Included turning radius calculations for vertical changes and removed the requirement for the same altitude in the 2D turning radius logic.

This commit is contained in:
Claudio Chies
2024-11-19 10:45:23 +01:00
committed by Matthias Grob
parent 5ce2bf662b
commit 72e758950b
2 changed files with 24 additions and 7 deletions
+23 -2
View File
@@ -106,15 +106,36 @@ float PositionSmoothing::_getMaxXYSpeed(const Vector3f(&waypoints)[3]) const
float PositionSmoothing::_getMaxZSpeed(const Vector3f(&waypoints)[3]) const
{
const auto &start_position = waypoints[0];
const auto &target = waypoints[1];
const auto &next_target = waypoints[2];
Vector3f pos_traj(_trajectory[0].getCurrentPosition(),
_trajectory[1].getCurrentPosition(),
_trajectory[2].getCurrentPosition());
const float distance_start_target = fabs(target(2) - pos_traj(2));
const float arrival_z_speed = 0.f;
float arrival_z_speed = 0.0f;
const float distance_target_next = fabsf(target(2) - next_target(2));
const bool target_next_different = distance_target_next > 0.001f;
Vector2f target_xy_z = {target.xy().norm(), target(2)};
Vector2f next_target_xy_z = {next_target.xy().norm(), next_target(2)};
Vector2f start_position_xy_z = {start_position.xy().norm(), start_position(2)};
if (target_next_different
) {
const float alpha = acosf(Vector2f((target_xy_z - start_position_xy_z)).unit_or_zero().dot(
Vector2f((target_xy_z - next_target_xy_z)).unit_or_zero()));
const float safe_alpha = math::constrain(alpha, 0.f, M_PI_F - FLT_EPSILON);
float accel_tmp = _trajectory[2].getMaxAccel();
float max_speed_in_turn = math::trajectory::computeMaxSpeedInWaypoint(safe_alpha, accel_tmp,
_vertical_acceptance_radius);
arrival_z_speed = math::min(max_speed_in_turn, _trajectory[2].getMaxVel());
}
float max_speed = math::min(_trajectory[2].getMaxVel(), math::trajectory::computeMaxSpeedFromDistance(
_trajectory[2].getMaxJerk(), _trajectory[2].getMaxAccel(),
@@ -74,15 +74,11 @@ inline float computeStartXYSpeedFromWaypoints(const Vector3f &start_position, co
const bool target_next_different = distance_target_next > 0.001f;
const bool waypoint_overlap = distance_target_next < config.xy_accept_rad;
const bool has_reached_altitude = fabsf(target(2) - start_position(2)) < config.z_accept_rad;
const bool altitude_stays_same = fabsf(next_target(2) - target(2)) < config.z_accept_rad;
float speed_at_target = 0.0f;
if (target_next_different &&
!waypoint_overlap &&
has_reached_altitude &&
altitude_stays_same
!waypoint_overlap
) {
const float alpha = acosf(Vector2f((target - start_position).xy()).unit_or_zero().dot(
Vector2f((target - next_target).xy()).unit_or_zero()));