mirror of https://github.com/ArduPilot/ardupilot
AP_Proximity: MAV backend uses modified Boundary_3D interface
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@ -22,6 +22,7 @@ extern const AP_HAL::HAL& hal;
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#define PROXIMITY_MAV_TIMEOUT_MS 500 // distance messages must arrive within this many milliseconds
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#define PROXIMITY_3D_MSG_TIMEOUT_MS 50 // boundary will be reset if OBSTACLE_DISTANCE_3D message does not arrive within this many milliseconds
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// update the state of the sensor
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void AP_Proximity_MAV::update(void)
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{
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@ -54,24 +55,22 @@ void AP_Proximity_MAV::handle_msg(const mavlink_message_t &msg)
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// store distance to appropriate sector based on orientation field
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if (packet.orientation <= MAV_SENSOR_ROTATION_YAW_315) {
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const uint8_t sector = packet.orientation;
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// create a boundary location object based on this sector
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const boundary_location bnd_loc{sector};
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// get the face for this sector
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const float yaw_angle_deg = sector * 45;
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const AP_Proximity_Boundary_3D::Face face = boundary.get_face(yaw_angle_deg);
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// store in meters
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const uint16_t distance = packet.current_distance * 0.01f;
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_distance_min = packet.min_distance * 0.01f;
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_distance_max = packet.max_distance * 0.01f;
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// reset data on this sector, to be filled with new data
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boundary.reset_sector(bnd_loc);
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if (distance <= _distance_max && distance >= _distance_max) {
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boundary.set_attributes(bnd_loc, sector * 45, distance);
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boundary.set_face_attributes(face, yaw_angle_deg, distance);
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// update OA database
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database_push(boundary.get_angle(bnd_loc), distance);
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database_push(yaw_angle_deg, distance);
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} else {
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// reset distance for this face
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boundary.reset_face(face);
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}
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_last_update_ms = AP_HAL::millis();
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// update boundary used for Obstacle Avoidance
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boundary.update_boundary(bnd_loc);
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}
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// store upward distance
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@ -117,10 +116,11 @@ void AP_Proximity_MAV::handle_msg(const mavlink_message_t &msg)
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Matrix3f body_to_ned;
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const bool database_ready = database_prepare_for_push(current_pos, body_to_ned);
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// initialise updated array and proximity sector angles (to closest object) and distances
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bool sector_updated[PROXIMITY_NUM_SECTORS];
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memset(sector_updated, 0, sizeof(sector_updated));
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boundary.reset_all_horizontal_sectors();
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// variables to calculate closest angle and distance for each face
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AP_Proximity_Boundary_3D::Face face;
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float face_distance;
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float face_yaw_deg;
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bool face_distance_valid = false;
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// iterate over message's sectors
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for (uint8_t j = 0; j < total_distances; j++) {
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@ -137,33 +137,25 @@ void AP_Proximity_MAV::handle_msg(const mavlink_message_t &msg)
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const float packet_distance_m = distance_cm * 0.01f;
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const float mid_angle = wrap_360((float)j * increment + yaw_correction);
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// iterate over proximity sectors
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for (uint8_t i = 0; i < PROXIMITY_NUM_SECTORS; i++) {
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// update distance array sector with shortest distance from message
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const float angle_diff = wrap_180(boundary._sector_middle_deg[i] - mid_angle);
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if (fabsf(angle_diff) > PROXIMITY_SECTOR_WIDTH_DEG*0.5f) {
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// not even in this sector
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continue;
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}
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if (is_equal(angle_diff, -PROXIMITY_SECTOR_WIDTH_DEG*0.5f)) {
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// on the upper boundary is *out* to avoid
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// ambiguity. The distance is considered to be in
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// the next sector. We should never be within an
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// epsilon of the boundary, so is_equal should be
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// safe.
