531 lines
16 KiB
C++

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*
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/**
* @file ControlMath.cpp
*/
#include "ControlMath.hpp"
#include <px4_platform_common/defines.h>
#include <float.h>
#include <mathlib/mathlib.h>
using namespace matrix;
namespace ControlMath
{
void thrustToAttitude(const Vector3f &thr_sp, const float yaw_sp, const matrix::Quatf &att, const int omni_att_mode,
const float omni_dfc_max_thrust, float &omni_att_tilt_angle, float &omni_att_tilt_dir,
float &omni_att_roll, float &omni_att_pitch, int omni_proj_axes, vehicle_attitude_setpoint_s &att_sp)
{
// Print an error if the omni_att_mode parameter is out of range
if (omni_att_mode > 6 || omni_att_mode < 0) {
PX4_ERR("OMNI_ATT_MODE parameter set to unknown value!");
}
switch (omni_att_mode) {
case 1: // Attitude is set to the minimum roll and pitch (used for omnidirectional vehicles)
thrustToMinTiltAttitude(thr_sp, yaw_sp, omni_dfc_max_thrust, att, omni_proj_axes, att_sp);
break;
case 2: // Attitude is set to the fixed zero roll and pitch (used for omnidirectional vehicles)
thrustToZeroTiltAttitude(thr_sp, yaw_sp, att, omni_proj_axes, att_sp);
break;
case 3: { // Attitude is set to a fixed tilt at a fixed global direction (used for omnidirectional vehicles)
thrustToFixedTiltAttitude(thr_sp, yaw_sp, att, omni_att_tilt_angle, omni_att_tilt_dir, omni_proj_axes, att_sp);
break;
}
case 4: { // Attitude is set to a fixed roll and pitch (used for omnidirectional vehicles)
thrustToFixedRollPitch(thr_sp, yaw_sp, att, omni_att_roll, omni_att_pitch, omni_proj_axes, att_sp);
break;
}
default: // Attitude is calculated from the desired thrust direction
bodyzToAttitude(-thr_sp, yaw_sp, att_sp);
att_sp.thrust_body[2] = -thr_sp.length();
}
// Estimate the optimal tilt angle and direction to counteract the wind
if (omni_att_mode == 5) {
// Calculate the tilt angle
omni_att_tilt_angle = asinf(Vector2f(thr_sp(0), thr_sp(1)).norm() / thr_sp.norm());
// Calculate the tilt direction
omni_att_tilt_dir = atan2f(thr_sp(1), thr_sp(0));
// Set the roll angle
omni_att_roll = att_sp.roll_body;
// Set the pitch angle
omni_att_pitch = att_sp.pitch_body;
}
}
void bodyzToAttitude(Vector3f body_z, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp)
{
// zero vector, no direction, set safe level value
if (body_z.norm_squared() < FLT_EPSILON) {
body_z(2) = 1.f;
}
body_z.normalize();
// vector of desired yaw direction in XY plane, rotated by PI/2
Vector3f y_C(-sinf(yaw_sp), cosf(yaw_sp), 0.0f);
// desired body_x axis, orthogonal to body_z
Vector3f body_x = y_C % body_z;
// keep nose to front while inverted upside down
if (body_z(2) < 0.0f) {
body_x = -body_x;
}
if (fabsf(body_z(2)) < 0.000001f) {
// desired thrust is in XY plane, set X downside to construct correct matrix,
// but yaw component will not be used actually
body_x.zero();
body_x(2) = 1.0f;
}
body_x.normalize();
// desired body_y axis
Vector3f body_y = body_z % body_x;
Dcmf R_sp;
// fill rotation matrix
for (int i = 0; i < 3; i++) {
R_sp(i, 0) = body_x(i);
R_sp(i, 1) = body_y(i);
R_sp(i, 2) = body_z(i);
}
// copy quaternion setpoint to attitude setpoint topic
Quatf q_sp = R_sp;
q_sp.copyTo(att_sp.q_d);
att_sp.q_d_valid = true;
// calculate euler angles, for logging only, must not be used for control
Eulerf euler = R_sp;
att_sp.roll_body = euler(0);
att_sp.pitch_body = euler(1);
att_sp.yaw_body = euler(2);
}
void thrustToZeroTiltAttitude(const Vector3f &thr_sp, const float yaw_sp, const matrix::Quatf &att, int omni_proj_axes,
vehicle_attitude_setpoint_s &att_sp)
{
// set Z axis to upward direction
Vector3f body_z = Vector3f(0.f, 0.f, 1.f);
