36 #include <mathlib/mathlib.h> 81 if (velocity_target < 0.
f) {
101 if (fabsf(
_state.v) < 0.1f &&
struct ManualVelocitySmoothingZ::@65 _state
bool _position_lock_active
void updateTrajectories(float dt)
float getCurrentVelocity() const
float getCurrentJerk() const
void update(float dt, float velocity_target)
float _position_setpoint_locked
void setCurrentVelocity(const float vel)
void reset(float accel, float vel, float pos)
void updateTraj(float dt, float time_stretch=1.f)
Generate the trajectory (acceleration, velocity and position) by integrating the current jerk...
float _velocity_setpoint_feedback
float getCurrentAcceleration() const
Vector< float, 6 > f(float t, const Matrix< float, 6, 1 > &, const Matrix< float, 3, 1 > &)
void reset(float accel, float vel, float pos)
Reset the state.
void updateDurations(float vel_setpoint)
Compute T1, T2, T3 depending on the current state and velocity setpoint.
void setCurrentPosition(const float pos)
float getCurrentPosition() const
VelocitySmoothing _trajectory
Trajectory in z direction.
void setMaxVel(float max_vel)
void updateTrajConstraints(float vel_target)
void setMaxAccel(float max_accel)
void checkPositionLock(float velocity_target)