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2 changed files with 43 additions and 38 deletions

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@ -148,22 +148,23 @@ void VehicleAngularVelocity::ResetFilters(float new_scale)
{
if ((_filter_sample_rate_hz > 0) && PX4_ISFINITE(_filter_sample_rate_hz)) {
const Vector3f angular_velocity{GetResetAngularVelocity(new_scale)};
const Vector3f angular_acceleration{GetResetAngularAcceleration(new_scale)};
const Vector3f angular_velocity_raw{GetResetAngularVelocity(_angular_velocity, new_scale)};
const Vector3f angular_velocity_raw_prev{GetResetAngularVelocity(_angular_velocity_prev, new_scale)};
const Vector3f angular_acceleration_raw{GetResetAngularAcceleration(new_scale)};
for (int axis = 0; axis < 3; axis++) {
// angular velocity low pass
_lp_filter_velocity[axis].set_cutoff_frequency(_filter_sample_rate_hz, _param_imu_gyro_cutoff.get());
_lp_filter_velocity[axis].reset(angular_velocity(axis));
_lp_filter_velocity[axis].reset(angular_velocity_raw(axis));
// angular velocity notch
_notch_filter_velocity[axis].setParameters(_filter_sample_rate_hz, _param_imu_gyro_nf_freq.get(),
_param_imu_gyro_nf_bw.get());
_notch_filter_velocity[axis].reset(angular_velocity(axis));
_notch_filter_velocity[axis].reset(angular_velocity_raw(axis));
// angular acceleration low pass
_lp_filter_acceleration[axis].set_cutoff_frequency(_filter_sample_rate_hz, _param_imu_dgyro_cutoff.get());
_lp_filter_acceleration[axis].reset(angular_acceleration(axis));
_lp_filter_acceleration[axis].reset(angular_acceleration_raw(axis));
}
// dynamic notch filters, first disable, then force update (if available)
@ -173,7 +174,8 @@ void VehicleAngularVelocity::ResetFilters(float new_scale)
UpdateDynamicNotchEscRpm(new_scale, true);
UpdateDynamicNotchFFT(new_scale, true);
_angular_velocity_prev = angular_velocity;
_angular_velocity_raw_prev = angular_velocity_raw;
_angular_velocity_raw_prev_prev = angular_velocity_raw_prev;
_last_scale = new_scale;
_reset_filters = false;
@ -350,18 +352,18 @@ void VehicleAngularVelocity::ParametersUpdate(bool force)
}
}
Vector3f VehicleAngularVelocity::GetResetAngularVelocity(float new_scale) const
Vector3f VehicleAngularVelocity::GetResetAngularVelocity(const Vector3f &angular_velocity, float new_scale) const
{
if ((_last_publish != 0) && (new_scale > 0.f)) {
// angular velocity filtering is performed on raw unscaled data
// start with last valid vehicle body frame angular velocity and compute equivalent raw data (for current sensor selection)
Vector3f angular_velocity{_calibration.Uncorrect(_angular_velocity + _bias) / new_scale};
Vector3f angular_velocity_raw{_calibration.Uncorrect(angular_velocity + _bias) / new_scale};
if (PX4_ISFINITE(angular_velocity(0))
&& PX4_ISFINITE(angular_velocity(1))
&& PX4_ISFINITE(angular_velocity(2))) {
if (PX4_ISFINITE(angular_velocity_raw(0))
&& PX4_ISFINITE(angular_velocity_raw(1))
&& PX4_ISFINITE(angular_velocity_raw(2))) {
return angular_velocity;
return angular_velocity_raw;
}
}
@ -373,13 +375,13 @@ Vector3f VehicleAngularVelocity::GetResetAngularAcceleration(float new_scale) co
if ((_last_publish != 0) && (new_scale > 0.f)) {
// angular acceleration filtering is performed on unscaled angular velocity data
// start with last valid vehicle body frame angular acceleration and compute equivalent raw data (for current sensor selection)
Vector3f angular_acceleration{_calibration.rotation().I() *_angular_acceleration / new_scale};
Vector3f angular_acceleration_raw{_calibration.rotation().I() *_angular_acceleration / new_scale};
if (PX4_ISFINITE(angular_acceleration(0))
&& PX4_ISFINITE(angular_acceleration(1))
&& PX4_ISFINITE(angular_acceleration(2))) {
if (PX4_ISFINITE(angular_acceleration_raw(0))
&& PX4_ISFINITE(angular_acceleration_raw(1))
&& PX4_ISFINITE(angular_acceleration_raw(2))) {
return angular_acceleration;
return angular_acceleration_raw;
}
}
@ -452,7 +454,7 @@ void VehicleAngularVelocity::UpdateDynamicNotchEscRpm(float new_scale, bool forc
// only reset if there's sufficient change (> 1%)
if (force || (change_percent > 0.01f)) {
const Vector3f reset_angular_velocity{GetResetAngularVelocity(new_scale)};
const Vector3f reset_angular_velocity{GetResetAngularVelocity(_angular_velocity, new_scale)};
