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https://github.com/ArduPilot/ardupilot
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Plane/AP_Landing: port setup_landing_glide_slope()
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@ -625,7 +625,7 @@ private:
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AP_Terrain terrain {ahrs, mission, rally};
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AP_Terrain terrain {ahrs, mission, rally};
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#endif
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#endif
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AP_Landing landing {mission};
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AP_Landing landing {mission,ahrs,SpdHgt_Controller,aparm};
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AP_ADSB adsb {ahrs};
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AP_ADSB adsb {ahrs};
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@ -194,89 +194,19 @@ void Plane::adjust_landing_slope_for_rangefinder_bump(void)
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*/
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*/
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void Plane::setup_landing_glide_slope(void)
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void Plane::setup_landing_glide_slope(void)
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{
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{
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float total_distance = get_distance(prev_WP_loc, next_WP_loc);
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Location loc = landing.setup_landing_glide_slope(prev_WP_loc, next_WP_loc);
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// If someone mistakenly puts all 0's in their LAND command then total_distance
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// setup the offset_cm for set_target_altitude_proportion()
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// will be calculated as 0 and cause a divide by 0 error below. Lets avoid that.
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target_altitude.offset_cm = loc.alt - prev_WP_loc.alt;
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if (total_distance < 1) {
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total_distance = 1;
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}
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// height we need to sink for this WP
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// calculate the proportion we are to the target
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float sink_height = (prev_WP_loc.alt - next_WP_loc.alt)*0.01f;
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float land_proportion = location_path_proportion(current_loc, prev_WP_loc, loc);
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// current ground speed
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// now setup the glide slope for landing
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float groundspeed = ahrs.groundspeed();
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set_target_altitude_proportion(loc, 1.0f - land_proportion);
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if (groundspeed < 0.5f) {
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groundspeed = 0.5f;
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}
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// calculate time to lose the needed altitude
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// stay within the range of the start and end locations in altitude
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float sink_time = total_distance / groundspeed;
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constrain_target_altitude_location(loc, prev_WP_loc);
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if (sink_time < 0.5f) {
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sink_time = 0.5f;
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}
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// find the sink rate needed for the target location
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float sink_rate = sink_height / sink_time;
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// the height we aim for is the one to give us the right flare point
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float aim_height = aparm.land_flare_sec * sink_rate;
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if (aim_height <= 0) {
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aim_height = aparm.land_flare_alt;
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}
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// don't allow the aim height to be too far above LAND_FLARE_ALT
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if (aparm.land_flare_alt > 0 && aim_height > aparm.land_flare_alt*2) {
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aim_height = aparm.land_flare_alt*2;
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}
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// calculate slope to landing point
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bool is_first_calc = is_zero(landing.slope);
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landing.slope = (sink_height - aim_height) / total_distance;
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if (is_first_calc) {
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gcs_send_text_fmt(MAV_SEVERITY_INFO, "Landing glide slope %.1f degrees", (double)degrees(atanf(landing.slope)));
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}
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// time before landing that we will flare
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float flare_time = aim_height / SpdHgt_Controller->get_land_sinkrate();
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// distance to flare is based on ground speed, adjusted as we
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// get closer. This takes into account the wind
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float flare_distance = groundspeed * flare_time;
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// don't allow the flare before half way along the final leg
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if (flare_distance > total_distance/2) {
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flare_distance = total_distance/2;
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}
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// project a point 500 meters past the landing point, passing
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// through the landing point
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const float land_projection = 500;
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int32_t land_bearing_cd = get_bearing_cd(prev_WP_loc, next_WP_loc);
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// now calculate our aim point, which is before the landing
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// point and above it
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Location loc = next_WP_loc;
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location_update(loc, land_bearing_cd*0.01f, -flare_distance);
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loc.alt += aim_height*100;
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// calculate point along that slope 500m ahead
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location_update(loc, land_bearing_cd*0.01f, land_projection);
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loc.alt -= landing.slope * land_projection * 100;
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// setup the offset_cm for set_target_altitude_proportion()
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target_altitude.offset_cm = loc.alt - prev_WP_loc.alt;
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// calculate the proportion we are to the target
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float land_proportion = location_path_proportion(current_loc, prev_WP_loc, loc);
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// now setup the glide slope for landing
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set_target_altitude_proportion(loc, 1.0f - land_proportion);
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// stay within the range of the start and end locations in altitude
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constrain_target_altitude_location(loc, prev_WP_loc);
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}
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}
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@ -102,3 +102,89 @@ bool AP_Landing::jump_to_landing_sequence(void)
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return false;
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return false;
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}
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}
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/*
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a special glide slope calculation for the landing approach
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During the land approach use a linear glide slope to a point
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projected through the landing point. We don't use the landing point
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itself as that leads to discontinuities close to the landing point,
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which can lead to erratic pitch control
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*/
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Location AP_Landing::setup_landing_glide_slope(const Location &prev_WP_loc, const Location &next_WP_loc)
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{
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float total_distance = get_distance(prev_WP_loc, next_WP_loc);
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// If someone mistakenly puts all 0's in their LAND command then total_distance
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// will be calculated as 0 and cause a divide by 0 error below. Lets avoid that.
