2021-03-25 04:32:09 -03:00
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/*
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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2020-12-06 08:20:02 -04:00
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#include "AP_Proximity_Boundary_3D.h"
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2021-03-25 04:32:09 -03:00
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#if HAL_PROXIMITY_ENABLED
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#include "AP_Proximity_Backend.h"
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2020-12-06 08:20:02 -04:00
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/*
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Constructor.
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This incorporates initialisation as well.
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*/
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AP_Proximity_Boundary_3D::AP_Proximity_Boundary_3D()
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{
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// initialise sector edge vector used for building the boundary fence
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2020-12-14 02:51:18 -04:00
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init();
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2020-12-06 08:20:02 -04:00
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}
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// initialise the boundary and sector_edge_vector array used for object avoidance
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// should be called if the sector_middle_deg or _sector_width_deg arrays are changed
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2020-12-14 02:51:18 -04:00
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void AP_Proximity_Boundary_3D::init()
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{
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
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const float pitch = ((float)_pitch_middle_deg[layer]);
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
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const float angle_rad = ((float)_sector_middle_deg[sector]+(PROXIMITY_SECTOR_WIDTH_DEG/2.0f));
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_sector_edge_vector[layer][sector].offset_bearing(angle_rad, pitch, 100.0f);
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_boundary_points[layer][sector] = _sector_edge_vector[layer][sector] * PROXIMITY_BOUNDARY_DIST_DEFAULT;
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}
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}
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}
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2020-12-14 02:51:18 -04:00
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// returns face corresponding to the provided yaw and (optionally) pitch
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// pitch is the vertical body-frame angle (in degrees) to the obstacle (0=directly ahead, 90 is above the vehicle)
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// yaw is the horizontal body-frame angle (in degrees) to the obstacle (0=directly ahead of the vehicle, 90 is to the right of the vehicle)
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AP_Proximity_Boundary_3D::Face AP_Proximity_Boundary_3D::get_face(float pitch, float yaw) const
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{
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const uint8_t sector = wrap_360(yaw + (PROXIMITY_SECTOR_WIDTH_DEG * 0.5f)) / 45.0f;
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const float pitch_limited = constrain_float(pitch, -75.0f, 74.9f);
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const uint8_t layer = (pitch_limited + 75.0f)/PROXIMITY_PITCH_WIDTH_DEG;
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return Face{layer, sector};
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}
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// Set the actual body-frame angle(yaw), pitch, and distance of the detected object.
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// This method will also mark the sector and layer to be "valid", so this distance can be used for Obstacle Avoidance
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void AP_Proximity_Boundary_3D::set_face_attributes(const Face &face, float pitch, float angle, float distance)
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{
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if (!face.valid()) {
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return;
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}
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_angle[face.layer][face.sector] = angle;
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_pitch[face.layer][face.sector] = pitch;
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_distance[face.layer][face.sector] = distance;
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_distance_valid[face.layer][face.sector] = true;
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2021-02-27 12:49:27 -04:00
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// apply filter
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set_filtered_distance(face, distance);
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2020-12-14 02:51:18 -04:00
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// update boundary used for simple avoidance
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update_boundary(face);
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}
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2021-03-15 15:01:53 -03:00
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// apply a new cutoff_freq to low-pass filter
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void AP_Proximity_Boundary_3D::apply_filter_freq(float cutoff_freq)
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{
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
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_filtered_distance[layer][sector].set_cutoff_frequency(cutoff_freq);
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}
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}
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}
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// Apply low pass filter on the raw distance
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void AP_Proximity_Boundary_3D::set_filtered_distance(const Face &face, float distance)
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{
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if (!face.valid()) {
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return;
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}
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2021-03-15 15:01:53 -03:00
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if (!is_equal(_filtered_distance[face.layer][face.sector].get_cutoff_freq(), _filter_freq)) {
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// cutoff freq has changed
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apply_filter_freq(_filter_freq);
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}
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const uint32_t now_ms = AP_HAL::millis();
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const uint32_t dt = now_ms - _last_update_ms[face.layer][face.sector];
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if (dt < PROXIMITY_FILT_RESET_TIME) {
