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192 lines
5.5 KiB
C++
192 lines
5.5 KiB
C++
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/****************************************************************************
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*
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* Copyright (c) 2018 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 "VelocitySmoothing.hpp"
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#include <cstdio>
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#include <float.h>
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#include <math.h>
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#include <mathlib/mathlib.h>
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VelocitySmoothing::VelocitySmoothing(float initial_accel, float initial_vel, float initial_pos)
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{
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reset(initial_accel, initial_vel, initial_pos);
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}
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void VelocitySmoothing::reset(float accel, float vel, float pos)
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{
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_jerk = 0.f;
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_accel = accel;
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_vel = vel;
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_pos = pos;
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}
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float VelocitySmoothing::computeT1(float accel_prev, float vel_prev, float vel_setpoint, float max_jerk)
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{
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float b = 2.f * accel_prev / max_jerk;
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float c = vel_prev / max_jerk + accel_prev * accel_prev / (2.f * max_jerk * max_jerk) - vel_setpoint / max_jerk;
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float delta = b * b - 4.f * c;
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if (delta < 0.f) {
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return 0.f;
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}
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float sqrt_delta = sqrtf(delta);
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float T1_plus = (-b + sqrt_delta) * 0.5f;
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float T1_minus = (-b - sqrt_delta) * 0.5f;
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float T1 = math::max(math::max(T1_plus, T1_minus), 0.f);
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// if (T1 < FLT_EPSILON) {
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// // debug
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// printf("No feasible solution found, set T1 = 0\n");
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// printf("T1_plus = %.3f T1_minus = %.3f\n", (double) T1_plus, (double) T1_minus);
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// }
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/* Check maximum acceleration, saturate and recompute T1 if needed */
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float a1 = accel_prev + max_jerk * T1;
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if (a1 > _max_accel) {
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T1 = (_max_accel - accel_prev) / max_jerk;
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} else if (a1 < -_max_accel) {
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T1 = (-_max_accel - accel_prev) / max_jerk;
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}
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return math::max(T1, 0.f);
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}
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float VelocitySmoothing::computeT2(float T1, float T3, float accel_prev, float vel_prev, float vel_setpoint,
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float max_jerk)
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{
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float f = accel_prev * T1 + max_jerk * T1 * T1 * 0.5f + vel_prev + accel_prev * T3 + max_jerk * T1 * T3
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- max_jerk * T3 * T3 * 0.5f;
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float T2 = (vel_setpoint - f) / (accel_prev + max_jerk * T1);
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return math::max(T2, 0.f);
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}
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float VelocitySmoothing::computeT3(float T1, float accel_prev, float max_jerk)
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{
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float T3 = accel_prev / max_jerk + T1;
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return math::max(T3, 0.f);
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}
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void VelocitySmoothing::integrateT(float jerk, float accel_prev, float vel_prev, float pos_prev, float dt,
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float &accel_out, float &vel_out, float &pos_out)
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{
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accel_out = jerk * dt + accel_prev;
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if (accel_out > _max_accel) {
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accel_out = _max_accel;
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} else if (accel_out < -_max_accel) {
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accel_out = -_max_accel;
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}
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vel_out = dt * 0.5f * (accel_out + accel_prev) + vel_prev;
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if (vel_out > _max_vel) {
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vel_out = _max_vel;
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} else if (vel_out < -_max_vel) {
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vel_out = -_max_vel;
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}
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pos_out = dt / 3.f * (vel_out + accel_prev * dt * 0.5f + 2.f * vel_prev) + _pos;
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}
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void VelocitySmoothing::update(float dt, float pos, float vel_setpoint, float &vel_setpoint_smooth,
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float &pos_setpoint_smooth)
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{
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/* Depending of the direction, start accelerating positively or negatively */
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const float max_jerk = (vel_setpoint - _vel > 0.f) ? _max_jerk : -_max_jerk;
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// compute increasing acceleration time
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float T1 = computeT1(_accel, _vel, vel_setpoint, max_jerk);
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/* Force T1/2/3 to zero if smaller than an epoch to avoid chattering */
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if (T1 < dt) {
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T1 = 0.f;
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}
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// compute decreasing acceleration time
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float T3 = computeT3(T1, _accel, max_jerk);
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if (T3 < dt) {
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T3 = 0.f;
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}
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// compute constant acceleration time
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float T2 = computeT2(T1, T3, _accel, _vel, vel_setpoint, max_jerk);
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if (T2 < dt) {
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T2 = 0.f;
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}
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/* Integrate the trajectory */
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float accel_new, vel_new, pos_new;
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integrateT(_jerk, _accel, _vel, _pos, dt, accel_new, vel_new, pos_new);
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/* Apply correct jerk (min, max or zero) */
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if (T1 > 0.f) {
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_jerk = max_jerk;
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} else if (T2 > 0.f) {
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_jerk = 0.f;
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} else if (T3 > 0.f) {
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_jerk = -max_jerk;
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} else {
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_jerk = 0.f;
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}
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_accel = accel_new;
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_vel = vel_new;
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/* Lock the position setpoint if the error is bigger than some value */
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float x_err = pos_new - pos;
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if (fabsf(x_err) <= max_pos_err) {
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_pos = pos_new;
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} // else: keep last position
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/* set output variables */
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vel_setpoint_smooth = _vel;
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pos_setpoint_smooth = _pos;
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}
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