Ejemplo n.º 1
0
float test_quat_comp(struct FloatQuat qa2b_f, struct FloatQuat qb2c_f, int display)
{

  struct FloatQuat qa2c_f;
  float_quat_comp(&qa2c_f, &qa2b_f, &qb2c_f);
  struct Int32Quat qa2b_i;
  QUAT_BFP_OF_REAL(qa2b_i, qa2b_f);
  struct Int32Quat qb2c_i;
  QUAT_BFP_OF_REAL(qb2c_i, qb2c_f);
  struct Int32Quat qa2c_i;
  int32_quat_comp(&qa2c_i, &qa2b_i, &qb2c_i);

  struct FloatQuat err;
  QUAT_DIFF(err, qa2c_f, qa2c_i);
  float norm_err = FLOAT_QUAT_NORM(err);

  if (display) {
    printf("quat comp\n");
    DISPLAY_FLOAT_QUAT_AS_EULERS_DEG("a2cf", qa2c_f);
    DISPLAY_INT32_QUAT_AS_EULERS_DEG("a2ci", qa2c_i);
  }

  return norm_err;

}
Ejemplo n.º 2
0
void ahrs_fc_realign_heading(float heading)
{
  FLOAT_ANGLE_NORMALIZE(heading);

  /* quaternion representing only the heading rotation from ltp to body */
  struct FloatQuat q_h_new;
  q_h_new.qx = 0.0;
  q_h_new.qy = 0.0;
  q_h_new.qz = sinf(heading / 2.0);
  q_h_new.qi = cosf(heading / 2.0);

  struct FloatQuat *body_to_imu_quat = orientationGetQuat_f(&ahrs_fc.body_to_imu);
  struct FloatQuat ltp_to_body_quat;
  float_quat_comp_inv(&ltp_to_body_quat, &ahrs_fc.ltp_to_imu_quat, body_to_imu_quat);
  /* quaternion representing current heading only */
  struct FloatQuat q_h;
  QUAT_COPY(q_h, ltp_to_body_quat);
  q_h.qx = 0.;
  q_h.qy = 0.;
  float_quat_normalize(&q_h);

  /* quaternion representing rotation from current to new heading */
  struct FloatQuat q_c;
  float_quat_inv_comp_norm_shortest(&q_c, &q_h, &q_h_new);

  /* correct current heading in body frame */
  struct FloatQuat q;
  float_quat_comp_norm_shortest(&q, &q_c, &ltp_to_body_quat);

  /* compute ltp to imu rotation quaternion and matrix */
  float_quat_comp(&ahrs_fc.ltp_to_imu_quat, &q, body_to_imu_quat);
  float_rmat_of_quat(&ahrs_fc.ltp_to_imu_rmat, &ahrs_fc.ltp_to_imu_quat);

  ahrs_fc.heading_aligned = TRUE;
}
//Function that reads the rc setpoint in an earth bound frame
void stabilization_attitude_read_rc_setpoint_quat_earth_bound_f(struct FloatQuat *q_sp, bool_t in_flight,
    bool_t in_carefree, bool_t coordinated_turn)
{
  // FIXME: remove me, do in quaternion directly
  // is currently still needed, since the yaw setpoint integration is done in eulers
#if defined STABILIZATION_ATTITUDE_TYPE_INT
  stabilization_attitude_read_rc_setpoint_eulers(&stab_att_sp_euler, in_flight, in_carefree, coordinated_turn);
#else
  stabilization_attitude_read_rc_setpoint_eulers_f(&stab_att_sp_euler, in_flight, in_carefree, coordinated_turn);
#endif

  const struct FloatVect3 zaxis = {0., 0., 1.};

  struct FloatQuat q_rp_cmd;
  stabilization_attitude_read_rc_roll_pitch_earth_quat_f(&q_rp_cmd);

  if (in_flight) {
    /* get current heading setpoint */
    struct FloatQuat q_yaw_sp;

