cascade/roll_step
A scenario of the Cascaded controller, from tools/trace/scenarios/cascade/roll_step.hpp.
✓ pass
- The clang run (clang 18.1 optimized) matches the committed trace.
- The gcc run (gcc 13.3 optimized) matches the committed trace.
Shown on
These players show the same trace, with panels chosen to explain it:
- How do the loop gains shape a roll step? (How the Cascade Works)
Every channel
The 3-D view needs WebGL, which this browser does not provide. The plots and the description below show the same trace.
position [m] x y z
velocity [m/s] x y z
body_rates [rad/s] x y z dashed: command
rotor_speeds [rad/s] rotor 1 rotor 2 rotor 3 rotor 4 dashed: command
rotor_thrusts [N] rotor 1 rotor 2 rotor 3 rotor 4
roll_pitch_yaw [rad] roll pitch yaw
roll_setpoint [rad] roll_setpoint
body_torque [N·m] [0] [1] [2]
t = 0.000 s / 1.000 s
Keys (with the player focused): Space play/pause · ← → one sample (Shift: ten) · Home/End · [ ] speed
1 s of the control/cascade scenario roll_step.hpp, 201 samples every 0.005 s. The panels plot every channel that changes: position, velocity, body_rates, rotor_speeds, rotor_thrusts, roll_pitch_yaw, roll_setpoint, body_torque, with setpoints dashed. 1 events are marked. Pass criteria: BB-I2 roll_overshoot <= 0.1.
- roll target 30°, at hover thrust
- ✓ passBB-I2 roll_overshoot = 0 (<= 0.1), computed by the scenario harness