for (int axis = 0; axis < 3; axis++) {
auto &dnf = _dynamic_notch_filter_esc_rpm[i][harmonic][axis];
@ -511,7 +513,7 @@ void VehicleAngularVelocity::UpdateDynamicNotchFFT(float new_scale, bool force)
// only reset if there's sufficient change
if (peak_diff_abs > sensor_gyro_fft.resolution_hz) {
dnf.reset(GetResetAngularVelocity(new_scale)(axis));
dnf.reset(GetResetAngularVelocity(_angular_velocity, new_scale)(axis));
}
perf_count(_dynamic_notch_filter_fft_update_perf);
@ -583,20 +585,6 @@ float VehicleAngularVelocity::FilterAngularVelocity(int axis, float data[], int
return data[N - 1];
}
float VehicleAngularVelocity::FilterAngularAcceleration(int axis, float dt_s, float data[], int N)
{
// angular acceleration: Differentiate & apply specific angular acceleration (D-term) low-pass (IMU_DGYRO_CUTOFF)
float angular_acceleration_filtered = 0.f;
for (int n = 0; n < N; n++) {
const float angular_acceleration = (data[n] - _angular_velocity_prev(axis)) / dt_s;
angular_acceleration_filtered = _lp_filter_acceleration[axis].apply(angular_acceleration);
_angular_velocity_prev(axis) = data[n];
}
return angular_acceleration_filtered;
}
void VehicleAngularVelocity::Run()
{
// backup schedule
@ -656,7 +644,18 @@ void VehicleAngularVelocity::Run()
// save last filtered sample
angular_velocity_unscaled(axis) = FilterAngularVelocity(axis, data, N);
angular_acceleration_unscaled(axis) = FilterAngularAcceleration(axis, dt_s, data, N);
// angular acceleration: Differentiate & apply specific angular acceleration (D-term) low-pass (IMU_DGYRO_CUTOFF)
for (int n = 0; n < N; n++) {
// Backward finite difference (1st derivative 3 coffecients [1/2, -2, 3/2])
const float angular_acceleration = (+ 0.5f * _angular_velocity_raw_prev_prev(axis)
- 2.0f * _angular_velocity_raw_prev(axis)
+ 1.5f * data[n]) / dt_s;
_angular_velocity_raw_prev_prev(axis) = _angular_velocity_raw_prev(axis);
_angular_velocity_raw_prev(axis) = data[n];
angular_acceleration_unscaled(axis) = _lp_filter_acceleration[axis].apply(angular_acceleration);
}
}
// Publish
@ -699,7 +698,11 @@ void VehicleAngularVelocity::Run()
// save last filtered sample
angular_velocity(axis) = FilterAngularVelocity(axis, data);
angular_acceleration(axis) = FilterAngularAcceleration(axis, dt_s, data);
angular_acceleration(axis) = _lp_filter_acceleration[axis].apply((raw_data_array[axis]
- _angular_velocity_raw_prev(axis)) / dt_s);
_angular_velocity_raw_prev_prev(axis) = _angular_velocity_raw_prev(axis);
_angular_velocity_raw_prev(axis) = raw_data_array[axis];
}
// Publish
@ -712,6 +715,7 @@ void VehicleAngularVelocity::CalibrateAndPublish(bool publish, const hrt_abstime
const Vector3f &angular_velocity_unscaled, const Vector3f &angular_acceleration_unscaled, float scale)
{
// Angular velocity: rotate sensor frame to board, scale raw data to SI, apply calibration, and remove in-run estimated bias
_angular_velocity_prev = _angular_velocity;
_angular_velocity = _calibration.Correct(angular_velocity_unscaled * scale) - _bias;
// Angular acceleration: rotate sensor frame to board, scale raw data to SI, apply any additional configured rotation

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@ -79,7 +79,6 @@ private:
const matrix::Vector3f &angular_acceleration, float scale = 1.f);
float FilterAngularVelocity(int axis, float data[], int N = 1);
float FilterAngularAcceleration(int axis, float dt_s, float data[], int N = 1);
void DisableDynamicNotchEscRpm();
void DisableDynamicNotchFFT();
@ -93,7 +92,7 @@ private:
bool UpdateSampleRate();
// scaled appropriately for current FIFO mode
matrix::Vector3f GetResetAngularVelocity(float new_scale = 1.f) const;
matrix::Vector3f GetResetAngularVelocity(const matrix::Vector3f &angular_velocity, float new_scale = 1.f) const;
matrix::Vector3f GetResetAngularAcceleration(float new_scale = 1.f) const;
static constexpr int MAX_SENSOR_COUNT = 4;
@ -119,9 +118,11 @@ private:
matrix::Vector3f _bias{};
matrix::Vector3f _angular_velocity{};
matrix::Vector3f _angular_velocity_prev{};
matrix::Vector3f _angular_acceleration{};
matrix::Vector3f _angular_velocity_prev{};
matrix::Vector3f _angular_velocity_raw_prev{};
matrix::Vector3f _angular_velocity_raw_prev_prev{};
hrt_abstime _timestamp_sample_last{0};
hrt_abstime _publish_interval_min_us{0};