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235 lines
7.8 KiB
C++
235 lines
7.8 KiB
C++
/****************************************************************************
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*
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* Copyright (c) 2019 PX4 Development Team. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name PX4 nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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/**
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* @file ControlAllocationSequentialDesaturation.cpp
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*
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* @author Roman Bapst <bapstroman@gmail.com>
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* @author Beat Küng <beat-kueng@gmx.net>
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*/
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#include "ControlAllocationSequentialDesaturation.hpp"
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void
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ControlAllocationSequentialDesaturation::allocate()
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{
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//Compute new gains if needed
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updatePseudoInverse();
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_prev_actuator_sp = _actuator_sp;
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switch (_param_mc_airmode.get()) {
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case 1:
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mixAirmodeRP();
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break;
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case 2:
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mixAirmodeRPY();
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break;
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default:
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mixAirmodeDisabled();
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break;
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}
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}
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void ControlAllocationSequentialDesaturation::desaturateActuators(
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ActuatorVector &actuator_sp,
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const ActuatorVector &desaturation_vector, bool increase_only)
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{
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float gain = computeDesaturationGain(desaturation_vector, actuator_sp);
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if (increase_only && gain < 0.f) {
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return;
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}
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for (int i = 0; i < _num_actuators; i++) {
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actuator_sp(i) += gain * desaturation_vector(i);
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}
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gain = 0.5f * computeDesaturationGain(desaturation_vector, actuator_sp);
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for (int i = 0; i < _num_actuators; i++) {
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actuator_sp(i) += gain * desaturation_vector(i);
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}
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}
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float ControlAllocationSequentialDesaturation::computeDesaturationGain(const ActuatorVector &desaturation_vector,
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const ActuatorVector &actuator_sp)
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{
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float k_min = 0.f;
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float k_max = 0.f;
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for (int i = 0; i < _num_actuators; i++) {
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// Do not use try to desaturate using an actuator with weak effectiveness to avoid large desaturation gains
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if (fabsf(desaturation_vector(i)) < 0.2f) {
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continue;
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}
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if (actuator_sp(i) < _actuator_min(i)) {
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float k = (_actuator_min(i) - actuator_sp(i)) / desaturation_vector(i);
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if (k < k_min) { k_min = k; }
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if (k > k_max) { k_max = k; }
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}
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if (actuator_sp(i) > _actuator_max(i)) {
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float k = (_actuator_max(i) - actuator_sp(i)) / desaturation_vector(i);
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if (k < k_min) { k_min = k; }
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if (k > k_max) { k_max = k; }
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}
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}
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// Reduce the saturation as much as possible
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return k_min + k_max;
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}
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void
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ControlAllocationSequentialDesaturation::mixAirmodeRP()
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{
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// Airmode for roll and pitch, but not yaw
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// Mix without yaw
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ActuatorVector thrust_z;
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for (int i = 0; i < _num_actuators; i++) {
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_actuator_sp(i) = _actuator_trim(i) +
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_mix(i, ControlAxis::ROLL) * (_control_sp(ControlAxis::ROLL) - _control_trim(ControlAxis::ROLL)) +
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_mix(i, ControlAxis::PITCH) * (_control_sp(ControlAxis::PITCH) - _control_trim(ControlAxis::PITCH)) +
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_mix(i, ControlAxis::THRUST_X) * (_control_sp(ControlAxis::THRUST_X) - _control_trim(ControlAxis::THRUST_X)) +
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_mix(i, ControlAxis::THRUST_Y) * (_control_sp(ControlAxis::THRUST_Y) - _control_trim(ControlAxis::THRUST_Y)) +
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_mix(i, ControlAxis::THRUST_Z) * (_control_sp(ControlAxis::THRUST_Z) - _control_trim(ControlAxis::THRUST_Z));
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thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
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}
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desaturateActuators(_actuator_sp, thrust_z);