#if defined STABILIZATION_ATTITUDE_TYPE_INT
    float_quat_of_axis_angle(&q_yaw_sp, &zaxis, ANGLE_FLOAT_OF_BFP(stab_att_sp_euler.psi));
#else
    float_quat_of_axis_angle(&q_yaw_sp, &zaxis, stab_att_sp_euler.psi);
#endif

    float_quat_comp(q_sp, &q_yaw_sp, &q_rp_cmd);
  } else {
    struct FloatQuat q_yaw;
    float_quat_of_axis_angle(&q_yaw, &zaxis, stateGetNedToBodyEulers_f()->psi);

    /* roll/pitch commands applied to to current heading */
    struct FloatQuat q_rp_sp;
    float_quat_comp(&q_rp_sp, &q_yaw, &q_rp_cmd);
    float_quat_normalize(&q_rp_sp);

    QUAT_COPY(*q_sp, q_rp_sp);
  }
}
Ejemplo n.º 4
0
float test_quat(void)
{
  struct FloatVect3 u = { 1., 2., 3.};
  FLOAT_VECT3_NORMALIZE(u);
  float angle = RadOfDeg(30.);

  struct FloatQuat q;
  FLOAT_QUAT_OF_AXIS_ANGLE(q, u, angle);
  DISPLAY_FLOAT_QUAT("q ", q);

  struct FloatQuat iq;
  FLOAT_QUAT_INVERT(iq, q);
  DISPLAY_FLOAT_QUAT("iq", iq);

  struct FloatQuat q1;
  float_quat_comp(&q1, &q, &iq);
  DISPLAY_FLOAT_QUAT("q1", q1);

  struct FloatQuat q2;
  float_quat_comp(&q2, &q, &iq);
  DISPLAY_FLOAT_QUAT("q2", q2);

  struct FloatQuat qe;
  QUAT_EXPLEMENTARY(qe, q);
  DISPLAY_FLOAT_QUAT("qe", qe);

  struct FloatVect3 a = { 2., 1., 3.};
  DISPLAY_FLOAT_VECT3("a ", a);
  struct FloatVect3 a1;
  float_quat_vmult(&a1, &q, &a);
  DISPLAY_FLOAT_VECT3("a1", a1);

  struct FloatVect3 a2;
  float_quat_vmult(&a2, &qe, &a);
  DISPLAY_FLOAT_VECT3("a2", a2);

  return 0.;

}
/** Read attitude setpoint from RC as quaternion
 * Interprets the stick positions as axes.
 * @param[in]  coordinated_turn  true if in horizontal mode forward
 * @param[in]  in_carefree       true if in carefree mode
 * @param[in]  in_flight         true if in flight
 * @param[out] q_sp              attitude setpoint as quaternion
 */
void stabilization_attitude_read_rc_setpoint_quat_f(struct FloatQuat *q_sp, bool_t in_flight, bool_t in_carefree,
    bool_t coordinated_turn)
{

  // FIXME: remove me, do in quaternion directly
  // is currently still needed, since the yaw setpoint integration is done in eulers
#if defined STABILIZATION_ATTITUDE_TYPE_INT
  stabilization_attitude_read_rc_setpoint_eulers(&stab_att_sp_euler, in_flight, in_carefree, coordinated_turn);
#else
  stabilization_attitude_read_rc_setpoint_eulers_f(&stab_att_sp_euler, in_flight, in_carefree, coordinated_turn);
#endif

  struct FloatQuat q_rp_cmd;
  stabilization_attitude_read_rc_roll_pitch_quat_f(&q_rp_cmd);

  /* get current heading */
  const struct FloatVect3 zaxis = {0., 0., 1.};
  struct FloatQuat q_yaw;

  //Care Free mode
  if (in_carefree) {
    //care_free_heading has been set to current psi when entering care free mode.
    float_quat_of_axis_angle(&q_yaw, &zaxis, care_free_heading);
  } else {
    float_quat_of_axis_angle(&q_yaw, &zaxis, stateGetNedToBodyEulers_f()->psi);
  }

