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dynamically update smoothing at the start
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parent
376e5201df
commit
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1 changed files with 42 additions and 23 deletions
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@ -62,6 +62,8 @@ typedef struct {
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float rollI;
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bool isDeceleratingAtStart;
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float sanityCheckDistance;
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float peakInitialGroundspeed;
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float lpfCutoff;
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} posHoldState;
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static posHoldState posHold = {
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@ -76,15 +78,16 @@ static posHoldState posHold = {
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.rollI = 0.0f,
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.isDeceleratingAtStart = true,
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.sanityCheckDistance = 1000.0f,
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.peakInitialGroundspeed = 0.0f,
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.lpfCutoff = 1.0f,
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};
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static gpsLocation_t currentTargetLocation = {0, 0, 0};
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float autopilotAngle[ANGLE_INDEX_COUNT];
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static pt1Filter_t velocityPitchLpf;
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static pt1Filter_t accelerationPitchLpf;
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static pt1Filter_t velocityRollLpf;
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static pt1Filter_t accelerationRollLpf;
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static float positionLpfCutoffHz;
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static pt2Filter_t accelerationRollLpf;
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static pt2Filter_t accelerationPitchLpf;
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void autopilotInit(const autopilotConfig_t *config)
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{
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@ -96,12 +99,12 @@ void autopilotInit(const autopilotConfig_t *config)
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positionPidCoeffs.Ki = config->position_I * POSITION_I_SCALE;
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positionPidCoeffs.Kd = config->position_D * POSITION_D_SCALE;
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positionPidCoeffs.Kf = config->position_A * POSITION_A_SCALE; // Kf used for acceleration
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positionLpfCutoffHz = config->position_cutoff * 0.01f;
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const float gain = pt1FilterGain(positionLpfCutoffHz, 0.1f); // assume 10Hz GPS connection at start
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pt1FilterInit(&velocityPitchLpf, gain);
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pt1FilterInit(&accelerationPitchLpf, gain);
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pt1FilterInit(&velocityRollLpf, gain);
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pt1FilterInit(&accelerationRollLpf, gain);
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posHold.lpfCutoff = config->position_cutoff * 0.01f;
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const float pt1Gain = pt1FilterGain(posHold.lpfCutoff, 0.1f); // assume 10Hz GPS connection at start
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pt1FilterInit(&velocityRollLpf, pt1Gain);
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pt1FilterInit(&velocityPitchLpf, pt1Gain);
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pt2FilterInit(&accelerationRollLpf, pt1Gain);
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pt2FilterInit(&accelerationPitchLpf, pt1Gain);
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}
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void resetAltitudeControl (void) {
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@ -147,7 +150,7 @@ void altitudeControl(float targetAltitudeCm, float taskIntervalS, float vertical
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DEBUG_SET(DEBUG_AUTOPILOT_ALTITUDE, 7, lrintf(altitudeF));
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}
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void resetPositionControlParams(void) {
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void resetPositionControlParams(void) { // at the start, and while sticks are moving
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posHold.distanceCm = 0.0f;
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posHold.previousDistanceCm = 0;
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posHold.previousDistanceRoll = 0.0f;
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@ -158,6 +161,14 @@ void resetPositionControlParams(void) {
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posHold.pitchI = 0.0f;
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posHold.rollI = 0.0f;
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posHold.sanityCheckDistance = 1000.0f;
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// reset all lowpass filter accumulators to zero
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posHold.lpfCutoff = autopilotConfig()->position_cutoff * 0.01f;
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const float pt1Gain = pt1FilterGain(posHold.lpfCutoff, 0.1f);
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pt1FilterInit(&velocityRollLpf, pt1Gain);
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pt1FilterInit(&velocityPitchLpf, pt1Gain);
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pt2FilterInit(&accelerationRollLpf, pt1Gain); // use pt1 gain on pt2 for extra suppression
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pt2FilterInit(&accelerationPitchLpf, pt1Gain);
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}
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void resetPositionControl(gpsLocation_t initialTargetLocation) {
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@ -196,12 +207,18 @@ bool positionControl(bool useStickAdjustment, float deadband) {
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// it looks a lot better if we reset the target point to the point that we 'pull up' at
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// otherwise there is a big distance to pull back if we start pos hold while carrying some speed
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if (posHold.isDeceleratingAtStart) {
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positionLpfCutoffHz = autopilotConfig()->position_cutoff * 0.003f; // acquire D and A more gradually
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// slow acquisition of D and A, but fast offset
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posHold.peakInitialGroundspeed = fmaxf(posHold.peakInitialGroundspeed, gpsSol.groundSpeed);
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if (gpsSol.groundSpeed > 0.5f * posHold.peakInitialGroundspeed) {
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posHold.lpfCutoff = autopilotConfig()->position_cutoff * 0.003f; // acquire D and A more gradually
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} else {
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posHold.lpfCutoff = autopilotConfig()->position_cutoff * 0.03f; // lose D and A more rapidly
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}
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posHold.sanityCheckDistance = gpsSol.groundSpeed > 1000 ? gpsSol.groundSpeed : 1000.0f;
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if (posHold.distanceCm < posHold.previousDistanceCm) {
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// reset the values now the craft has 'stopped'; this happens only once
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currentTargetLocation = gpsSol.llh;
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positionLpfCutoffHz = autopilotConfig()->position_cutoff * 0.01f; // normal D and A responsiveness
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posHold.lpfCutoff = autopilotConfig()->position_cutoff * 0.01f; // normal D and A responsiveness
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resetPositionControlParams();
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posHold.isDeceleratingAtStart = false;
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} else {
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@ -211,7 +228,7 @@ bool positionControl(bool useStickAdjustment, float deadband) {
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// set the filter gain used for D and J
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// TO DO - maybe use fixed at GPS data rate?
