid = valid && (PX4_ISFINITE(_acc_sp(0)) == PX4_ISFINITE(_acc_sp(1)));
// For each controlled state the estimate has to be valid
for (int i = 0; i <= 2; i++) {
if (PX4_ISFINITE(_pos_sp(i))) {
valid = valid && PX4_ISFINITE(_pos(i));
}
if (PX4_ISFINITE(_vel_sp(i))) {
valid = valid && PX4_ISFINITE(_vel(i)) && PX4_ISFINITE(_vel_dot(i));
}
}
return valid;
}
void PositionControl::getLocalPositionSetpoint(vehicle_local_position_setpoint_s &local_position_setpoint) const
{
local_position_setpoint.x = _pos_sp(0);
local_position_setpoint.y = _pos_sp(1);
local_position_setpoint.z = _pos_sp(2);
local_position_setpoint.yaw = _yaw_sp;
local_position_setpoint.yawspeed = _yawspeed_sp;
local_position_setpoint.vx = _vel_sp(0);
local_position_setpoint.vy = _vel_sp(1);
local_position_setpoint.vz = _vel_sp(2);
_acc_sp.copyTo(local_position_setpoint.acceleration);
_thr_sp.copyTo(local_position_setpoint.thrust);
}
void PositionControl::getAttitudeSetpoint(vehicle_attitude_setpoint_s &attitude_setpoint) const
{
ControlMath::thrustToAttitude(_thr_sp, _yaw_sp, attitude_setpoint);
attitude_setpoint.yaw_sp_move_rate = _yawspeed_sp;
}