Matthias Grob 1d2ac41edc ControlMath: adding limitTilt() helper function
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!
2020-03-30 09:58:39 +02:00

257 lines
8.6 KiB
C++

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