ardupilot/libraries/AP_Proximity/AP_Proximity_Backend.h

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/*
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <AP_Common/AP_Common.h>
#include <AP_HAL/AP_HAL.h>
#include "AP_Proximity.h"
#include <AP_Common/Location.h>
#include "AP_Proximity_Boundary_3D.h"
class AP_Proximity_Backend
{
public:
// constructor. This incorporates initialisation as well.
AP_Proximity_Backend(AP_Proximity &_frontend, AP_Proximity::Proximity_State &_state);
// we declare a virtual destructor so that Proximity drivers can
// override with a custom destructor if need be
virtual ~AP_Proximity_Backend(void) {}
// update the state structure
virtual void update() = 0;
// get maximum and minimum distances (in meters) of sensor
virtual float distance_max() const = 0;
virtual float distance_min() const = 0;
// get distance upwards in meters. returns true on success
virtual bool get_upward_distance(float &distance) const { return false; }
// handle mavlink DISTANCE_SENSOR messages
virtual void handle_msg(const mavlink_message_t &msg) {}
// get total number of obstacles, used in GPS based Simple Avoidance
uint8_t get_obstacle_count() { return boundary.get_obstacle_count(); }
// get vector to obstacle based on obstacle_num passed, used in GPS based Simple Avoidance
bool get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_obstacle) const { return boundary.get_obstacle(obstacle_num, vec_to_obstacle); }
// returns shortest distance to "obstacle_num" obstacle, from a line segment formed between "seg_start" and "seg_end"
// used in GPS based Simple Avoidance
float distance_to_obstacle(const uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const { return boundary.distance_to_obstacle(obstacle_num , seg_start, seg_end, closest_point); }
// get distance and angle to closest object (used for pre-arm check)
// returns true on success, false if no valid readings
bool get_closest_object(float& angle_deg, float &distance) const { return boundary.get_closest_object(angle_deg, distance); }
// get number of objects, angle and distance - used for non-GPS avoidance
uint8_t get_horizontal_object_count() const {return boundary.get_horizontal_object_count(); }
bool get_horizontal_object_angle_and_distance(uint8_t object_number, float& angle_deg, float &distance) const { return boundary.get_horizontal_object_angle_and_distance(object_number, angle_deg, distance); }
// get distances in 8 directions. used for sending distances to ground station
bool get_horizontal_distances(AP_Proximity::Proximity_Distance_Array &prx_dist_array) const;
protected:
// set status and update valid_count
void set_status(AP_Proximity::Status status);
// correct an angle (in degrees) based on the orientation and yaw correction parameters
float correct_angle_for_orientation(float angle_degrees) const;
// check if a reading should be ignored because it falls into an ignore area
// angles should be in degrees and in the range of 0 to 360
bool ignore_reading(uint16_t angle_deg) const;
// database helpers. All angles are in degrees
static bool database_prepare_for_push(Vector3f &current_pos, Matrix3f &body_to_ned);
// Note: "angle" refers to yaw (in body frame) towards the obstacle
static void database_push(float angle, float distance);
static void database_push(float angle, float distance, uint32_t timestamp_ms, const Vector3f &current_pos, const Matrix3f &body_to_ned) {
database_push(angle, 0.0f, distance, timestamp_ms, current_pos, body_to_ned);
};
static void database_push(float angle, float pitch, float distance, uint32_t timestamp_ms, const Vector3f &current_pos, const Matrix3f &body_to_ned);
AP_Proximity &frontend;
AP_Proximity::Proximity_State &state; // reference to this instances state
// Methods to manipulate 3D boundary in this class
AP_Proximity_Boundary_3D boundary;
};