ManualVelocitySmoothingZ.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 ManualVelocitySmoothingZ.hpp
*
*/
#pragma once
#include <motion_planning/VelocitySmoothing.hpp>
class ManualVelocitySmoothingZ final
{
public:
ManualVelocitySmoothingZ() = default;
~ManualVelocitySmoothingZ() = default;
void reset(float accel, float vel, float pos);
void update(float dt, float velocity_target);
void setVelSpFeedback(const float fb) { _velocity_setpoint_feedback = fb; }
void setMaxJerk(const float max_jerk)
{
_trajectory.setMaxJerk(max_jerk);
}
void setMaxAccelUp(const float max_accel_up)
{
_max_accel_up = max_accel_up;
}
void setMaxAccelDown(const float max_accel_down)
{
_max_accel_down = max_accel_down;
}
void setMaxVelUp(const float max_vel_up)
{
_max_vel_up = max_vel_up;
}
void setMaxVelDown(const float max_vel_down)
{
_max_vel_down = max_vel_down;
}
float getCurrentJerk() const { return _state.j; }
float getCurrentAcceleration() const { return _state.a; }
void setCurrentVelocity(const float vel)
{
_state.v = vel;
_trajectory.setCurrentVelocity(vel);
}
float getCurrentVelocity() const { return _state.v; }
void setCurrentPosition(const float pos)
{
_state.x = pos;
_trajectory.setCurrentPosition(pos);
_position_estimate = pos;
if (_position_lock_active) {
_position_setpoint_locked = pos;
}
}
float getCurrentPosition() const { return _position_setpoint_locked; }
void setCurrentPositionEstimate(float pos) { _position_estimate = pos; }
private:
void resetPositionLock();
void updateTrajectories(float dt);
void updateTrajConstraints(float vel_target);
void checkPositionLock(float velocity_target);
void updateTrajDurations(float velocity_target);
VelocitySmoothing _trajectory; ///< Trajectory in z direction
bool _position_lock_active{false};
float _position_setpoint_locked{};
float _velocity_setpoint_feedback{};
float _position_estimate{};
struct {
float j;
float a;
float v;
float x;
} _state{};
float _max_accel_up{0.f};
float _max_accel_down{0.f};
float _max_vel_up{0.f};
float _max_vel_down{0.f};
};