  /* roll/pitch commands applied to to current heading */
  struct FloatQuat q_rp_sp;
  float_quat_comp(&q_rp_sp, &q_yaw, &q_rp_cmd);
  float_quat_normalize(&q_rp_sp);

  if (in_flight) {
    /* get current heading setpoint */
    struct FloatQuat q_yaw_sp;
#if defined STABILIZATION_ATTITUDE_TYPE_INT
    float_quat_of_axis_angle(&q_yaw_sp, &zaxis, ANGLE_FLOAT_OF_BFP(stab_att_sp_euler.psi));
#else
    float_quat_of_axis_angle(&q_yaw_sp, &zaxis, stab_att_sp_euler.psi);
#endif

    /* rotation between current yaw and yaw setpoint */
    struct FloatQuat q_yaw_diff;
    float_quat_comp_inv(&q_yaw_diff, &q_yaw_sp, &q_yaw);

    /* compute final setpoint with yaw */
    float_quat_comp_norm_shortest(q_sp, &q_rp_sp, &q_yaw_diff);
  } else {
    QUAT_COPY(*q_sp, q_rp_sp);
  }
}
Ejemplo n.º 6
0
float test_quat2(void)
{

  struct FloatEulers eula2b;
  EULERS_ASSIGN(eula2b, RadOfDeg(70.), RadOfDeg(0.), RadOfDeg(0.));
  //  DISPLAY_FLOAT_EULERS_DEG("eula2b", eula2b);

  struct FloatQuat qa2b;
  float_quat_of_eulers(&qa2b, &eula2b);
  DISPLAY_FLOAT_QUAT("qa2b", qa2b);

  struct DoubleEulers eula2b_d;
  EULERS_ASSIGN(eula2b_d, RadOfDeg(70.), RadOfDeg(0.), RadOfDeg(0.));
  struct DoubleQuat qa2b_d;
  double_quat_of_eulers(&qa2b_d, &eula2b_d);
  DISPLAY_FLOAT_QUAT("qa2b_d", qa2b_d);

  struct FloatVect3 u = { 1., 0., 0.};
  float angle = RadOfDeg(70.);

  struct FloatQuat q;
  FLOAT_QUAT_OF_AXIS_ANGLE(q, u, angle);
  DISPLAY_FLOAT_QUAT("q ", q);


  struct FloatEulers eula2c;
  EULERS_ASSIGN(eula2c, RadOfDeg(80.), RadOfDeg(0.), RadOfDeg(0.));
  //  DISPLAY_FLOAT_EULERS_DEG("eula2c", eula2c);

  struct FloatQuat qa2c;
  float_quat_of_eulers(&qa2c, &eula2c);
  DISPLAY_FLOAT_QUAT("qa2c", qa2c);


  struct FloatQuat qb2a;
  FLOAT_QUAT_INVERT(qb2a, qa2b);
  DISPLAY_FLOAT_QUAT("qb2a", qb2a);


  struct FloatQuat qb2c1;
  float_quat_comp(&qb2c1, &qb2a, &qa2c);
  DISPLAY_FLOAT_QUAT("qb2c1", qb2c1);

  struct FloatQuat qb2c2;
  float_quat_inv_comp(&qb2c2, &qa2b, &qa2c);
  DISPLAY_FLOAT_QUAT("qb2c2", qb2c2);

  return 0.;

}
Ejemplo n.º 7
0
void stabilization_attitude_set_setpoint_rp_quat_f(bool in_flight, int32_t heading)
{
  struct FloatQuat q_rp_cmd;
  float_quat_of_eulers(&q_rp_cmd, &guidance_euler_cmd); //TODO this is a quaternion without yaw! add the desired yaw before you use it!

  /* get current heading */
  const struct FloatVect3 zaxis = {0., 0., 1.};
  struct FloatQuat q_yaw;

  float_quat_of_axis_angle(&q_yaw, &zaxis, stateGetNedToBodyEulers_f()->psi);

  /* roll/pitch commands applied to to current heading */
  struct FloatQuat q_rp_sp;
  float_quat_comp(&q_rp_sp, &q_yaw, &q_rp_cmd);
  float_quat_normalize(&q_rp_sp);

  struct FloatQuat q_sp;

  if (in_flight) {
    /* get current heading setpoint */
    struct FloatQuat q_yaw_sp;
    float_quat_of_axis_angle(&q_yaw_sp, &zaxis, ANGLE_FLOAT_OF_BFP(heading));


