forked from Archive/PX4-Autopilot
AutoLineSmoothVel: fix constrain priority for autocontinue.
The constrainAbs function was not prioritizing the minimum value that produces the autocontinue behaviour. This caused zig-zag paths when the waypoints were almost -but not exactly- aligned.
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@ -168,7 +168,7 @@ bool FlightTaskAutoLineSmoothVel::_generateHeadingAlongTraj()
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* Example: - if the constrain is -5, the value will be constrained between -5 and 0
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* - if the constrain is 5, the value will be constrained between 0 and 5
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*/
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inline float FlightTaskAutoLineSmoothVel::_constrainOneSide(float val, float constraint)
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float FlightTaskAutoLineSmoothVel::_constrainOneSide(float val, float constraint)
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{
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const float min = (constraint < FLT_EPSILON) ? constraint : 0.f;
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const float max = (constraint > FLT_EPSILON) ? constraint : 0.f;
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@ -176,12 +176,12 @@ inline float FlightTaskAutoLineSmoothVel::_constrainOneSide(float val, float con
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return math::constrain(val, min, max);
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}
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float FlightTaskAutoLineSmoothVel::_constrainAbs(float val, float min, float max)
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float FlightTaskAutoLineSmoothVel::_constrainAbsPrioritizeMin(float val, float min, float max)
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{
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return math::sign(val) * math::constrain(fabsf(val), fabsf(min), fabsf(max));
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return math::sign(val) * math::max(math::min(fabsf(val), fabsf(max)), fabsf(min));
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}
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float FlightTaskAutoLineSmoothVel::_getSpeedAtTarget()
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float FlightTaskAutoLineSmoothVel::_getSpeedAtTarget() const
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{
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// Compute the maximum allowed speed at the waypoint assuming that we want to
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// connect the two lines (prev-current and current-next)
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@ -217,7 +217,7 @@ float FlightTaskAutoLineSmoothVel::_getSpeedAtTarget()
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return speed_at_target;
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}
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float FlightTaskAutoLineSmoothVel::_getMaxSpeedFromDistance(float braking_distance)
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float FlightTaskAutoLineSmoothVel::_getMaxSpeedFromDistance(float braking_distance) const
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{
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float max_speed = math::trajectory::computeMaxSpeedFromBrakingDistance(_param_mpc_jerk_auto.get(),
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_param_mpc_acc_hor.get(),
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@ -277,8 +277,8 @@ void FlightTaskAutoLineSmoothVel::_prepareSetpoints()
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// Constrain the norm of each component using min and max values
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Vector2f vel_sp_constrained_xy;
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vel_sp_constrained_xy(0) = _constrainAbs(vel_sp_xy(0), vel_min_xy(0), vel_max_xy(0));
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vel_sp_constrained_xy(1) = _constrainAbs(vel_sp_xy(1), vel_min_xy(1), vel_max_xy(1));
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vel_sp_constrained_xy(0) = _constrainAbsPrioritizeMin(vel_sp_xy(0), vel_min_xy(0), vel_max_xy(0));
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vel_sp_constrained_xy(1) = _constrainAbsPrioritizeMin(vel_sp_xy(1), vel_min_xy(1), vel_max_xy(1));
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for (int i = 0; i < 2; i++) {
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// If available, constrain the velocity using _velocity_setpoint(.)
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@ -77,11 +77,21 @@ protected:
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void _generateHeading();
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bool _generateHeadingAlongTraj(); /**< Generates heading along trajectory. */
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inline float _constrainOneSide(float val, float constraint); /**< Constrain val between INF and constraint */
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inline float _constrainAbs(float val, float min, float max); /**< Constrain absolute value of val between min and max */
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static float _constrainOneSide(float val, float constraint); /**< Constrain val between INF and constraint */
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float _getSpeedAtTarget();
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float _getMaxSpeedFromDistance(float braking_distance);
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/**
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* Constrain the abs value below max but above min
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* Min can be larger than max and has priority over it
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* The whole computation is done on the absolute values but the returned
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* value has the sign of val
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* @param val the value to constrain and boost
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* @param min the minimum value that the function should return
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* @param max the value by which val is constrained before the boost is applied
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*/
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static float _constrainAbsPrioritizeMin(float val, float min, float max);
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float _getSpeedAtTarget() const;
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float _getMaxSpeedFromDistance(float braking_distance) const;
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void _prepareSetpoints(); /**< Generate velocity target points for the trajectory generator. */
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void _updateTrajConstraints();
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