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_filtered_distance[face.layer][face.sector].apply(distance, dt* 0.001f);
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} else {
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// reset filter since last distance was passed a long time back
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_filtered_distance[face.layer][face.sector].reset(distance);
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}
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_last_update_ms[face.layer][face.sector] = now_ms;
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}
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// update boundary points used for object avoidance based on a single sector and pitch distance changing
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// the boundary points lie on the line between sectors meaning two boundary points may be updated based on a single sector's distance changing
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// the boundary point is set to the shortest distance found in the two adjacent sectors, this is a conservative boundary around the vehicle
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void AP_Proximity_Boundary_3D::update_boundary(const Face &face)
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{
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// sanity check
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if (!face.valid()) {
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return;
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}
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2020-12-14 02:51:18 -04:00
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const uint8_t layer = face.layer;
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const uint8_t sector = face.sector;
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2020-12-06 08:20:02 -04:00
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// find adjacent sector (clockwise)
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const uint8_t next_sector = get_next_sector(sector);
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// boundary point lies on the line between the two sectors at the shorter distance found in the two sectors
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float shortest_distance = PROXIMITY_BOUNDARY_DIST_DEFAULT;
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if (_distance_valid[layer][sector] && _distance_valid[layer][next_sector]) {
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shortest_distance = MIN(_filtered_distance[layer][sector].get(), _filtered_distance[layer][next_sector].get());
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} else if (_distance_valid[layer][sector]) {
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shortest_distance = _filtered_distance[layer][sector].get();
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} else if (_distance_valid[layer][next_sector]) {
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shortest_distance = _filtered_distance[layer][next_sector].get();
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}
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if (shortest_distance < PROXIMITY_BOUNDARY_DIST_MIN) {
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shortest_distance = PROXIMITY_BOUNDARY_DIST_MIN;
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}
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_boundary_points[layer][sector] = _sector_edge_vector[layer][sector] * shortest_distance;
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2020-12-06 08:20:02 -04:00
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// if the next sector (clockwise) has an invalid distance, set boundary to create a cup like boundary
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2020-12-14 02:51:18 -04:00
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if (!_distance_valid[layer][next_sector]) {
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_boundary_points[layer][next_sector] = _sector_edge_vector[layer][next_sector] * shortest_distance;
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}
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// repeat for edge between sector and previous sector
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const uint8_t prev_sector = get_prev_sector(sector);
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shortest_distance = PROXIMITY_BOUNDARY_DIST_DEFAULT;
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if (_distance_valid[layer][prev_sector] && _distance_valid[layer][sector]) {
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shortest_distance = MIN(_filtered_distance[layer][prev_sector].get(), _filtered_distance[layer][sector].get());
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} else if (_distance_valid[layer][prev_sector]) {
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shortest_distance = _filtered_distance[layer][prev_sector].get();
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} else if (_distance_valid[layer][sector]) {
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shortest_distance = _filtered_distance[layer][sector].get();
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}
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2020-12-14 02:51:18 -04:00
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_boundary_points[layer][prev_sector] = _sector_edge_vector[layer][prev_sector] * shortest_distance;
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2020-12-06 08:20:02 -04:00
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2021-01-10 14:14:24 -04:00
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// if the sector counter-clockwise from the previous sector has an invalid distance, set boundary to create a cup-like boundary
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2020-12-27 12:21:58 -04:00
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const uint8_t prev_sector_ccw = get_prev_sector(prev_sector);
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2020-12-14 02:51:18 -04:00
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if (!_distance_valid[layer][prev_sector_ccw]) {
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_boundary_points[layer][prev_sector_ccw] = _sector_edge_vector[layer][prev_sector_ccw] * shortest_distance;
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2020-12-06 08:20:02 -04:00
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}
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}
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2020-12-14 02:51:18 -04:00
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// reset boundary. marks all distances as invalid
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void AP_Proximity_Boundary_3D::reset()
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{
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
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_distance_valid[layer][sector] = false;
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}
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2020-12-06 08:20:02 -04:00
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}
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}
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2020-12-14 02:51:18 -04:00
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// Reset this location, specified by Face object, back to default
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// i.e Distance is marked as not-valid, and set to a large number.
