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https://gitee.com/mirrors_PX4/PX4-Autopilot.git
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which takes care of limiting the lilt angle of a "body" vector with respect to a "world" vector. Both vectors have to be unit length!
257 lines
8.6 KiB
C++
257 lines
8.6 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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#include <gtest/gtest.h>
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#include <ControlMath.hpp>
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#include <px4_platform_common/defines.h>
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using namespace matrix;
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using namespace ControlMath;
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TEST(ControlMathTest, LimitTiltUnchanged)
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{
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Vector3f body = Vector3f(0.f, 0.f, 1.f).normalized();
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Vector3f body_before = body;
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, body_before);
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body = Vector3f(0.f, .1f, 1.f).normalized();
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body_before = body;
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, body_before);
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}
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TEST(ControlMathTest, LimitTiltOpposite)
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{
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Vector3f body = Vector3f(0.f, 0.f, -1.f).normalized();
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 45.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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}
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TEST(ControlMathTest, LimitTiltAlmostOpposite)
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{
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// This case doesn't trigger corner case handling but is very close to it
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Vector3f body = Vector3f(0.001f, 0.f, -1.f).normalized();
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 45.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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}
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TEST(ControlMathTest, LimitTilt45degree)
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{
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Vector3f body = Vector3f(1.f, 0.f, 0.f);
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, Vector3f(M_SQRT1_2_F, 0, M_SQRT1_2_F));
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body = Vector3f(0.f, 1.f, 0.f);
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 45.f);
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EXPECT_EQ(body, Vector3f(0.f, M_SQRT1_2_F, M_SQRT1_2_F));
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}
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TEST(ControlMathTest, LimitTilt10degree)
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{
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Vector3f body = Vector3f(1.f, 1.f, .1f).normalized();
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 10.f);
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float angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 10.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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EXPECT_FLOAT_EQ(body(0), body(1));
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body = Vector3f(1, 2, .2f);
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limitTilt(body, Vector3f(0.f, 0.f, 1.f), M_DEG_TO_RAD_F * 10.f);
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angle = acosf(body.dot(Vector3f(0.f, 0.f, 1.f)));
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EXPECT_NEAR(angle * M_RAD_TO_DEG_F, 10.f, 1e-4f);
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EXPECT_FLOAT_EQ(body.length(), 1.f);
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EXPECT_FLOAT_EQ(2.f * body(0), body(1));
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}
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TEST(ControlMathTest, ThrottleAttitudeMapping)
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{
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/* expected: zero roll, zero pitch, zero yaw, full thr mag
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* reason: thrust pointing full upward */
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Vector3f thr{0.f, 0.f, -1.f};
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float yaw = 0.f;
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vehicle_attitude_setpoint_s att{};
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thrustToAttitude(thr, yaw, att);
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EXPECT_FLOAT_EQ(att.roll_body, 0.f);
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EXPECT_FLOAT_EQ(att.pitch_body, 0.f);
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EXPECT_FLOAT_EQ(att.yaw_body, 0.f);
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EXPECT_FLOAT_EQ(att.thrust_body[2], -1.f);
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/* expected: same as before but with 90 yaw
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* reason: only yaw changed */
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yaw = M_PI_2_F;
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thrustToAttitude(thr, yaw, att);
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EXPECT_FLOAT_EQ(att.roll_body, 0.f);
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EXPECT_FLOAT_EQ(att.pitch_body, 0.f);
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EXPECT_FLOAT_EQ(att.yaw_body, M_PI_2_F);
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EXPECT_FLOAT_EQ(att.thrust_body[2], -1.f);
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/* expected: same as before but roll 180
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* reason: thrust points straight down and order Euler
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* order is: 1. roll, 2. pitch, 3. yaw */
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thr = Vector3f(0.f, 0.f, 1.f);
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thrustToAttitude(thr, yaw, att);
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EXPECT_FLOAT_EQ(att.roll_body, -M_PI_F);
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EXPECT_FLOAT_EQ(att.pitch_body, 0.f);
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EXPECT_FLOAT_EQ(att.yaw_body, M_PI_2_F);
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EXPECT_FLOAT_EQ(att.thrust_body[2], -1.f);
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}
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TEST(ControlMathTest, ConstrainXYPriorities)
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{
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const float max = 5.f;
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// v0 already at max
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Vector2f v0(max, 0.f);
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Vector2f v1(v0(1), -v0(0));
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Vector2f v_r = constrainXY(v0, v1, max);
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EXPECT_FLOAT_EQ(v_r(0), max);
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EXPECT_FLOAT_EQ(v_r(1), 0.f);
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// norm of v1 exceeds max but v0 is zero
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v0.zero();
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v_r = constrainXY(v0, v1, max);