// desired body_x and body_y axis
Vector3f body_x = Vector3f(cos(yaw_sp), sin(yaw_sp), 0.0f);
Vector3f body_y = Vector3f(-sinf(yaw_sp), cosf(yaw_sp), 0.0f);
Dcmf R_sp;
// fill rotation matrix
for (int i = 0; i < 3; i++) {
R_sp(i, 0) = body_x(i);
R_sp(i, 1) = body_y(i);
R_sp(i, 2) = body_z(i);
}
// copy quaternion setpoint to attitude setpoint topic
Quatf q_sp = R_sp;
q_sp.copyTo(att_sp.q_d);
att_sp.q_d_valid = true;
// set the euler angles, for logging only, must not be used for control
att_sp.roll_body = 0;
att_sp.pitch_body = 0;
att_sp.yaw_body = yaw_sp;
if (omni_proj_axes == 1) { // if thrust is projected on the current attitude
matrix::Dcmf R_body = att;
for (int i = 0; i < 3; i++) {
body_x(i) = R_body(i, 0);
body_y(i) = R_body(i, 1);
body_z(i) = R_body(i, 2);
}
}
att_sp.thrust_body[0] = thr_sp.dot(body_x);
att_sp.thrust_body[1] = thr_sp.dot(body_y);
att_sp.thrust_body[2] = thr_sp.dot(body_z);
}
void thrustToMinTiltAttitude(const Vector3f &thr_sp, const float yaw_sp, const float omni_dfc_max_thrust,
const matrix::Quatf &att, int omni_proj_axes, vehicle_attitude_setpoint_s &att_sp)
{
Vector3f body_z;
float lambda = 0.f; // the minimum tilt angle
// zero vector, no direction, set safe level value
if (thr_sp.norm_squared() < FLT_EPSILON) {
body_z(2) = 1.f;
} else {
// Check if the horizontal force is less than the maximum possible
Vector2f thr_sp_h(thr_sp(0), thr_sp(1));
if (thr_sp_h.norm() <= omni_dfc_max_thrust) {
thrustToZeroTiltAttitude(thr_sp, yaw_sp, att, omni_proj_axes, att_sp);
return;
}
// Calculate the tilt angle
float thr_sp_norm = thr_sp.norm();
float xi = asinf(Vector2f(thr_sp(0),
thr_sp(1)).norm() / thr_sp_norm); // angle between upward direction and the desired thrust
float mu = asinf(omni_dfc_max_thrust / thr_sp_norm); // angle between the Z thrust and the desired thrust
lambda = xi - mu; // the desired tilt angle
// Calculate the direction of the body Z axis
Vector3f v_hat(0.f, 0.f, -1.f); // upward direction
Vector3f p_hat = v_hat % thr_sp; // the axis of rotation for lambda
p_hat.normalize();
body_z = -(1 - cosf(lambda)) * p_hat * (p_hat.dot(v_hat)) + cosf(lambda) * v_hat - sinf(lambda) *
(v_hat % p_hat); // Rodrigues' rotation formula
body_z = -body_z;
}
// vector of desired yaw direction in XY plane, rotated by PI/2
Vector3f y_C(-sinf(yaw_sp), cosf(yaw_sp), 0.0f);
// desired body_x axis, orthogonal to body_z
Vector3f body_x = y_C % body_z;
// keep nose to front while inverted upside down
if (body_z(2) < 0.0f) {
body_x = -body_x;
}
if (fabsf(body_z(2)) < 0.000001f) {
// desired thrust is in XY plane, set X downside to construct correct matrix,
// but yaw component will not be used actually
body_x.zero();
body_x(2) = 1.0f;
}
body_x.normalize();
// desired body_y axis
Vector3f body_y = body_z % body_x;
Dcmf R_sp;
// fill rotation matrix
for (int i = 0; i < 3; i++) {
R_sp(i, 0) = body_x(i);
R_sp(i, 1) = body_y(i);
R_sp(i, 2) = body_z(i);
}
// copy quaternion setpoint to attitude setpoint topic
Quatf q_sp = R_sp;
q_sp.copyTo(att_sp.q_d);
att_sp.q_d_valid = true;
// calculate euler angles, for logging only, must not be used for control
Eulerf euler = R_sp;
att_sp.roll_body = euler(0);
att_sp.pitch_body = euler(1);
att_sp.yaw_body = euler(2);
if (omni_proj_axes == 1) { // if thrust is projected on the current attitude
matrix::Dcmf R_body = att;
for (int i = 0; i < 3; i++) {
body_x(i) = R_body(i, 0);
body_y(i) = R_body(i, 1);
body_z(i) = R_body(i, 2);
}
}
// Calculate the direct force vector
float f_eff_z = -(omni_dfc_max_thrust * tanf(lambda) + thr_sp(2) / cosf(lambda));
Vector2f f_eff_h(thr_sp.dot(body_x), thr_sp.dot(body_y));
// Prevent the division by zero
float f_norm = f_eff_h.norm();