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void AP_Proximity_Boundary_3D::reset_face(const Face &face)
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2020-12-06 08:20:02 -04:00
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{
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2020-12-14 02:51:18 -04:00
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if (!face.valid()) {
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return;
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2020-12-06 08:20:02 -04:00
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}
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2020-12-14 02:51:18 -04:00
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_distance_valid[face.layer][face.sector] = false;
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// update simple avoidance boundary
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update_boundary(face);
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}
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2021-03-15 15:01:53 -03:00
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// check if a face has valid distance even if it was updated a long time back
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void AP_Proximity_Boundary_3D::check_face_timeout()
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{
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
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if (_distance_valid[layer][sector]) {
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if ((AP_HAL::millis() - _last_update_ms[layer][sector]) > PROXIMITY_FACE_RESET_MS) {
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// this face has a valid distance but wasn't updated for a long time, reset it
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AP_Proximity_Boundary_3D::Face face{layer, sector};
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reset_face(face);
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}
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}
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}
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}
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}
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2020-12-14 02:51:18 -04:00
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// get distance for a face. returns true on success and fills in distance argument with distance in meters
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2021-01-10 14:14:24 -04:00
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bool AP_Proximity_Boundary_3D::get_distance(const Face &face, float &distance) const
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{
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if (!face.valid()) {
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return false;
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}
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if (_distance_valid[face.layer][face.sector]) {
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distance = _distance[face.layer][face.sector];
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return true;
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}
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return false;
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2020-12-06 08:20:02 -04:00
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}
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// get the total number of obstacles
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2020-12-27 12:21:58 -04:00
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uint8_t AP_Proximity_Boundary_3D::get_obstacle_count() const
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{
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return PROXIMITY_NUM_LAYERS * PROXIMITY_NUM_SECTORS;
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}
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2020-12-27 12:21:58 -04:00
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// Converts obstacle_num passed from avoidance library into appropriate face of the boundary
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// Returns false if the face is invalid
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// "update_boundary" method manipulates two sectors ccw and one sector cw from any valid face.
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// Any boundary that does not fall into these manipulated faces are useless, and will be marked as false
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// The resultant is packed into a Boundary Location object and returned by reference as "face"
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bool AP_Proximity_Boundary_3D::convert_obstacle_num_to_face(uint8_t obstacle_num, Face& face) const
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{
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// obstacle num is just "flattened layers, and sectors"
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const uint8_t layer = obstacle_num / PROXIMITY_NUM_SECTORS;
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const uint8_t sector = obstacle_num % PROXIMITY_NUM_SECTORS;
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face.sector = sector;
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face.layer = layer;
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2021-02-11 03:37:51 -04:00
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uint8_t valid_sector = sector;
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// check for 3 adjacent sectors
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for (uint8_t i=0; i < 3; i++) {
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if (_distance_valid[layer][valid_sector]) {
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// update boundary has manipulated this face
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return true;
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}
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valid_sector = get_next_sector(valid_sector);
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}
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2020-12-06 08:20:02 -04:00
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2020-12-27 12:21:58 -04:00
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// this face was not manipulated by "update_boundary" and is stale. Don't use it
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return false;
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2020-12-06 08:20:02 -04:00
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}
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2020-12-14 02:51:18 -04:00
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// Appropriate layer and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given layer
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// Then returns the closest point on this line from vehicle, in body-frame.
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// Used by GPS based Simple Avoidance
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// False is returned if the obstacle_num provided does not produce a valid obstacle
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bool AP_Proximity_Boundary_3D::get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_obstacle) const
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{
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Face face;
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if (!convert_obstacle_num_to_face(obstacle_num, face)) {
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// not a valid face
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return false;
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}
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2020-12-27 12:21:58 -04:00
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const uint8_t sector_end = face.sector;
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const uint8_t sector_start = get_next_sector(face.sector);
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2020-12-14 02:51:18 -04:00
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const Vector3f start = _boundary_points[face.layer][sector_start];
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const Vector3f end = _boundary_points[face.layer][sector_end];
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2021-01-10 14:14:24 -04:00
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vec_to_obstacle = Vector3f::point_on_line_closest_to_other_point(start, end, Vector3f{});
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2020-12-27 12:21:58 -04:00
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return true;
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2020-12-06 08:20:02 -04:00
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}
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2020-12-14 02:51:18 -04:00
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// Appropriate layer and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given layer
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2020-12-06 08:20:02 -04:00
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// Then returns the closest point on this line from the segment that was passed, in body-frame.
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2021-05-26 16:02:53 -03:00
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// Addionally a 3-D plane is constructed using the closest point found above as normal, and a point on the line segment in the boundary.
