PX4-Autopilot/src/lib/control_allocation/ControlAllocationSequentialDesaturation.cpp

235 lines
7.8 KiB
C++

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/**
* @file ControlAllocationSequentialDesaturation.cpp
*
* @author Roman Bapst <bapstroman@gmail.com>
* @author Beat Küng <beat-kueng@gmx.net>
*/
#include "ControlAllocationSequentialDesaturation.hpp"
void
ControlAllocationSequentialDesaturation::allocate()
{
//Compute new gains if needed
updatePseudoInverse();
_prev_actuator_sp = _actuator_sp;
switch (_param_mc_airmode.get()) {
case 1:
mixAirmodeRP();
break;
case 2:
mixAirmodeRPY();
break;
default:
mixAirmodeDisabled();
break;
}
}
void ControlAllocationSequentialDesaturation::desaturateActuators(
ActuatorVector &actuator_sp,
const ActuatorVector &desaturation_vector, bool increase_only)
{
float gain = computeDesaturationGain(desaturation_vector, actuator_sp);
if (increase_only && gain < 0.f) {
return;
}
for (int i = 0; i < _num_actuators; i++) {
actuator_sp(i) += gain * desaturation_vector(i);
}
gain = 0.5f * computeDesaturationGain(desaturation_vector, actuator_sp);
for (int i = 0; i < _num_actuators; i++) {
actuator_sp(i) += gain * desaturation_vector(i);
}
}
float ControlAllocationSequentialDesaturation::computeDesaturationGain(const ActuatorVector &desaturation_vector,
const ActuatorVector &actuator_sp)
{
float k_min = 0.f;
float k_max = 0.f;
for (int i = 0; i < _num_actuators; i++) {
// Do not use try to desaturate using an actuator with weak effectiveness to avoid large desaturation gains
if (fabsf(desaturation_vector(i)) < 0.2f) {
continue;
}
if (actuator_sp(i) < _actuator_min(i)) {
float k = (_actuator_min(i) - actuator_sp(i)) / desaturation_vector(i);
if (k < k_min) { k_min = k; }
if (k > k_max) { k_max = k; }
}
if (actuator_sp(i) > _actuator_max(i)) {
float k = (_actuator_max(i) - actuator_sp(i)) / desaturation_vector(i);
if (k < k_min) { k_min = k; }
if (k > k_max) { k_max = k; }
}
}
// Reduce the saturation as much as possible
return k_min + k_max;
}
void
ControlAllocationSequentialDesaturation::mixAirmodeRP()
{
// Airmode for roll and pitch, but not yaw
// Mix without yaw
ActuatorVector thrust_z;
for (int i = 0; i < _num_actuators; i++) {
_actuator_sp(i) = _actuator_trim(i) +
_mix(i, ControlAxis::ROLL) * (_control_sp(ControlAxis::ROLL) - _control_trim(ControlAxis::ROLL)) +
_mix(i, ControlAxis::PITCH) * (_control_sp(ControlAxis::PITCH) - _control_trim(ControlAxis::PITCH)) +
_mix(i, ControlAxis::THRUST_X) * (_control_sp(ControlAxis::THRUST_X) - _control_trim(ControlAxis::THRUST_X)) +
_mix(i, ControlAxis::THRUST_Y) * (_control_sp(ControlAxis::THRUST_Y) - _control_trim(ControlAxis::THRUST_Y)) +
_mix(i, ControlAxis::THRUST_Z) * (_control_sp(ControlAxis::THRUST_Z) - _control_trim(ControlAxis::THRUST_Z));
thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
}
desaturateActuators(_actuator_sp, thrust_z);
// Mix yaw independently
mixYaw();
}
void
ControlAllocationSequentialDesaturation::mixAirmodeRPY()
{
// Airmode for roll, pitch and yaw
// Do full mixing
ActuatorVector thrust_z;
ActuatorVector yaw;
