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ControlMath: refactor thrustToAttitude calculation
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@@ -1,7 +1,6 @@
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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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* Copyright (C) 2018 - 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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@@ -42,46 +41,46 @@
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#include <mathlib/mathlib.h>
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using namespace matrix;
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namespace ControlMath
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{
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void thrustToAttitude(const Vector3f &thr_sp, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp)
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{
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att_sp.yaw_body = yaw_sp;
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bodyzToAttitude(-thr_sp, yaw_sp, att_sp);
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att_sp.thrust_body[2] = -thr_sp.length();
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}
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// desired body_z axis = -normalize(thrust_vector)
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Vector3f body_x, body_y, body_z;
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if (thr_sp.length() > 0.00001f) {
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body_z = -thr_sp.normalized();
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} else {
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// no thrust, set Z axis to safe value
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body_z = Vector3f(0.f, 0.f, 1.f);
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void bodyzToAttitude(Vector3f body_z, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp)
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{
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// zero vector, no direction, set safe level value
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if (body_z.norm_squared() < FLT_EPSILON) {
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body_z(2) = 1.f;
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}
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body_z.normalize();
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// vector of desired yaw direction in XY plane, rotated by PI/2
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Vector3f y_C(-sinf(att_sp.yaw_body), cosf(att_sp.yaw_body), 0.0f);
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Vector3f y_C(-sinf(yaw_sp), cosf(yaw_sp), 0.0f);
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if (fabsf(body_z(2)) > 0.000001f) {
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// desired body_x axis, orthogonal to body_z
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body_x = y_C % body_z;
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// desired body_x axis, orthogonal to body_z
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Vector3f body_x = y_C % body_z;
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// keep nose to front while inverted upside down
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if (body_z(2) < 0.0f) {
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body_x = -body_x;
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}
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// keep nose to front while inverted upside down
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if (body_z(2) < 0.0f) {
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body_x = -body_x;
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}
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body_x.normalize();
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} else {
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if (fabsf(body_z(2)) < 0.000001f) {
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// desired thrust is in XY plane, set X downside to construct correct matrix,
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// but yaw component will not be used actually
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body_x.zero();
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body_x(2) = 1.0f;
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}
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body_x.normalize();
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// desired body_y axis
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body_y = body_z % body_x;
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Vector3f body_y = body_z % body_x;
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Dcmf R_sp;
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@@ -92,7 +91,7 @@ void thrustToAttitude(const Vector3f &thr_sp, const float yaw_sp, vehicle_attitu
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R_sp(i, 2) = body_z(i);
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}
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//copy quaternion setpoint to attitude setpoint topic
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// copy quaternion setpoint to attitude setpoint topic
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Quatf q_sp = R_sp;
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q_sp.copyTo(att_sp.q_d);
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att_sp.q_d_valid = true;
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@@ -101,7 +100,7 @@ void thrustToAttitude(const Vector3f &thr_sp, const float yaw_sp, vehicle_attitu
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Eulerf euler = R_sp;
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att_sp.roll_body = euler(0);
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att_sp.pitch_body = euler(1);
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att_sp.thrust_body[2] = -thr_sp.length();
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att_sp.yaw_body = euler(2);
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}
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Vector2f constrainXY(const Vector2f &v0, const Vector2f &v1, const float &max)
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@@ -1,6 +1,6 @@
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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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* Copyright (C) 2018 - 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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@@ -47,12 +47,18 @@ namespace ControlMath
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{
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/**
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* Converts thrust vector and yaw set-point to a desired attitude.
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* @param thr_sp a 3D vector
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* @param thr_sp desired 3D thrust vector
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* @param yaw_sp the desired yaw
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* @return vehicle_attitude_setpoints_s structure
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* @param att_sp attitude setpoint to fill
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*/
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void thrustToAttitude(const matrix::Vector3f &thr_sp, const float yaw_sp,
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vehicle_attitude_setpoint_s &attitude_setpoint);
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void thrustToAttitude(const matrix::Vector3f &thr_sp, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp);
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/**
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* Converts a body z vector and yaw set-point to a desired attitude.
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* @param body_z a world frame 3D vector in direction of the desired body z axis
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* @param yaw_sp the desired yaw setpoint
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* @param att_sp attitude setpoint to fill
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*/
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void bodyzToAttitude(matrix::Vector3f body_z, const float yaw_sp, vehicle_attitude_setpoint_s &att_sp);
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/**
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* Outputs the sum of two vectors but respecting the limits and priority.
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