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https://github.com/okalachev/flix.git
synced 2026-02-17 15:41:32 +00:00
Refactor arming logic
Arm and disarm with gestures only: left stick right/down for arming, left/down for disarming. Remove arming switch as it complicates arming gestures logic. Remove MAV_CTRL_SCALE parameter as it complicates arming gestures logic, advise to decrease TILT_MAX when controlling with a smartphone. Put some minimal thrust to motors to indicate armed state. Rename build article to usage article, add flight instructions.
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@@ -9,6 +9,7 @@
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#include "lpf.h"
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#include "util.h"
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#define ARMED_THRUST 0.1 // thrust to indicate armed state
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#define PITCHRATE_P 0.05
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#define PITCHRATE_I 0.2
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#define PITCHRATE_D 0.001
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@@ -54,7 +55,7 @@ Vector torqueTarget;
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float thrustTarget;
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extern const int MOTOR_REAR_LEFT, MOTOR_REAR_RIGHT, MOTOR_FRONT_RIGHT, MOTOR_FRONT_LEFT;
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extern float controlRoll, controlPitch, controlThrottle, controlYaw, controlArmed, controlMode;
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extern float controlRoll, controlPitch, controlThrottle, controlYaw, controlMode;
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void control() {
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interpretControls();
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@@ -65,14 +66,14 @@ void control() {
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}
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void interpretControls() {
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armed = controlThrottle >= 0.05;
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if (controlArmed < 0.5) armed = false;
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// NOTE: put ACRO or MANUAL modes there if you want to use them
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if (controlMode < 0.25) mode = STAB;
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if (controlMode < 0.75) mode = STAB;
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if (controlMode > 0.75) mode = STAB;
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if (controlThrottle < 0.05 && controlYaw > 0.95) armed = true; // arm gesture
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if (controlThrottle < 0.05 && controlYaw < -0.95) armed = false; // disarm gesture
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thrustTarget = controlThrottle;
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if (mode == STAB) {
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@@ -137,8 +138,17 @@ void controlRates() {
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void controlTorque() {
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if (!torqueTarget.valid()) return; // skip torque control
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if (!armed || thrustTarget < 0.05) {
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memset(motors, 0, sizeof(motors)); // stop motors if no thrust
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if (!armed) {
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memset(motors, 0, sizeof(motors)); // stop motors if disarmed
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return;
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}
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if (thrustTarget < 0.05) {
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// minimal thrust to indicate armed state
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motors[0] = ARMED_THRUST;
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motors[1] = ARMED_THRUST;
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motors[2] = ARMED_THRUST;
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motors[3] = ARMED_THRUST;
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return;
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}
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