for (int i = 0; i < _num_actuators; i++) {
_actuator_sp(i) = _actuator_trim(i) +
_mix(i, ControlAxis::ROLL) * (_control_sp(ControlAxis::ROLL) - _control_trim(ControlAxis::ROLL)) +
_mix(i, ControlAxis::PITCH) * (_control_sp(ControlAxis::PITCH) - _control_trim(ControlAxis::PITCH)) +
_mix(i, ControlAxis::YAW) * (_control_sp(ControlAxis::YAW) - _control_trim(ControlAxis::YAW)) +
_mix(i, ControlAxis::THRUST_X) * (_control_sp(ControlAxis::THRUST_X) - _control_trim(ControlAxis::THRUST_X)) +
_mix(i, ControlAxis::THRUST_Y) * (_control_sp(ControlAxis::THRUST_Y) - _control_trim(ControlAxis::THRUST_Y)) +
_mix(i, ControlAxis::THRUST_Z) * (_control_sp(ControlAxis::THRUST_Z) - _control_trim(ControlAxis::THRUST_Z));
thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
yaw(i) = _mix(i, ControlAxis::YAW);
}
desaturateActuators(_actuator_sp, thrust_z);
// Unsaturate yaw (in case upper and lower bounds are exceeded)
// to prioritize roll/pitch over yaw.
desaturateActuators(_actuator_sp, yaw);
}
void
ControlAllocationSequentialDesaturation::mixAirmodeDisabled()
{
// Airmode disabled: never allow to increase the thrust to unsaturate a motor
// Mix without yaw
ActuatorVector thrust_z;
ActuatorVector roll;
ActuatorVector pitch;
for (int i = 0; i < _num_actuators; i++) {
_actuator_sp(i) = _actuator_trim(i) +
_mix(i, ControlAxis::ROLL) * (_control_sp(ControlAxis::ROLL) - _control_trim(ControlAxis::ROLL)) +
_mix(i, ControlAxis::PITCH) * (_control_sp(ControlAxis::PITCH) - _control_trim(ControlAxis::PITCH)) +
_mix(i, ControlAxis::THRUST_X) * (_control_sp(ControlAxis::THRUST_X) - _control_trim(ControlAxis::THRUST_X)) +
_mix(i, ControlAxis::THRUST_Y) * (_control_sp(ControlAxis::THRUST_Y) - _control_trim(ControlAxis::THRUST_Y)) +
_mix(i, ControlAxis::THRUST_Z) * (_control_sp(ControlAxis::THRUST_Z) - _control_trim(ControlAxis::THRUST_Z));
thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
roll(i) = _mix(i, ControlAxis::ROLL);
pitch(i) = _mix(i, ControlAxis::PITCH);
}
// only reduce thrust
desaturateActuators(_actuator_sp, thrust_z, true);
// Reduce roll/pitch acceleration if needed to unsaturate
desaturateActuators(_actuator_sp, roll);
desaturateActuators(_actuator_sp, pitch);
// Mix yaw independently
mixYaw();
}
void
ControlAllocationSequentialDesaturation::mixYaw()
{
// Add yaw to outputs
ActuatorVector yaw;
ActuatorVector thrust_z;
for (int i = 0; i < _num_actuators; i++) {
_actuator_sp(i) += _mix(i, ControlAxis::YAW) * (_control_sp(ControlAxis::YAW) - _control_trim(ControlAxis::YAW));
yaw(i) = _mix(i, ControlAxis::YAW);
thrust_z(i) = _mix(i, ControlAxis::THRUST_Z);
}
// Change yaw acceleration to unsaturate the outputs if needed (do not change roll/pitch),
// and allow some yaw response at maximum thrust
ActuatorVector max_prev = _actuator_max;
_actuator_max += (_actuator_max - _actuator_min) * MINIMUM_YAW_MARGIN;
desaturateActuators(_actuator_sp, yaw);
_actuator_max = max_prev;
// reduce thrust only
desaturateActuators(_actuator_sp, thrust_z, true);
}
void
ControlAllocationSequentialDesaturation::updateParameters()
{
updateParams();
}