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bizhang_-obav/src/lib/FlightTasks/tasks/Utility/VelocitySmoothing.cpp

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/****************************************************************************
*
* Copyright (c) 2018 PX4 Development Team. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
* 3. Neither the name PX4 nor the names of its contributors may be
* used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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****************************************************************************/
#include "VelocitySmoothing.hpp"
#include <cstdio>
#include <float.h>
#include <math.h>
#include <mathlib/mathlib.h>
VelocitySmoothing::VelocitySmoothing(float initial_accel, float initial_vel, float initial_pos)
{
reset(initial_accel, initial_vel, initial_pos);
}
void VelocitySmoothing::reset(float accel, float vel, float pos)
{
_jerk = 0.f;
_accel = accel;
_vel = vel;
_pos = pos;
}
float VelocitySmoothing::computeT1(float accel_prev, float vel_prev, float vel_setpoint, float max_jerk)
{
float b = 2.f * accel_prev / max_jerk;
float c = vel_prev / max_jerk + accel_prev * accel_prev / (2.f * max_jerk * max_jerk) - vel_setpoint / max_jerk;
float delta = b * b - 4.f * c;
if (delta < 0.f) {
return 0.f;
}
float sqrt_delta = sqrtf(delta);
float T1_plus = (-b + sqrt_delta) * 0.5f;
float T1_minus = (-b - sqrt_delta) * 0.5f;
float T1 = math::max(math::max(T1_plus, T1_minus), 0.f);
// if (T1 < FLT_EPSILON) {
// // debug
// printf("No feasible solution found, set T1 = 0\n");
// printf("T1_plus = %.3f T1_minus = %.3f\n", (double) T1_plus, (double) T1_minus);
// }
/* Check maximum acceleration, saturate and recompute T1 if needed */
float a1 = accel_prev + max_jerk * T1;
if (a1 > _max_accel) {
T1 = (_max_accel - accel_prev) / max_jerk;
} else if (a1 < -_max_accel) {
T1 = (-_max_accel - accel_prev) / max_jerk;
}
return math::max(T1, 0.f);
}
float VelocitySmoothing::computeT2(float T1, float T3, float accel_prev, float vel_prev, float vel_setpoint,
float max_jerk)
{
float f = accel_prev * T1 + max_jerk * T1 * T1 * 0.5f + vel_prev + accel_prev * T3 + max_jerk * T1 * T3
- max_jerk * T3 * T3 * 0.5f;
float T2 = (vel_setpoint - f) / (accel_prev + max_jerk * T1);
return math::max(T2, 0.f);
}
float VelocitySmoothing::computeT3(float T1, float accel_prev, float max_jerk)
{
float T3 = accel_prev / max_jerk + T1;
return math::max(T3, 0.f);
}
void VelocitySmoothing::integrateT(float jerk, float accel_prev, float vel_prev, float pos_prev, float dt,
float &accel_out, float &vel_out, float &pos_out)
{
accel_out = jerk * dt + accel_prev;
if (accel_out > _max_accel) {
accel_out = _max_accel;
} else if (accel_out < -_max_accel) {
accel_out = -_max_accel;
}
vel_out = dt * 0.5f * (accel_out + accel_prev) + vel_prev;
if (vel_out > _max_vel) {
vel_out = _max_vel;
} else if (vel_out < -_max_vel) {
vel_out = -_max_vel;
}
pos_out = dt / 3.f * (vel_out + accel_prev * dt * 0.5f + 2.f * vel_prev) + _pos;
}
void VelocitySmoothing::update(float dt, float pos, float vel_setpoint, float &vel_setpoint_smooth,
float &pos_setpoint_smooth)
{
/* Depending of the direction, start accelerating positively or negatively */
const float max_jerk = (vel_setpoint - _vel > 0.f) ? _max_jerk : -_max_jerk;
// compute increasing acceleration time
float T1 = computeT1(_accel, _vel, vel_setpoint, max_jerk);
/* Force T1/2/3 to zero if smaller than an epoch to avoid chattering */
if (T1 < dt) {
T1 = 0.f;
}
// compute decreasing acceleration time
float T3 = computeT3(T1, _accel, max_jerk);
if (T3 < dt) {
T3 = 0.f;
}
// compute constant acceleration time
float T2 = computeT2(T1, T3, _accel, _vel, vel_setpoint, max_jerk);
if (T2 < dt) {
T2 = 0.f;
}
/* Integrate the trajectory */
float accel_new, vel_new, pos_new;
integrateT(_jerk, _accel, _vel, _pos, dt, accel_new, vel_new, pos_new);
/* Apply correct jerk (min, max or zero) */
if (T1 > 0.f) {
_jerk = max_jerk;
} else if (T2 > 0.f) {
_jerk = 0.f;
} else if (T3 > 0.f) {
_jerk = -max_jerk;
} else {
_jerk = 0.f;
}
_accel = accel_new;
_vel = vel_new;
/* Lock the position setpoint if the error is bigger than some value */
float x_err = pos_new - pos;
if (fabsf(x_err) <= max_pos_err) {
_pos = pos_new;
} // else: keep last position
/* set output variables */
vel_setpoint_smooth = _vel;
pos_setpoint_smooth = _pos;
}