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continue;
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}
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if (packet_distance_m >= boundary.get_distance(i)) {
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// this is no closer than a previous distance
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// found from the packet
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continue;
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// get face for this latest reading
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AP_Proximity_Boundary_3D::Face latest_face = boundary.get_face(mid_angle);
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if (latest_face != face) {
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// store previous face
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if (face_distance_valid) {
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boundary.set_face_attributes(face, face_yaw_deg, face_distance);
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} else {
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boundary.reset_face(face);
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}
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// init for latest face
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face = latest_face;
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face_distance_valid = false;
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}
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// this is the shortest distance we've found in the packet so far
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// create a location packet
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const boundary_location bnd_loc{i};
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boundary.set_attributes(bnd_loc, mid_angle, packet_distance_m);
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sector_updated[i] = true;
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// update minimum distance found so far
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if (!face_distance_valid || (packet_distance_m < face_distance)) {
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face_yaw_deg = mid_angle;
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face_distance = packet_distance_m;
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face_distance_valid = true;
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}
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// update Object Avoidance database with Earth-frame point
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@ -172,13 +164,13 @@ void AP_Proximity_MAV::handle_msg(const mavlink_message_t &msg)
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}
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}
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// update proximity sectors validity and boundary point
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for (uint8_t i = 0; i < PROXIMITY_NUM_SECTORS; i++) {
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if (sector_updated[i]) {
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const boundary_location bnd_loc{i};
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boundary.update_boundary(bnd_loc);
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}
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// process the last face
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if (face_distance_valid) {
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boundary.set_face_attributes(face, face_yaw_deg, face_distance);
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} else {
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boundary.reset_face(face);
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}
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return;
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}
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if (msg.msgid == MAVLINK_MSG_ID_OBSTACLE_DISTANCE_3D) {
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@ -193,7 +185,7 @@ void AP_Proximity_MAV::handle_msg(const mavlink_message_t &msg)
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const uint32_t previous_msg_timestamp = _last_3d_msg_update_ms;
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_last_3d_msg_update_ms = packet.time_boot_ms;
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bool clear_fence = false;
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// we will add on to the last fence if the time stamp is the same
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// provided we got the new obstacle in less than PROXIMITY_3D_MSG_TIMEOUT_MS
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if ((previous_msg_timestamp != _last_3d_msg_update_ms) || (time_diff > PROXIMITY_3D_MSG_TIMEOUT_MS)) {
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@ -202,14 +194,14 @@ void AP_Proximity_MAV::handle_msg(const mavlink_message_t &msg)
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_distance_min = packet.min_distance;
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_distance_max = packet.max_distance;
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Vector3f current_pos;
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Matrix3f body_to_ned;
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const bool database_ready = database_prepare_for_push(current_pos, body_to_ned);
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if (clear_fence) {
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// cleared fence back to defaults since we have a new timestamp
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boundary.reset_all_sectors_and_stacks();
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boundary.reset();
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}
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const Vector3f obstacle(packet.x, packet.y, packet.z);
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@ -221,16 +213,15 @@ void AP_Proximity_MAV::handle_msg(const mavlink_message_t &msg)
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const float yaw = wrap_360(degrees(atan2f(obstacle.y, obstacle.x)));
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const float pitch = wrap_180(degrees(M_PI_2 - atan2f(norm(obstacle.x, obstacle.y), obstacle.z)));
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// allot them correct stack and sector based on calculated pitch and yaw
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const boundary_location bnd_loc = boundary.get_sector(yaw, pitch);
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if (boundary.get_distance(bnd_loc) < obstacle.length()) {
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// we already have a shorter distance in this stack and sector
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// allot them correct layer and sector based on calculated pitch and yaw
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const AP_Proximity_Boundary_3D::Face face = boundary.get_face(pitch, yaw);
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float face_distance;
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if (boundary.get_distance(face, face_distance) && (face_distance < obstacle.length())) {
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// we already have a shorter distance in this layer and sector
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return;
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}
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boundary.set_attributes(bnd_loc, yaw, pitch, obstacle.length());
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boundary.update_boundary(bnd_loc);
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boundary.set_face_attributes(face, yaw, pitch, obstacle.length());
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if (database_ready) {
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database_push(yaw, obstacle.length(),_last_update_ms, current_pos, body_to_ned, pitch);
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