mirror of https://github.com/ArduPilot/ardupilot
AC_WPNav: terrain spelling fix
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@ -176,8 +176,8 @@ void AC_WPNav::wp_and_spline_init(float speed_cms)
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_this_leg_is_spline = false;
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// initialise the terrain velocity to the current maximum velocity
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_terain_vel = _wp_desired_speed_xy_cms;
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_terain_accel = 0.0;
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_terrain_vel = _wp_desired_speed_xy_cms;
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_terrain_accel = 0.0;
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}
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/// set_speed_xy - allows main code to pass target horizontal velocity for wp navigation
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@ -186,7 +186,7 @@ void AC_WPNav::set_speed_xy(float speed_cms)
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// range check target speed
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if (speed_cms >= WPNAV_WP_SPEED_MIN) {
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// update terrain following speed scalar
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_terain_vel = speed_cms * _terain_vel / _wp_desired_speed_xy_cms;
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_terrain_vel = speed_cms * _terrain_vel / _wp_desired_speed_xy_cms;
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// initialize the desired wp speed
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_wp_desired_speed_xy_cms = speed_cms;
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@ -462,11 +462,11 @@ bool AC_WPNav::advance_wp_target_along_track(float dt)
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float vel_time_scalar = 1.0;
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if (is_positive(_wp_desired_speed_xy_cms)) {
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update_vel_accel(_terain_vel, _terain_accel, dt, false);
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update_vel_accel(_terrain_vel, _terrain_accel, dt, false);
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shape_vel_accel( _wp_desired_speed_xy_cms * offset_z_scaler, 0.0,
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_terain_vel, _terain_accel,
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_terrain_vel, _terrain_accel,
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-_wp_accel_cmss, _wp_accel_cmss, _pos_control.get_shaping_jerk_xy_cmsss(), dt, true);
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vel_time_scalar = _terain_vel / _wp_desired_speed_xy_cms;
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vel_time_scalar = _terrain_vel / _wp_desired_speed_xy_cms;
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}
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// change s-curve time speed with a time constant of maximum acceleration / maximum jerk
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@ -266,8 +266,8 @@ protected:
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Vector3f _origin; // starting point of trip to next waypoint in cm from ekf origin
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Vector3f _destination; // target destination in cm from ekf origin
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float _track_scalar_dt; // time compression multiplier to slow the progress along the track
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float _terain_vel; // maximum horizontal velocity used to ensure the aircraft can maintain height above terain
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float _terain_accel; // acceleration value used to change _terain_vel
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float _terrain_vel; // maximum horizontal velocity used to ensure the aircraft can maintain height above terrain
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float _terrain_accel; // acceleration value used to change _terain_vel
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// terrain following variables
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bool _terrain_alt; // true if origin and destination.z are alt-above-terrain, false if alt-above-ekf-origin
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