Replace twist with linear/angular velocity
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@ -8,7 +8,9 @@ Propulsion::Propulsion() {
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this->motorCount = 0;
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}
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unsigned int Propulsion::GetMotorCount() { return this->motorCount; }
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unsigned int Propulsion::GetMotorCount() {
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return this->motorCount;
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}
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Motor* Propulsion::GetMotor(unsigned int motorId) {
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if (motorId >= this->motorCount)
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@ -28,13 +30,28 @@ void Propulsion::Update(float currentTimeMs) {
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}
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}
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/*
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void Propulsion::SetTwistSpeed(float forward, float yaw) {}
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void Propulsion::SetTwistSpeed(Vector2 linear, float yaw) {}
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void Propulsion::SetTwistSpeed(Vector3 linear, float yaw, float pitch,
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float roll) {}
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*/
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Polar Propulsion::GetVelocity() { return Polar(0, 0); }
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void Propulsion::SetVelocity(float velocity) {}
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void Propulsion::SetVelocity(Vector2 velocity) {}
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void Propulsion::SetVelocity(Vector3 verlocity) {}
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void Propulsion::SetVelocity(Polar velocity) {}
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void Propulsion::SetVelocity(Spherical velocity) {}
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float Propulsion::GetAngularVelocity() { return 0; }
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void Propulsion::SetAngularVelocity(float yaw) {}
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void Propulsion::SetAngularVelocity(float yaw, float pitch, float roll) {}
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Polar Propulsion::GetVelocity() {
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return Polar(0, 0);
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}
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float Propulsion::GetAngularVelocity() {
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return 0;
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}
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24
Propulsion.h
24
Propulsion.h
@ -3,7 +3,9 @@
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#include "Motor.h"
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#include "VectorAlgebra/Polar.h"
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#include "VectorAlgebra/Quaternion.h"
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#include "VectorAlgebra/Spherical.h"
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#include "VectorAlgebra/Vector2.h"
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#include "VectorAlgebra/Vector3.h"
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namespace Passer {
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namespace RoboidControl {
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@ -38,6 +40,7 @@ public:
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/// index could be found
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// Placement *GetMotorPlacement(unsigned int motorIx);
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/*
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/// @brief Sets the forward and rotation speed of a (grounded) Roboid
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/// @param forward The target forward speed
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/// @param yaw The target rotation speed around the vertical axis
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@ -48,16 +51,29 @@ public:
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/// Roboid
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/// @param linear The target linear (forward, sideward) speed
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/// @param yaw The target rotation speed around the vertical axis
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/// This function is typically used for Roboid which are driving on the ground
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/// This function is typically used for Roboid which are driving on the
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ground
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/// which have to ability to move sideward
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virtual void SetTwistSpeed(Vector2 linear, float yaw = 0.0F);
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/// @brief Set the target 3D linear and 3D rotation speed of a (flying) Roboid
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/// @brief Set the target 3D linear and 3D rotation speed of a (flying)
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Roboid
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/// @param linear The target linear speed
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/// @param yaw The target rotation speed around the vertical axis
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/// @param pitch The target rotation speed around the sideward axis
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/// @param roll The target rotation speed around hte forward axis
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virtual void SetTwistSpeed(Vector3 linear, float yaw = 0.0F,
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float pitch = 0.0F, float roll = 0.0F);
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virtual void SetTwistSpeed(Vector3 linear,
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float yaw = 0.0F,
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float pitch = 0.0F,
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float roll = 0.0F);
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*/
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virtual void SetVelocity(float velocity);
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virtual void SetVelocity(Polar velocity);
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virtual void SetVelocity(Spherical velocity);
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virtual void SetVelocity(Vector2 velocity);
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virtual void SetVelocity(Vector3 velocity);
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virtual void SetAngularVelocity(float yaw);
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virtual void SetAngularVelocity(float yaw, float pitch, float roll);
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/// @brief Retrieve the current velocity of the roboid
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/// @return The velocity in polar coordinates
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@ -2,37 +2,37 @@
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Quadcopter::Quadcopter() {}
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void Quadcopter::SetTwistSpeed(float forward, float yaw) {
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this->velocity = Vector3::forward * forward;
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this->yawSpeed = yaw;
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}
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// void Quadcopter::SetTwistSpeed(float forward, float yaw) {
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// this->velocity = Vector3::forward * forward;
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// this->yawSpeed = yaw;
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// }
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void Quadcopter::SetTwistSpeed(Vector2 linear, float yaw) {
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this->velocity = Vector3(linear.x, 0.0F, linear.y);
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this->yawSpeed = yaw;
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}
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// void Quadcopter::SetTwistSpeed(Vector2 linear, float yaw) {
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// this->velocity = Vector3(linear.x, 0.0F, linear.y);
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// this->yawSpeed = yaw;
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// }
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void Quadcopter::SetTwistSpeed(Vector3 velocity,
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float yaw,
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float pitch,
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float roll) {
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this->velocity = velocity;
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this->yawSpeed = yaw;
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this->rollSpeed = roll;
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this->pitchSpeed = pitch;
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}
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// void Quadcopter::SetTwistSpeed(Vector3 velocity,
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// float yaw,
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// float pitch,
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// float roll) {
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// this->velocity = velocity;
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// this->yawSpeed = yaw;
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// this->rollSpeed = roll;
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// this->pitchSpeed = pitch;
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// }
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Vector3 Quadcopter::GetTargetVelocity() {
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return this->velocity;
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}
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// Vector3 Quadcopter::GetTargetVelocity() {
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// return this->velocity;
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// }
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float Quadcopter::GetPitchSpeed() {
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return this->pitchSpeed;
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}
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// float Quadcopter::GetPitchSpeed() {
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// return this->pitchSpeed;
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// }
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float Quadcopter::GetYawSpeed() {
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return this->yawSpeed;
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}
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float Quadcopter::GetRollSpeed() {
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return this->rollSpeed;
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}
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// float Quadcopter::GetYawSpeed() {
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// return this->yawSpeed;
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// }
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// float Quadcopter::GetRollSpeed() {
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// return this->rollSpeed;
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// }
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17
Quadcopter.h
17
Quadcopter.h
@ -14,15 +14,16 @@ public:
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/// @brief Default constuctor
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Quadcopter();
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virtual void SetTwistSpeed(float forward, float yaw = 0.0F) override;
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virtual void SetTwistSpeed(Vector2 linear, float yaw = 0.0F) override;
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virtual void SetTwistSpeed(Vector3 linear, float yaw = 0.0F,
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float pitch = 0.0F, float roll = 0.0F) override;
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// virtual void SetTwistSpeed(float forward, float yaw = 0.0F) override;
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// virtual void SetTwistSpeed(Vector2 linear, float yaw = 0.0F) override;
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// virtual void SetTwistSpeed(Vector3 linear, float yaw = 0.0F,
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// float pitch = 0.0F, float roll = 0.0F)
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// override;
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Vector3 GetTargetVelocity();
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float GetYawSpeed();
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float GetPitchSpeed();
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float GetRollSpeed();
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// Vector3 GetTargetVelocity();
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// float GetYawSpeed();
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// float GetPitchSpeed();
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// float GetRollSpeed();
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protected:
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Vector3 velocity = Vector3::zero;
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