if (f_norm > 0.0001f) {
f_eff_h = f_eff_h / f_eff_h.norm() * omni_dfc_max_thrust;
} else {
f_eff_h.zero();
}
att_sp.thrust_body[0] = f_eff_h(0);
att_sp.thrust_body[1] = f_eff_h(1);
att_sp.thrust_body[2] = -f_eff_z;
}
void thrustToFixedTiltAttitude(const Vector3f &thr_sp, const float yaw_sp, const matrix::Quatf &att,
const float tilt_angle, const float tilt_dir,
int omni_proj_axes, vehicle_attitude_setpoint_s &att_sp)
{
Vector3f body_z;
// zero vector, no direction, set safe level value
if (thr_sp.norm_squared() < FLT_EPSILON) {
body_z(2) = 1.f;
} else {
// Calculate the direction of the body Z axis
Vector3f v_hat(0.f, 0.f, -1.f); // upward direction
// vector of desired yaw direction in XY plane, rotated by PI/2
Vector3f kappa_C(cosf(tilt_dir), sinf(tilt_dir), 0.0f);
Vector3f p_hat = v_hat % kappa_C; // the axis of rotation for tilt_angle
p_hat.normalize();
body_z = -(1 - cosf(tilt_angle)) * p_hat * (p_hat.dot(v_hat)) + cosf(tilt_angle) * v_hat - sinf(tilt_angle) *
(v_hat % p_hat); // Rodrigues' rotation formula
body_z = -body_z;
}
// vector of desired yaw direction in XY plane, rotated by PI/2
Vector3f y_C(-sinf(yaw_sp), cosf(yaw_sp), 0.0f);
// desired body_x axis, orthogonal to body_z
Vector3f body_x = y_C % body_z;
// keep nose to front while inverted upside down
if (body_z(2) < 0.0f) {
body_x = -body_x;
}
if (fabsf(body_z(2)) < 0.000001f) {
// desired thrust is in XY plane, set X downside to construct correct matrix,
// but yaw component will not be used actually
body_x.zero();
body_x(2) = 1.0f;
}
body_x.normalize();
// desired body_y axis
Vector3f body_y = body_z % body_x;
Dcmf R_sp;
// fill rotation matrix
for (int i = 0; i < 3; i++) {
R_sp(i, 0) = body_x(i);
R_sp(i, 1) = body_y(i);
R_sp(i, 2) = body_z(i);
}
// copy quaternion setpoint to attitude setpoint topic
Quatf q_sp = R_sp;
q_sp.copyTo(att_sp.q_d);
att_sp.q_d_valid = true;
// calculate euler angles, for logging only, must not be used for control
Eulerf euler = R_sp;
att_sp.roll_body = euler(0);
att_sp.pitch_body = euler(1);
att_sp.yaw_body = euler(2);
if (omni_proj_axes == 1) { // if thrust is projected on the current attitude
matrix::Dcmf R_body = att;
for (int i = 0; i < 3; i++) {
body_x(i) = R_body(i, 0);
body_y(i) = R_body(i, 1);
body_z(i) = R_body(i, 2);
}
}
att_sp.thrust_body[0] = thr_sp.dot(body_x);
att_sp.thrust_body[1] = thr_sp.dot(body_y);
att_sp.thrust_body[2] = thr_sp.dot(body_z);
}
void thrustToFixedRollPitch(const matrix::Vector3f &thr_sp, const float yaw_sp, const matrix::Quatf &att,
const float roll_angle, const float pitch_angle, int omni_proj_axes, vehicle_attitude_setpoint_s &att_sp)
{
Eulerf euler_cmd(roll_angle, pitch_angle, yaw_sp);
Quatf q_sp = euler_cmd;
q_sp.copyTo(att_sp.q_d);
// calculate euler angles, for logging only, must not be used for control
att_sp.roll_body = roll_angle;
att_sp.pitch_body = pitch_angle;
att_sp.yaw_body = yaw_sp;
matrix::Dcmf R_body;
if (omni_proj_axes == 0) { // if thrust is projected onm the commanded attitude
R_body = q_sp;
} else if (omni_proj_axes == 1) { // if thrust is projected on the current attitude
R_body = att;
}
Vector3f body_x, body_y, body_z;
for (int i = 0; i < 3; i++) {
body_x(i) = R_body(i, 0);
body_y(i) = R_body(i, 1);
body_z(i) = R_body(i, 2);
}
att_sp.thrust_body[0] = thr_sp.dot(body_x);
att_sp.thrust_body[1] = thr_sp.dot(body_y);
att_sp.thrust_body[2] = thr_sp.dot(body_z);
}
Vector2f constrainXY(const Vector2f &v0, const Vector2f &v1, const float &max)
{
if (Vector2f(v0 + v1).norm() <= max) {
// vector does not exceed maximum magnitude
return v0 + v1;
} else if (v0.length() >= max) {
// the magnitude along v0, which has priority, already exceeds maximum.