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if (total_distance < 1) {
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total_distance = 1;
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}
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// height we need to sink for this WP
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float sink_height = (prev_WP_loc.alt - next_WP_loc.alt)*0.01f;
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// current ground speed
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float groundspeed = ahrs.groundspeed();
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if (groundspeed < 0.5f) {
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groundspeed = 0.5f;
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}
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// calculate time to lose the needed altitude
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float sink_time = total_distance / groundspeed;
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if (sink_time < 0.5f) {
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sink_time = 0.5f;
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}
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// find the sink rate needed for the target location
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float sink_rate = sink_height / sink_time;
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// the height we aim for is the one to give us the right flare point
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float aim_height = aparm.land_flare_sec * sink_rate;
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if (aim_height <= 0) {
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aim_height = aparm.land_flare_alt;
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}
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// don't allow the aim height to be too far above LAND_FLARE_ALT
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if (aparm.land_flare_alt > 0 && aim_height > aparm.land_flare_alt*2) {
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aim_height = aparm.land_flare_alt*2;
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}
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// calculate slope to landing point
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bool is_first_calc = is_zero(slope);
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slope = (sink_height - aim_height) / total_distance;
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if (is_first_calc) {
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GCS_MAVLINK::send_statustext_all(MAV_SEVERITY_INFO, "Landing glide slope %.1f degrees", (double)degrees(atanf(slope)));
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}
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// time before landing that we will flare
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float flare_time = aim_height / SpdHgt_Controller->get_land_sinkrate();
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// distance to flare is based on ground speed, adjusted as we
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// get closer. This takes into account the wind
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float flare_distance = groundspeed * flare_time;
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// don't allow the flare before half way along the final leg
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if (flare_distance > total_distance/2) {
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flare_distance = total_distance/2;
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}
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// project a point 500 meters past the landing point, passing
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// through the landing point
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const float land_projection = 500;
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int32_t land_bearing_cd = get_bearing_cd(prev_WP_loc, next_WP_loc);
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// now calculate our aim point, which is before the landing
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// point and above it
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Location loc = next_WP_loc;
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location_update(loc, land_bearing_cd*0.01f, -flare_distance);
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loc.alt += aim_height*100;
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// calculate point along that slope 500m ahead
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location_update(loc, land_bearing_cd*0.01f, land_projection);
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loc.alt -= slope * land_projection * 100;
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return loc;
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}
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@ -17,6 +17,8 @@
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#include <AP_Param/AP_Param.h>
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#include <AP_Param/AP_Param.h>
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#include <AP_Mission/AP_Mission.h>
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#include <AP_Mission/AP_Mission.h>
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#include <AP_Common/AP_Common.h>
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#include <AP_SpdHgtControl/AP_SpdHgtControl.h>
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/// @class AP_Landing
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/// @class AP_Landing
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/// @brief Class managing ArduPlane landing methods
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/// @brief Class managing ArduPlane landing methods
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@ -25,14 +27,19 @@ class AP_Landing
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public:
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public:
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// constructor
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// constructor
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AP_Landing(AP_Mission &_mission) :
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AP_Landing(AP_Mission &_mission, AP_AHRS &_ahrs, AP_SpdHgtControl *_SpdHgt_Controller, const AP_Vehicle::FixedWing &_aparm) :
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mission(_mission) {
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mission(_mission),
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ahrs(_ahrs),
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SpdHgt_Controller(_SpdHgt_Controller),
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aparm(_aparm) {
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AP_Param::setup_object_defaults(this, var_info);
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AP_Param::setup_object_defaults(this, var_info);
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}
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}
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bool restart_landing_sequence();
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bool restart_landing_sequence();
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bool jump_to_landing_sequence(void);
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bool jump_to_landing_sequence(void);
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Location setup_landing_glide_slope(const Location &prev_WP_loc, const Location &next_WP_loc);
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static const struct AP_Param::GroupInfo var_info[];
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static const struct AP_Param::GroupInfo var_info[];
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// Flag to indicate if we have landed.
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// Flag to indicate if we have landed.
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@ -63,4 +70,9 @@ public:
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private:
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private:
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AP_Mission &mission;
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AP_Mission &mission;
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AP_AHRS &ahrs;
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AP_SpdHgtControl *SpdHgt_Controller;
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const AP_Vehicle::FixedWing &aparm;
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};
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};
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