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// Mix yaw independently
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mixYaw();
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}
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void
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ControlAllocationSequentialDesaturation::mixAirmodeRPY()
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{
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// Airmode for roll, pitch and yaw
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// Do full mixing
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ActuatorVector thrust_z;
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ActuatorVector yaw;
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for (int i = 0; i < _num_actuators; i++) {
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_actuator_sp(i) = _actuator_trim(i) +
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_mix(i, ControlAxis::ROLL) * (_control_sp(ControlAxis::ROLL) - _control_trim(ControlAxis::ROLL)) +
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_mix(i, ControlAxis::PITCH) * (_control_sp(ControlAxis::PITCH) - _control_trim(ControlAxis::PITCH)) +
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_mix(i, ControlAxis::YAW) * (_control_sp(ControlAxis::YAW) - _control_trim(ControlAxis::YAW)) +
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_mix(i, ControlAxis::THRUST_X) * (_control_sp(ControlAxis::THRUST_X) - _control_trim(ControlAxis::THRUST_X)) +
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_mix(i, ControlAxis::THRUST_Y) * (_control_sp(ControlAxis::THRUST_Y) - _control_trim(ControlAxis::THRUST_Y)) +
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_mix(i, ControlAxis::THRUST_Z) * (_control_sp(ControlAxis::THRUST_Z) - _control_trim(ControlAxis::THRUST_Z));
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thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
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yaw(i) = _mix(i, ControlAxis::YAW);
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}
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desaturateActuators(_actuator_sp, thrust_z);
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// Unsaturate yaw (in case upper and lower bounds are exceeded)
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// to prioritize roll/pitch over yaw.
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desaturateActuators(_actuator_sp, yaw);
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}
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void
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ControlAllocationSequentialDesaturation::mixAirmodeDisabled()
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{
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// Airmode disabled: never allow to increase the thrust to unsaturate a motor
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// Mix without yaw
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ActuatorVector thrust_z;
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ActuatorVector roll;
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ActuatorVector pitch;
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for (int i = 0; i < _num_actuators; i++) {
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_actuator_sp(i) = _actuator_trim(i) +
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_mix(i, ControlAxis::ROLL) * (_control_sp(ControlAxis::ROLL) - _control_trim(ControlAxis::ROLL)) +
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_mix(i, ControlAxis::PITCH) * (_control_sp(ControlAxis::PITCH) - _control_trim(ControlAxis::PITCH)) +
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_mix(i, ControlAxis::THRUST_X) * (_control_sp(ControlAxis::THRUST_X) - _control_trim(ControlAxis::THRUST_X)) +
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_mix(i, ControlAxis::THRUST_Y) * (_control_sp(ControlAxis::THRUST_Y) - _control_trim(ControlAxis::THRUST_Y)) +
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_mix(i, ControlAxis::THRUST_Z) * (_control_sp(ControlAxis::THRUST_Z) - _control_trim(ControlAxis::THRUST_Z));
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thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
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roll(i) = _mix(i, ControlAxis::ROLL);
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pitch(i) = _mix(i, ControlAxis::PITCH);
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}
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// only reduce thrust
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desaturateActuators(_actuator_sp, thrust_z, true);
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// Reduce roll/pitch acceleration if needed to unsaturate
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desaturateActuators(_actuator_sp, roll);
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desaturateActuators(_actuator_sp, pitch);
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// Mix yaw independently
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mixYaw();
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}
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void
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ControlAllocationSequentialDesaturation::mixYaw()
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{
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// Add yaw to outputs
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ActuatorVector yaw;
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ActuatorVector thrust_z;
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for (int i = 0; i < _num_actuators; i++) {
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_actuator_sp(i) += _mix(i, ControlAxis::YAW) * (_control_sp(ControlAxis::YAW) - _control_trim(ControlAxis::YAW));
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yaw(i) = _mix(i, ControlAxis::YAW);
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thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
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}
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// Change yaw acceleration to unsaturate the outputs if needed (do not change roll/pitch),
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// and allow some yaw response at maximum thrust
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ActuatorVector max_prev = _actuator_max;
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_actuator_max += (_actuator_max - _actuator_min) * MINIMUM_YAW_MARGIN;
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desaturateActuators(_actuator_sp, yaw);
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_actuator_max = max_prev;
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// reduce thrust only
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desaturateActuators(_actuator_sp, thrust_z, true);
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}
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void
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ControlAllocationSequentialDesaturation::updateParameters()
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{
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updateParams();
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}
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