    /* rotation between current yaw and yaw setpoint */
    struct FloatQuat q_yaw_diff;
    float_quat_comp_inv(&q_yaw_diff, &q_yaw_sp, &q_yaw);

    /* compute final setpoint with yaw */
    float_quat_comp_norm_shortest(&q_sp, &q_rp_sp, &q_yaw_diff);
  } else {
    QUAT_COPY(q_sp, q_rp_sp);
  }

  QUAT_BFP_OF_REAL(stab_att_sp_quat,q_sp);
}
Ejemplo n.º 8
0
void float_quat_comp_norm_shortest(struct FloatQuat *a2c, struct FloatQuat *a2b, struct FloatQuat *b2c)
{
  float_quat_comp(a2c, a2b, b2c);
  float_quat_wrap_shortest(a2c);
  float_quat_normalize(a2c);
}
void quat_from_earth_cmd_f(struct FloatQuat *quat, struct FloatVect2 *cmd, float heading) {

  /* cmd_x is positive to north = negative pitch
   * cmd_y is positive to east = positive roll
   *
   * orientation vector describing simultaneous rotation of roll/pitch
   */
  const struct FloatVect3 ov = {cmd->y, -cmd->x, 0.0};
  /* quaternion from that orientation vector */
  struct FloatQuat q_rp;
  float_quat_of_orientation_vect(&q_rp, &ov);

  /* as rotation matrix */
  struct FloatRMat R_rp;
  float_rmat_of_quat(&R_rp, &q_rp);
  /* body x-axis (before heading command) is first column */
  struct FloatVect3 b_x;
  VECT3_ASSIGN(b_x, R_rp.m[0], R_rp.m[3], R_rp.m[6]);
  /* body z-axis (thrust vect) is last column */
  struct FloatVect3 thrust_vect;
  VECT3_ASSIGN(thrust_vect, R_rp.m[2], R_rp.m[5], R_rp.m[8]);

  /// @todo optimize yaw angle calculation

  /*
   * Instead of using the psi setpoint angle to rotate around the body z-axis,
   * calculate the real angle needed to align the projection of the body x-axis
   * onto the horizontal plane with the psi setpoint.
   *
   * angle between two vectors a and b:
   * angle = atan2(norm(cross(a,b)), dot(a,b)) * sign(dot(cross(a,b), n))
   * where the normal n is the thrust vector (i.e. both a and b lie in that plane)
   */

  // desired heading vect in earth x-y plane
  const struct FloatVect3 psi_vect = {cosf(heading), sinf(heading), 0.0};

  /* projection of desired heading onto body x-y plane
   * b = v - dot(v,n)*n
   */
  float dot = VECT3_DOT_PRODUCT(psi_vect, thrust_vect);
  struct FloatVect3 dotn;
  VECT3_SMUL(dotn, thrust_vect, dot);

  // b = v - dot(v,n)*n
  struct FloatVect3 b;
  VECT3_DIFF(b, psi_vect, dotn);
  dot = VECT3_DOT_PRODUCT(b_x, b);
  struct FloatVect3 cross;
  VECT3_CROSS_PRODUCT(cross, b_x, b);
  // norm of the cross product
  float nc = FLOAT_VECT3_NORM(cross);
  // angle = atan2(norm(cross(a,b)), dot(a,b))
  float yaw2 = atan2(nc, dot) / 2.0;

  // negative angle if needed
  // sign(dot(cross(a,b), n)
  float dot_cross_ab = VECT3_DOT_PRODUCT(cross, thrust_vect);
  if (dot_cross_ab < 0) {
    yaw2 = -yaw2;
  }

  /* quaternion with yaw command */
  struct FloatQuat q_yaw;
  QUAT_ASSIGN(q_yaw, cosf(yaw2), 0.0, 0.0, sinf(yaw2));

  /* final setpoint: apply roll/pitch, then yaw around resulting body z-axis */
  float_quat_comp(quat, &q_rp, &q_yaw);
  float_quat_normalize(quat);
  float_quat_wrap_shortest(quat);

}