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EXPECT_FLOAT_EQ(v_r(1), -max);
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EXPECT_FLOAT_EQ(v_r(0), 0.f);
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v0 = Vector2f(.5f, .5f);
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v1 = Vector2f(.5f, -.5f);
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v_r = constrainXY(v0, v1, max);
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const float diff = Vector2f(v_r - (v0 + v1)).length();
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EXPECT_FLOAT_EQ(diff, 0.f);
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// v0 and v1 exceed max and are perpendicular
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v0 = Vector2f(4.f, 0.f);
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v1 = Vector2f(0.f, -4.f);
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v_r = constrainXY(v0, v1, max);
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EXPECT_FLOAT_EQ(v_r(0), v0(0));
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EXPECT_GT(v_r(0), 0.f);
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const float remaining = sqrtf(max * max - (v0(0) * v0(0)));
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EXPECT_FLOAT_EQ(v_r(1), -remaining);
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}
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TEST(ControlMathTest, CrossSphereLine)
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{
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/* Testing 9 positions (+) around waypoints (o):
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*
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* Far + + +
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*
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* Near + + +
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* On trajectory --+----o---------+---------o----+--
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* prev curr
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*
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* Expected targets (1, 2, 3):
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* Far + + +
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*
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*
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* On trajectory -------1---------2---------3-------
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*
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*
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* Near + + +
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* On trajectory -------o---1---------2-----3-------
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*
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*
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* On trajectory --+----o----1----+--------2/3---+-- */
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const Vector3f prev = Vector3f(0.f, 0.f, 0.f);
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const Vector3f curr = Vector3f(0.f, 0.f, 2.f);
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Vector3f res;
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bool retval = false;
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// on line, near, before previous waypoint
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retval = cross_sphere_line(Vector3f(0.f, 0.f, -.5f), 1.f, prev, curr, res);
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EXPECT_TRUE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, 0.5f));
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// on line, near, before target waypoint
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retval = cross_sphere_line(Vector3f(0.f, 0.f, 1.f), 1.f, prev, curr, res);
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EXPECT_TRUE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, 2.f));
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// on line, near, after target waypoint
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retval = cross_sphere_line(Vector3f(0.f, 0.f, 2.5f), 1.f, prev, curr, res);
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EXPECT_TRUE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, 2.f));
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// near, before previous waypoint
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retval = cross_sphere_line(Vector3f(0.f, .5f, -.5f), 1.f, prev, curr, res);
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EXPECT_TRUE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, .366025388f));
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// near, before target waypoint
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retval = cross_sphere_line(Vector3f(0.f, .5f, 1.f), 1.f, prev, curr, res);
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EXPECT_TRUE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, 1.866025448f));
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// near, after target waypoint
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retval = ControlMath::cross_sphere_line(matrix::Vector3f(0.f, .5f, 2.5f), 1.f, prev, curr, res);
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EXPECT_TRUE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, 2.f));
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// far, before previous waypoint
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retval = ControlMath::cross_sphere_line(matrix::Vector3f(0.f, 2.f, -.5f), 1.f, prev, curr, res);
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EXPECT_FALSE(retval);
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EXPECT_EQ(res, Vector3f());
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// far, before target waypoint
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retval = ControlMath::cross_sphere_line(matrix::Vector3f(0.f, 2.f, 1.f), 1.f, prev, curr, res);
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EXPECT_FALSE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, 1.f));
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// far, after target waypoint
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retval = ControlMath::cross_sphere_line(matrix::Vector3f(0.f, 2.f, 2.5f), 1.f, prev, curr, res);
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EXPECT_FALSE(retval);
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EXPECT_EQ(res, Vector3f(0.f, 0.f, 2.f));
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}
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TEST(ControlMathTest, addIfNotNan)
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{
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float v = 1.f;
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// regular addition
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ControlMath::addIfNotNan(v, 2.f);
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EXPECT_EQ(v, 3.f);
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// addition is NAN and has no influence
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ControlMath::addIfNotNan(v, NAN);
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EXPECT_EQ(v, 3.f);
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v = NAN;
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// both summands are NAN
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ControlMath::addIfNotNan(v, NAN);
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EXPECT_TRUE(isnan(v));
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// regular value gets added to NAN and overwrites it
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ControlMath::addIfNotNan(v, 3.f);
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EXPECT_EQ(v, 3.f);
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}
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