return v0.normalized() * max;
} else if (fabsf(Vector2f(v1 - v0).norm()) < 0.001f) {
// the two vectors are equal
return v0.normalized() * max;
} else if (v0.length() < 0.001f) {
// the first vector is 0.
return v1.normalized() * max;
} else {
// vf = final vector with ||vf|| <= max
// s = scaling factor
// u1 = unit of v1
// vf = v0 + v1 = v0 + s * u1
// constraint: ||vf|| <= max
//
// solve for s: ||vf|| = ||v0 + s * u1|| <= max
//
// Derivation:
// For simplicity, replace v0 -> v, u1 -> u
// v0(0/1/2) -> v0/1/2
// u1(0/1/2) -> u0/1/2
//
// ||v + s * u||^2 = (v0+s*u0)^2+(v1+s*u1)^2+(v2+s*u2)^2 = max^2
// v0^2+2*s*u0*v0+s^2*u0^2 + v1^2+2*s*u1*v1+s^2*u1^2 + v2^2+2*s*u2*v2+s^2*u2^2 = max^2
// s^2*(u0^2+u1^2+u2^2) + s*2*(u0*v0+u1*v1+u2*v2) + (v0^2+v1^2+v2^2-max^2) = 0
//
// quadratic equation:
// -> s^2*a + s*b + c = 0 with solution: s1/2 = (-b +- sqrt(b^2 - 4*a*c))/(2*a)
//
// b = 2 * u.dot(v)
// a = 1 (because u is normalized)
// c = (v0^2+v1^2+v2^2-max^2) = -max^2 + ||v||^2
//
// sqrt(b^2 - 4*a*c) =
// sqrt(4*u.dot(v)^2 - 4*(||v||^2 - max^2)) = 2*sqrt(u.dot(v)^2 +- (||v||^2 -max^2))
//
// s1/2 = ( -2*u.dot(v) +- 2*sqrt(u.dot(v)^2 - (||v||^2 -max^2)) / 2
// = -u.dot(v) +- sqrt(u.dot(v)^2 - (||v||^2 -max^2))
// m = u.dot(v)
// s = -m + sqrt(m^2 - c)
//
//
//
// notes:
// - s (=scaling factor) needs to be positive
// - (max - ||v||) always larger than zero, otherwise it never entered this if-statement
Vector2f u1 = v1.normalized();
float m = u1.dot(v0);
float c = v0.dot(v0) - max * max;
float s = -m + sqrtf(m * m - c);
return v0 + u1 * s;
}
}
bool cross_sphere_line(const Vector3f &sphere_c, const float sphere_r,
const Vector3f &line_a, const Vector3f &line_b, Vector3f &res)
{
// project center of sphere on line normalized AB
Vector3f ab_norm = line_b - line_a;
if (ab_norm.length() < 0.01f) {
return true;
}
ab_norm.normalize();
Vector3f d = line_a + ab_norm * ((sphere_c - line_a) * ab_norm);
float cd_len = (sphere_c - d).length();
if (sphere_r > cd_len) {
// we have triangle CDX with known CD and CX = R, find DX
float dx_len = sqrtf(sphere_r * sphere_r - cd_len * cd_len);
if ((sphere_c - line_b) * ab_norm > 0.0f) {
// target waypoint is already behind us
res = line_b;
} else {
// target is in front of us
res = d + ab_norm * dx_len; // vector A->B on line
}
return true;
} else {
// have no roots, return D
res = d; // go directly to line
// previous waypoint is still in front of us
if ((sphere_c - line_a) * ab_norm < 0.0f) {
res = line_a;
}
// target waypoint is already behind us
if ((sphere_c - line_b) * ab_norm > 0.0f) {
res = line_b;
}
return false;
}
}
}