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// True is returned when the passed line segment intersects this plane.
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// This helps us know if the passed line segment was in the direction of the boundary, or going in a different direction.
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// Used by GPS based Simple Avoidance - for "brake mode"
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// False is returned if the obstacle_num provided does not produce a valid obstacle
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bool AP_Proximity_Boundary_3D::closest_point_from_segment_to_obstacle(uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const
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{
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Face face;
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2020-12-27 12:21:58 -04:00
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if (!convert_obstacle_num_to_face(obstacle_num, face)) {
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// not a valid a face
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2021-05-26 16:02:53 -03:00
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return false;
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2020-12-06 08:20:02 -04:00
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}
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2020-12-27 12:21:58 -04:00
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const uint8_t sector_end = face.sector;
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const uint8_t sector_start = get_next_sector(face.sector);
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2020-12-14 02:51:18 -04:00
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const Vector3f start = _boundary_points[face.layer][sector_start];
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const Vector3f end = _boundary_points[face.layer][sector_end];
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2021-05-26 16:02:53 -03:00
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// closest point between passed line segment and boundary
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Vector3f::segment_to_segment_closest_point(seg_start, seg_end, start, end, closest_point);
|
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if (closest_point == start) {
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// draw a plane using the closest point as normal vector, and a point on the boundary
|
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// return false if the passed segment does not intersect the plane
|
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|
return Vector3f::segment_plane_intersect(seg_start, seg_end, closest_point, end);
|
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|
}
|
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|
return Vector3f::segment_plane_intersect(seg_start, seg_end, closest_point, start);
|
2020-12-06 08:20:02 -04:00
|
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|
}
|
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|
// get distance and angle to closest object (used for pre-arm check)
|
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|
// returns true on success, false if no valid readings
|
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|
|
bool AP_Proximity_Boundary_3D::get_closest_object(float& angle_deg, float &distance) const
|
|
|
|
{
|
2020-12-14 02:51:18 -04:00
|
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|
bool closest_found = false;
|
|
|
|
uint8_t closest_sector = 0;
|
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|
|
uint8_t closest_layer = 0;
|
2020-12-06 08:20:02 -04:00
|
|
|
|
|
|
|
// check boundary for shortest distance
|
|
|
|
// only check for middle layers and higher
|
|
|
|
// lower layers might contain ground, which will give false pre-arm failure
|
2020-12-14 02:51:18 -04:00
|
|
|
for (uint8_t layer=PROXIMITY_MIDDLE_LAYER; layer<PROXIMITY_NUM_LAYERS; layer++) {
|
|
|
|
for (uint8_t sector=0; sector<PROXIMITY_NUM_SECTORS; sector++) {
|
|
|
|
if (_distance_valid[layer][sector]) {
|
|
|
|
if (!closest_found || (_distance[layer][sector] < _distance[closest_layer][closest_sector])) {
|
|
|
|
closest_layer = layer;
|
|
|
|
closest_sector = sector;
|
|
|
|
closest_found = true;
|
2020-12-06 08:20:02 -04:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-12-14 02:51:18 -04:00
|
|
|
if (closest_found) {
|
|
|
|
angle_deg = _angle[closest_layer][closest_sector];
|
|
|
|
distance = _distance[closest_layer][closest_sector];
