Improved the efficiency of 'applyFfLimit()'.
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@ -98,24 +98,27 @@ FAST_CODE_NOINLINE float interpolatedSpApply(int axis, bool newRcFrame, ffInterp
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}
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FAST_CODE_NOINLINE float applyFfLimit(int axis, float value, float Kp, float currentPidSetpoint) {
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if (axis == FD_ROLL) {
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switch (axis) {
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case FD_ROLL:
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DEBUG_SET(DEBUG_FF_LIMIT, 0, value);
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}
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if (axis == FD_PITCH) {
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break;
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case FD_PITCH:
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DEBUG_SET(DEBUG_FF_LIMIT, 1, value);
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break;
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}
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if (ffMaxRateLimit[axis]) {
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if (fabsf(currentPidSetpoint) <= ffMaxRateLimit[axis]) {
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value = constrainf(value, (-ffMaxRateLimit[axis] - currentPidSetpoint) * Kp, (ffMaxRateLimit[axis] - currentPidSetpoint) * Kp);
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} else {
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value = 0;
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}
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if (fabsf(currentPidSetpoint) <= ffMaxRateLimit[axis]) {
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value = constrainf(value, (-ffMaxRateLimit[axis] - currentPidSetpoint) * Kp, (ffMaxRateLimit[axis] - currentPidSetpoint) * Kp);
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} else {
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value = 0;
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}
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if (axis == FD_ROLL) {
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DEBUG_SET(DEBUG_FF_LIMIT, 2, value);
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}
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return value;
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}
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@ -123,6 +126,4 @@ bool shouldApplyFfLimits(int axis)
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{
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return ffMaxRateLimit[axis] != 0.0f && axis < FD_YAW;
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}
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#endif
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