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.
This commit is contained in:
bresch
2019-10-25 11:08:04 +02:00
committed by Mathieu Bresciani
parent be545db44f
commit bdc546b2e0
2 changed files with 21 additions and 11 deletions
@@ -165,7 +165,7 @@ bool FlightTaskAutoLineSmoothVel::_generateHeadingAlongTraj()
* Example: - if the constrain is -5, the value will be constrained between -5 and 0 * Example: - if the constrain is -5, the value will be constrained between -5 and 0
* - if the constrain is 5, the value will be constrained between 0 and 5 * - if the constrain is 5, the value will be constrained between 0 and 5
*/ */
inline float FlightTaskAutoLineSmoothVel::_constrainOneSide(float val, float constraint) float FlightTaskAutoLineSmoothVel::_constrainOneSide(float val, float constraint)
{ {
const float min = (constraint < FLT_EPSILON) ? constraint : 0.f; const float min = (constraint < FLT_EPSILON) ? constraint : 0.f;
const float max = (constraint > FLT_EPSILON) ? constraint : 0.f; const float max = (constraint > FLT_EPSILON) ? constraint : 0.f;
@@ -173,12 +173,12 @@ inline float FlightTaskAutoLineSmoothVel::_constrainOneSide(float val, float con
return math::constrain(val, min, max); return math::constrain(val, min, max);
} }
float FlightTaskAutoLineSmoothVel::_constrainAbs(float val, float min, float max) float FlightTaskAutoLineSmoothVel::_constrainAbsPrioritizeMin(float val, float min, float max)
{ {
return math::sign(val) * math::constrain(fabsf(val), fabsf(min), fabsf(max)); return math::sign(val) * math::max(math::min(fabsf(val), fabsf(max)), fabsf(min));
} }
float FlightTaskAutoLineSmoothVel::_getSpeedAtTarget() float FlightTaskAutoLineSmoothVel::_getSpeedAtTarget() const
{ {
// Compute the maximum allowed speed at the waypoint assuming that we want to // Compute the maximum allowed speed at the waypoint assuming that we want to
// connect the two lines (prev-current and current-next) // connect the two lines (prev-current and current-next)
@@ -214,7 +214,7 @@ float FlightTaskAutoLineSmoothVel::_getSpeedAtTarget()
return speed_at_target; return speed_at_target;
} }
float FlightTaskAutoLineSmoothVel::_getMaxSpeedFromDistance(float braking_distance) float FlightTaskAutoLineSmoothVel::_getMaxSpeedFromDistance(float braking_distance) const
{ {
float max_speed = math::trajectory::computeMaxSpeedFromBrakingDistance(_param_mpc_jerk_auto.get(), float max_speed = math::trajectory::computeMaxSpeedFromBrakingDistance(_param_mpc_jerk_auto.get(),
_param_mpc_acc_hor.get(), _param_mpc_acc_hor.get(),
@@ -274,8 +274,8 @@ void FlightTaskAutoLineSmoothVel::_prepareSetpoints()
// Constrain the norm of each component using min and max values // Constrain the norm of each component using min and max values
Vector2f vel_sp_constrained_xy; Vector2f vel_sp_constrained_xy;
vel_sp_constrained_xy(0) = _constrainAbs(vel_sp_xy(0), vel_min_xy(0), vel_max_xy(0)); vel_sp_constrained_xy(0) = _constrainAbsPrioritizeMin(vel_sp_xy(0), vel_min_xy(0), vel_max_xy(0));
vel_sp_constrained_xy(1) = _constrainAbs(vel_sp_xy(1), vel_min_xy(1), vel_max_xy(1)); vel_sp_constrained_xy(1) = _constrainAbsPrioritizeMin(vel_sp_xy(1), vel_min_xy(1), vel_max_xy(1));
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
// If available, constrain the velocity using _velocity_setpoint(.) // If available, constrain the velocity using _velocity_setpoint(.)
@@ -77,11 +77,21 @@ protected:
void _generateHeading(); void _generateHeading();
bool _generateHeadingAlongTraj(); /**< Generates heading along trajectory. */ bool _generateHeadingAlongTraj(); /**< Generates heading along trajectory. */
inline float _constrainOneSide(float val, float constraint); /**< Constrain val between INF and constraint */ static float _constrainOneSide(float val, float constraint); /**< Constrain val between INF and constraint */
inline float _constrainAbs(float val, float min, float max); /**< Constrain absolute value of val between min and max */
float _getSpeedAtTarget(); /**
float _getMaxSpeedFromDistance(float braking_distance); * Constrain the abs value below max but above min
* Min can be larger than max and has priority over it
* The whole computation is done on the absolute values but the returned
* value has the sign of val
* @param val the value to constrain and boost
* @param min the minimum value that the function should return
* @param max the value by which val is constrained before the boost is applied
*/
static float _constrainAbsPrioritizeMin(float val, float min, float max);
float _getSpeedAtTarget() const;
float _getMaxSpeedFromDistance(float braking_distance) const;
void _prepareSetpoints(); /**< Generate velocity target points for the trajectory generator. */ void _prepareSetpoints(); /**< Generate velocity target points for the trajectory generator. */
void _updateTrajConstraints(); void _updateTrajConstraints();