49 void reset(
float accel,
float vel,
float pos);
50 void update(
float dt,
float velocity_target);
void setVelSpFeedback(const float fb)
float getCurrentJerk() const
struct ManualVelocitySmoothingZ::@65 _state
bool _position_lock_active
void updateTrajectories(float dt)
~ManualVelocitySmoothingZ()=default
void setMaxJerk(float max_jerk)
float getCurrentPosition() const
void update(float dt, float velocity_target)
float _position_setpoint_locked
float getCurrentAcceleration() const
void setCurrentVelocity(const float vel)
void reset(float accel, float vel, float pos)
ManualVelocitySmoothingZ()=default
TODO: document the algorithm |T1| T2 |T3| __| |____ __ Jerk |_| / \ Acceleration ___/ ___ ;" / / V...
float _velocity_setpoint_feedback
void setCurrentVelocity(const float vel)
void setCurrentPosition(const float pos)
void setMaxAccelDown(const float max_accel_down)
float getCurrentVelocity() const
void setMaxVelDown(const float max_vel_down)
VelocitySmoothing _trajectory
Trajectory in z direction.
void updateTrajDurations(float velocity_target)
void setMaxJerk(const float max_jerk)
void updateTrajConstraints(float vel_target)
void setMaxVelUp(const float max_vel_up)
void setCurrentPosition(const float pos)
void setCurrentPositionEstimate(float pos)
void checkPositionLock(float velocity_target)
void setMaxAccelUp(const float max_accel_up)