AngularVelocityControl.hpp
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/****************************************************************************
*
* Copyright (c) 2019 PX4 Development Team. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
* 3. Neither the name PX4 nor the names of its contributors may be
* used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
****************************************************************************/
/**
* @file AngularVelocityControl.hpp
*
* PID 3 axis angular velocity control.
*/
#pragma once
#include <matrix/matrix/math.hpp>
#include <lib/mixer/MultirotorMixer/MultirotorMixer.hpp>
class AngularVelocityControl
{
public:
AngularVelocityControl() = default;
~AngularVelocityControl() = default;
/**
* Set the control gains
* @param P 3D vector of proportional gains for body x,y,z axis
* @param I 3D vector of integral gains
* @param D 3D vector of derivative gains
*/
void setGains(const matrix::Vector3f &P, const matrix::Vector3f &I, const matrix::Vector3f &D);
/**
* Set the mximum absolute value of the integrator for all axes
* @param integrator_limit limit value for all axes x, y, z
*/
void setIntegratorLimit(const matrix::Vector3f &integrator_limit) { _lim_int = integrator_limit; };
/**
* Set direct angular velocity setpoint to torque feed forward gain
* @see _gain_ff
* @param FF 3D vector of feed forward gains for body x,y,z axis
*/
void setFeedForwardGain(const matrix::Vector3f &FF) { _gain_ff = FF; };
/**
* Set inertia matrix
* @see _inertia
* @param inertia inertia matrix
*/
void setInertiaMatrix(const matrix::Matrix3f &inertia) { _inertia = inertia; };
/**
* Set saturation status
* @see _saturation_positive
* @see _saturation_negative
* @param saturation_positive positive saturation
* @param saturation_negative negative saturation
*/
void setSaturationStatus(const matrix::Vector<bool, 3> &saturation_positive,
const matrix::Vector<bool, 3> &saturation_negative);
/**
* Run one control loop cycle calculation
* @param angular_velocity estimation of the current vehicle angular velocity
* @param angular_velocity_sp desired vehicle angular velocity setpoint
* @param angular_acceleration estimation of the current vehicle angular acceleration
* @param dt elapsed time since last update
* @param landed whether the vehicle is on the ground
*/
void update(const matrix::Vector3f &angular_velocity, const matrix::Vector3f &angular_velocity_sp,
const matrix::Vector3f &angular_acceleration, const float dt, const bool landed);
/**
* Get the desired angular acceleration
* @see _angular_accel_sp
*/
const matrix::Vector3f &getAngularAccelerationSetpoint() {return _angular_accel_sp;};
/**
* Get the torque vector to apply to the vehicle
* @see _torque_sp
*/
const matrix::Vector3f &getTorqueSetpoint() {return _torque_sp;};
/**
* Get the integral term
* @see _torque_sp
*/
const matrix::Vector3f &getIntegral() {return _angular_velocity_int;};
/**
* Set the integral term to 0 to prevent windup
* @see _angular_velocity_int
*/
void resetIntegral() { _angular_velocity_int.zero(); }
/**
* ReSet the controller state
*/
void reset();
private:
void updateIntegral(matrix::Vector3f &angular_velocity_error, const float dt);
// Gains
matrix::Vector3f _gain_p; ///< proportional gain for all axes x, y, z
matrix::Vector3f _gain_i; ///< integral gain
matrix::Vector3f _gain_d; ///< derivative gain
matrix::Vector3f _lim_int; ///< integrator term maximum absolute value
matrix::Vector3f _gain_ff; ///< direct angular velocity to torque feed forward gain
matrix::Matrix3f _inertia{matrix::eye<float, 3>()}; ///< inertia matrix
// States
matrix::Vector3f _angular_velocity_int;
matrix::Vector<bool, 3> _saturation_positive;
matrix::Vector<bool, 3> _saturation_negative;
// Output
matrix::Vector3f _angular_accel_sp; //< Angular acceleration setpoint computed using P and D gains
matrix::Vector3f _torque_sp; //< Torque setpoint to apply to the vehicle
};