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const float gain = pt1FilterGain(positionLpfCutoffHz, gpsDataIntervalS);
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const float pt1Gain = pt1FilterGain(posHold.lpfCutoff, gpsDataIntervalS);
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const uint8_t startLogger = posHold.isDeceleratingAtStart ? 2 : 1;
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DEBUG_SET(DEBUG_AUTOPILOT_POSITION, 3, startLogger);
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@ -248,15 +265,16 @@ bool positionControl(bool useStickAdjustment, float deadband) {
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// we need separate velocity for roll so the filter lag isn't problematic
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float velocityRoll = (distanceRoll - posHold.previousDistanceRoll) * gpsDataIntervalHz;
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posHold.previousDistanceRoll = distanceRoll;
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// lowpass filter the velocity
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pt1FilterUpdateCutoff(&velocityRollLpf, gain);
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velocityRoll = pt1FilterApply(&velocityRollLpf, velocityRoll);
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float accelerationRoll = (velocityRoll - posHold.previousVelocityRoll) * gpsDataIntervalHz; // positive when moving away
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posHold.previousVelocityRoll = velocityRoll;
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// lowpass filter the velocity
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pt1FilterUpdateCutoff(&velocityRollLpf, pt1Gain);
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velocityRoll = pt1FilterApply(&velocityRollLpf, velocityRoll);
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// lowapss filter the acceleration value again, effectively PT2, it's very noisy
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pt1FilterUpdateCutoff(&accelerationRollLpf, gain);
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accelerationRoll = pt1FilterApply(&accelerationRollLpf, accelerationRoll);
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pt2FilterUpdateCutoff(&accelerationRollLpf, pt1Gain);
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accelerationRoll = pt2FilterApply(&accelerationRollLpf, accelerationRoll);
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const float rollP = distanceRoll * positionPidCoeffs.Kp;
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const float rollD = velocityRoll * positionPidCoeffs.Kd;
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@ -268,15 +286,16 @@ bool positionControl(bool useStickAdjustment, float deadband) {
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float velocityPitch = (distancePitch - posHold.previousDistancePitch) * gpsDataIntervalHz;
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posHold.previousDistancePitch = distancePitch;
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// lowpass filter the velocity
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pt1FilterUpdateCutoff(&velocityPitchLpf, gain);
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velocityPitch = pt1FilterApply(&velocityPitchLpf, velocityPitch);
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float accelerationPitch = (velocityPitch - posHold.previousVelocityPitch) * gpsDataIntervalHz; // positive when moving away
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posHold.previousVelocityPitch = velocityPitch;
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// lowpass filter the velocity
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pt1FilterUpdateCutoff(&velocityPitchLpf, pt1Gain);
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velocityPitch = pt1FilterApply(&velocityPitchLpf, velocityPitch);
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// lowapss filter the acceleration value again, effectively PT2, it's very noisy
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pt1FilterUpdateCutoff(&accelerationPitchLpf, gain);
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accelerationPitch = pt1FilterApply(&accelerationPitchLpf, accelerationPitch);
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pt2FilterUpdateCutoff(&accelerationPitchLpf, pt1Gain);
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accelerationPitch = pt2FilterApply(&accelerationPitchLpf, accelerationPitch);
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const float pitchP = distancePitch * positionPidCoeffs.Kp;
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const float pitchD = velocityPitch * positionPidCoeffs.Kd;
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