|
2020-12-06 08:20:02 -04:00
|
|
|
}
|
2020-12-14 02:51:18 -04:00
|
|
|
return closest_found;
|
2020-12-06 08:20:02 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
// get number of objects, used for non-GPS avoidance
|
|
|
|
uint8_t AP_Proximity_Boundary_3D::get_horizontal_object_count() const
|
|
|
|
{
|
|
|
|
return PROXIMITY_NUM_SECTORS;
|
|
|
|
}
|
|
|
|
|
|
|
|
// get an object's angle and distance, used for non-GPS avoidance
|
|
|
|
// returns false if no angle or distance could be returned for some reason
|
2021-01-10 14:14:24 -04:00
|
|
|
bool AP_Proximity_Boundary_3D::get_horizontal_object_angle_and_distance(uint8_t object_number, float &angle_deg, float &distance) const
|
2020-12-06 08:20:02 -04:00
|
|
|
{
|
2020-12-14 02:51:18 -04:00
|
|
|
if ((object_number < PROXIMITY_NUM_SECTORS) && _distance_valid[PROXIMITY_MIDDLE_LAYER][object_number]) {
|
|
|
|
angle_deg = _angle[PROXIMITY_MIDDLE_LAYER][object_number];
|
2021-02-27 12:49:27 -04:00
|
|
|
distance = _filtered_distance[PROXIMITY_MIDDLE_LAYER][object_number].get();
|
2020-12-06 08:20:02 -04:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
2021-02-27 12:49:27 -04:00
|
|
|
|
|
|
|
// Return filtered distance for the passed in face
|
|
|
|
bool AP_Proximity_Boundary_3D::get_filtered_distance(const Face &face, float &distance) const
|
|
|
|
{
|
|
|
|
if (!face.valid()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!_distance_valid[face.layer][face.sector]) {
|
|
|
|
// invalid distace
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
distance = _filtered_distance[face.layer][face.sector].get();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get raw and filtered distances in 8 directions per layer
|
|
|
|
bool AP_Proximity_Boundary_3D::get_layer_distances(uint8_t layer_number, float dist_max, AP_Proximity::Proximity_Distance_Array &prx_dist_array, AP_Proximity::Proximity_Distance_Array &prx_filt_dist_array) const
|
|
|
|
{
|
|
|
|
// cycle through all sectors filling in distances and orientations
|
|
|
|
// see MAV_SENSOR_ORIENTATION for orientations (0 = forward, 1 = 45 degree clockwise from north, etc)
|
|
|
|
bool valid_distances = false;
|
|
|
|
prx_dist_array.offset_valid = 0;
|
|
|
|
prx_filt_dist_array.offset_valid = 0;
|
|
|
|
for (uint8_t i=0; i<PROXIMITY_MAX_DIRECTION; i++) {
|
|
|
|
prx_dist_array.orientation[i] = i;
|
|
|
|
const AP_Proximity_Boundary_3D::Face face(layer_number, i);
|
|
|
|
if (!face.valid()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (get_distance(face, prx_dist_array.distance[i]) && get_filtered_distance(face, prx_filt_dist_array.distance[i])) {
|
|
|
|
valid_distances = true;
|
|
|
|
prx_dist_array.offset_valid |= (1U << i);
|
|
|
|
prx_filt_dist_array.offset_valid |= (1U << i);
|
|
|
|
} else {
|
|
|
|
prx_dist_array.distance[i] = dist_max;
|
|
|
|
prx_filt_dist_array.distance[i] = dist_max;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return valid_distances;
|
|
|
|
}
|
2021-03-25 04:32:09 -03:00
|
|
|
|
2021-03-08 13:21:45 -04:00
|
|
|
// reset the temporary boundary. This fills in distances with FLT_MAX
|
|
|
|
void AP_Proximity_Temp_Boundary::reset()
|
|
|
|
{
|
|
|
|
for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
|
|
|
|
for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
|
|
|
|
_distances[layer][sector] = FLT_MAX;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// add a distance to the temp boundary if it is shorter than any other provided distance since the last time the boundary was reset
|
|
|
|
// pitch and yaw are in degrees, distance is in meters
|
|
|
|
void AP_Proximity_Temp_Boundary::add_distance(const AP_Proximity_Boundary_3D::Face &face, float pitch, float yaw, float distance)
|
|
|
|
{
|
|
|
|
if (face.valid() && distance < _distances[face.layer][face.sector]) {
|
|
|
|
_distances[face.layer][face.sector] = distance;
|
|
|
|
_angle[face.layer][face.sector] = yaw;
|
|
|
|
_pitch[face.layer][face.sector] = pitch;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// fill the original 3D boundary with the contents of this temporary boundary
|
|
|
|
void AP_Proximity_Temp_Boundary::update_3D_boundary(AP_Proximity_Boundary_3D &boundary)
|
|
|
|
{
|
|
|
|
for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
|
|
|
|
for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
|
|
|
|
if (_distances[layer][sector] < FLT_MAX) {
|
|
|
|
AP_Proximity_Boundary_3D::Face face{layer, sector};
|
|
|
|
boundary.set_face_attributes(face, _pitch[layer][sector], _angle[layer][sector], _distances[layer][sector]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // HAL_PROXIMITY_ENABLED
|