ControlAllocation.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 ControlAllocation.hpp
*
* Interface for Control Allocation Algorithms
*
* Implementers of this interface are expected to update the members
* of this base class in the `allocate` method.
*
* Example usage:
* ```
* [...]
* // Initialization
* ControlAllocationMethodImpl alloc();
* alloc.setEffectivenessMatrix(effectiveness, actuator_trim);
* alloc.setActuatorMin(actuator_min);
* alloc.setActuatorMin(actuator_max);
*
* while (1) {
* [...]
*
* // Set control setpoint, allocate actuator setpoint, retrieve actuator setpoint
* alloc.setControlSetpoint(control_sp);
* alloc.allocate();
* actuator_sp = alloc.getActuatorSetpoint();
*
* // Check if the control setpoint was fully allocated
* unallocated_control = control_sp - alloc.getAllocatedControl()
*
* [...]
* }
* ```
*
*
* @author Julien Lecoeur <julien.lecoeur@gmail.com>
*/
#pragma once
#include <matrix/matrix/math.hpp>
#include <uORB/topics/vehicle_actuator_setpoint.h>
class ControlAllocation
{
public:
ControlAllocation() = default;
virtual ~ControlAllocation() = default;
static constexpr uint8_t NUM_ACTUATORS = 16;
static constexpr uint8_t NUM_AXES = 6;
typedef matrix::Vector<float, NUM_ACTUATORS> ActuatorVector;
enum ControlAxis {
ROLL = 0,
PITCH,
YAW,
THRUST_X,
THRUST_Y,
THRUST_Z
};
/**
* Allocate control setpoint to actuators
*
* @param control_setpoint Desired control setpoint vector (input)
*/
virtual void allocate() = 0;
/**
* Set the control effectiveness matrix
*
* @param B Effectiveness matrix
*/
virtual void setEffectivenessMatrix(const matrix::Matrix<float, NUM_AXES, NUM_ACTUATORS> &effectiveness,
const matrix::Vector<float, NUM_ACTUATORS> &actuator_trim, int num_actuators);
/**
* Get the allocated actuator vector
*
* @return Actuator vector
*/
const matrix::Vector<float, NUM_ACTUATORS> &getActuatorSetpoint() const { return _actuator_sp; }
/**
* Set the desired control vector
*
* @param Control vector
*/
void setControlSetpoint(const matrix::Vector<float, NUM_AXES> &control) { _control_sp = control; }
/**
* Set the desired control vector
*
* @param Control vector
*/
const matrix::Vector<float, NUM_AXES> &getControlSetpoint() const { return _control_sp; }
/**
* Get the allocated control vector
*
* @return Control vector
*/
const matrix::Vector<float, NUM_AXES> &getAllocatedControl() const { return _control_allocated; }
/**
* Get the control effectiveness matrix
*
* @return Effectiveness matrix
*/
const matrix::Matrix<float, NUM_AXES, NUM_ACTUATORS> &getEffectivenessMatrix() const { return _effectiveness; }
/**
* Set the minimum actuator values
*
* @param actuator_min Minimum actuator values
*/
void setActuatorMin(const matrix::Vector<float, NUM_ACTUATORS> &actuator_min) { _actuator_min = actuator_min; }
/**
* Get the minimum actuator values
*
* @return Minimum actuator values
*/
const matrix::Vector<float, NUM_ACTUATORS> &getActuatorMin() const { return _actuator_min; }
/**
* Set the maximum actuator values
*
* @param actuator_max Maximum actuator values
*/
void setActuatorMax(const matrix::Vector<float, NUM_ACTUATORS> &actuator_max) { _actuator_max = actuator_max; }
/**
* Get the maximum actuator values
*
* @return Maximum actuator values
*/
const matrix::Vector<float, NUM_ACTUATORS> &getActuatorMax() const { return _actuator_max; }
/**
* Set the current actuator setpoint.
*
* Use this when a new allocation method is started to initialize it properly.
* In most cases, it is not needed to call this method before `allocate()`.
* Indeed the previous actuator setpoint is expected to be stored during calls to `allocate()`.
*
* @param actuator_sp Actuator setpoint
*/
void setActuatorSetpoint(const matrix::Vector<float, NUM_ACTUATORS> &actuator_sp);
/**
* Clip the actuator setpoint between minimum and maximum values.
*
* The output is in the range [min; max]
*
* @param actuator Actuator vector to clip
*/
void clipActuatorSetpoint(matrix::Vector<float, NUM_ACTUATORS> &actuator) const;
/**
* Normalize the actuator setpoint between minimum and maximum values.
*
* The output is in the range [-1; +1]
*
* @param actuator Actuator vector to normalize
*
* @return Clipped actuator setpoint
*/
matrix::Vector<float, NUM_ACTUATORS> normalizeActuatorSetpoint(const matrix::Vector<float, NUM_ACTUATORS> &actuator)
const;
virtual void updateParameters() {}
int numConfiguredActuators() const { return _num_actuators; }
protected:
matrix::Matrix<float, NUM_AXES, NUM_ACTUATORS> _effectiveness; //< Effectiveness matrix
matrix::Vector<float, NUM_ACTUATORS> _actuator_trim; //< Neutral actuator values
matrix::Vector<float, NUM_ACTUATORS> _actuator_min; //< Minimum actuator values
matrix::Vector<float, NUM_ACTUATORS> _actuator_max; //< Maximum actuator values
matrix::Vector<float, NUM_ACTUATORS> _actuator_sp; //< Actuator setpoint
matrix::Vector<float, NUM_AXES> _control_sp; //< Control setpoint
matrix::Vector<float, NUM_AXES> _control_allocated; //< Allocated control
matrix::Vector<float, NUM_AXES> _control_trim; //< Control at trim actuator values
int _num_actuators{0};
};