DevGuide/StateInterface
The idea is to create a general state interface that holds the most important vehicle states like attitude, position, speed, acceleration.
state.h
/* abstract state interface */
struct State {
/* Earth Centered Earth Fixed in centimeters */
struct EcefCoor_i ecef_pos;
/* lon, lat in radians*1e7 */
/* alt in centimeters above MSL */
struct LlaCoor_i lla_pos;
/* definition of the local (flat earth) coordinate system */
struct LtpDef_i ned_origin;
bool_t ned_initialised;
/* North East Down local tangent plane */
struct NedCoor_i ned_pos;
struct NedCoor_i ned_speed;
struct NedCoor_i ned_accel;
/* vehicle attitude */
struct Int32Quat ned_to_body_quat;
struct Int32Eulers ned_to_body_euler;
struct Int32RMat ned_to_body_rmat;
struct Int32Rates body_rate;
/* horizontal windspeed x = north, y = east */
struct Int32Vect2 h_windspeed;
struct int32_t airspeed_norm;
/***** float representations ****/
/* Position within UTM zone in meters, z in meters above MSL */
struct FloatVect3 utm_pos;
uint8_t utm_zone;
/* altitude above ground level in meters */
float alt_agl;
/* accelerations in North East Down local tangent plane */
struct FloatVect3 ned_accel;
/* speed in North East Down local tangent plane */
struct FloatVect3 ned_speed;
/* horizontal ground speed in norm and dir (m/s, rad (CW/North)) */
float h_speed_norm;
float h_speed_dir;
struct FloatVect2 h_windspeed; /* m/s ; x = north, y = east */
float airspeed_norm; /* m/s */
struct FloatQuat ned_to_body_quat;
struct FloatEulers ned_to_body_euler;
struct FloatRMat ned_to_body_rmat;
struct FloatRates body_rate;
}
We should also make clear that the angle psi means the heading (where the aircraft's noise is pointing) and not the direction it is actually moving (groundspeed direction). For fixedwings I think we currently assume it is the same (without a magnetometer).
How to set/get the state ?
State accessor functions we need:
Integer set versions (inline void):
- StateSetPositionEcef_i(EcefCoor_i ecef_pos)
- StateSetPositionNed_i(NedCoor_i ned_pos)
- StateSetPositionLla_i(LlaCoor_i lla_pos)
- StateSetSpeedNed_i(NedCoor_i ned_speed)
- StateSetAccelNed_i(NedCoor_i ned_accel)
- StateSetNedToBodyQuat_i(Int32Quat ned_to_body_quat)
- StateSetNedToBodyRMat_i(Int32RMat ned_to_body_rmat)
- StateSetNedToBodyEulers_i(Int32Eulers ned_to_body_eulers)
- StateSetBodyRates_i(Int32Rates body_rate)
- StateSetHorizontalWindspeed(Int32Vect2 h_windspeed)
- StateSetAirspeedNorm(int32_t airspeed_norm)
On time computation
With this solution, the state can be updated and read with any format with a little overhead (do some tests on a status).
The conversion is done only if needed and is not done again until the state is updated.
The following structure has to be done for the different "groups" of states: position, speed, attitude,...
#define XXX 1<<0
#define YYY 1<<1
#define ZZZ 1<<2
uint XYZ_status;
// set the new value and reset the status to tell that other format are not up to date anymore
#define STATE_SET_XXX(_v) {
state.XXX = _v;
pos_status = XXX;
}
--> do the same for YYY and ZZZ, and even for XXX_YYY, XXX_ZZZ, ... if needed
// get the value and transformation if needed
#define STATE_GET_XXX(_r) {
if (status bit XXX is not set) {
transform_XXX();
set bit XXX in status;
}
_r = XXX;
}
--> do the same for the other states
// conversion function
// the order the "if _ else if _" is chosen to begin with the less cpu consuming conversions
void transform_XXX() {
if (status bit YYY is set) {
compute XXX_of_YYY;
} else
if (status bit ZZZ is set) {
compute XXX_of_ZZZ;
} else
{ // default, no data available
XXX = ZERO ?
set UNINIT flag somewhere ?
}
}
--> do the same for the other states
--> maybe a part of this could be generated ?
--> we can use functions instead of macros