mirror of https://github.com/ArduPilot/ardupilot
AP_Proximity: move boundary to frontend
Co-authored-by: Rishabh <f20171602@hyderabad.bits-pilani.ac.in>
This commit is contained in:
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7432a20394
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@ -130,9 +130,14 @@ void AP_Proximity::update()
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continue;
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}
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drivers[i]->update();
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drivers[i]->boundary_3D_checks();
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}
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// set boundary cutoff freq for low pass filter
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boundary.set_filter_freq(get_filter_freq());
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// check if any face has valid distance when it should not
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boundary.check_face_timeout();
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// work out primary instance - first sensor returning good data
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for (int8_t i=num_instances-1; i>=0; i--) {
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if (drivers[i] != nullptr && (state[i].status == Status::Good)) {
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@ -207,90 +212,46 @@ float AP_Proximity::distance_min() const
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// get distances in 8 directions. used for sending distances to ground station
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bool AP_Proximity::get_horizontal_distances(Proximity_Distance_Array &prx_dist_array) const
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{
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if (!valid_instance(primary_instance)) {
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return false;
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}
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// get distances from backend
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return drivers[primary_instance]->get_horizontal_distances(prx_dist_array);
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}
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// get number of layers.
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uint8_t AP_Proximity::get_num_layers() const
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{
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if (!valid_instance(primary_instance)) {
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return 0;
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}
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return drivers[primary_instance]->get_num_layers();
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}
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// get raw and filtered distances in 8 directions per layer. used for logging
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bool AP_Proximity::get_active_layer_distances(uint8_t layer, AP_Proximity::Proximity_Distance_Array &prx_dist_array, AP_Proximity::Proximity_Distance_Array &prx_filt_dist_array) const
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{
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if (!valid_instance(primary_instance)) {
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return false;
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}
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// get distances from backend
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return drivers[primary_instance]->get_active_layer_distances(layer, prx_dist_array, prx_filt_dist_array);
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Proximity_Distance_Array prx_filt_dist_array; // unused
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return boundary.get_layer_distances(PROXIMITY_MIDDLE_LAYER, distance_max(), prx_dist_array, prx_filt_dist_array);
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}
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// get total number of obstacles, used in GPS based Simple Avoidance
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uint8_t AP_Proximity::get_obstacle_count() const
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{
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if (!valid_instance(primary_instance)) {
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return 0;
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}
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return drivers[primary_instance]->get_obstacle_count();
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{
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return boundary.get_obstacle_count();
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}
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// get vector to obstacle based on obstacle_num passed, used in GPS based Simple Avoidance
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bool AP_Proximity::get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_obstacle) const
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{
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if (!valid_instance(primary_instance)) {
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return false;
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}
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return drivers[primary_instance]->get_obstacle(obstacle_num, vec_to_obstacle);
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return boundary.get_obstacle(obstacle_num, vec_to_obstacle);
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}
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// returns shortest distance to "obstacle_num" obstacle, from a line segment formed between "seg_start" and "seg_end"
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// used in GPS based Simple Avoidance
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// returns FLT_MAX if it's an invalid instance.
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bool AP_Proximity::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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if (!valid_instance(primary_instance)) {
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return false;
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}
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return drivers[primary_instance]->closest_point_from_segment_to_obstacle(obstacle_num, seg_start, seg_end, closest_point);
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return boundary.closest_point_from_segment_to_obstacle(obstacle_num , seg_start, seg_end, closest_point);
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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::get_closest_object(float& angle_deg, float &distance) const
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{
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if (!valid_instance(primary_instance)) {
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return false;
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}
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// get closest object from backend
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return drivers[primary_instance]->get_closest_object(angle_deg, distance);
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return boundary.get_closest_object(angle_deg, distance);
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}
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// get number of objects, used for non-GPS avoidance
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// get number of objects, angle and distance - used for non-GPS avoidance
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uint8_t AP_Proximity::get_object_count() const
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{
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if (!valid_instance(primary_instance)) {
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return 0;
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}
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// get count from backend
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return drivers[primary_instance]->get_horizontal_object_count();
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return boundary.get_horizontal_object_count();
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}
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// get an object's angle and distance, used for non-GPS avoidance
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// returns false if no angle or distance could be returned for some reason
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// get number of objects, angle and distance - used for non-GPS avoidance
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bool AP_Proximity::get_object_angle_and_distance(uint8_t object_number, float& angle_deg, float &distance) const
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{
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if (!valid_instance(primary_instance)) {
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return false;
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}
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// get angle and distance from backend
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return drivers[primary_instance]->get_horizontal_object_angle_and_distance(object_number, angle_deg, distance);
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return boundary.get_horizontal_object_angle_and_distance(object_number, angle_deg, distance);
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}
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// handle mavlink DISTANCE_SENSOR messages
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@ -355,8 +316,8 @@ void AP_Proximity::log()
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Proximity_Distance_Array dist_array{}; // raw distances stored here
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Proximity_Distance_Array filt_dist_array{}; //filtered distances stored here
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auto &logger { AP::logger() };
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for (uint8_t i = 0; i < get_num_layers(); i++) {
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const bool active = get_active_layer_distances(i, dist_array, filt_dist_array);
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for (uint8_t i = 0; i < boundary.get_num_layers(); i++) {
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const bool active = boundary.get_layer_distances(i, distance_max(), dist_array, filt_dist_array);
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if (!active) {
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// nothing on this layer
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continue;
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@ -23,9 +23,9 @@
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#include <AP_Math/AP_Math.h>
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#include <GCS_MAVLink/GCS_MAVLink.h>
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#include "AP_Proximity_Params.h"
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#include "AP_Proximity_Boundary_3D.h"
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#define PROXIMITY_MAX_INSTANCES 2 // Maximum number of proximity sensor instances available on this platform
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#define PROXIMITY_MAX_DIRECTION 8
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#define PROXIMITY_SENSOR_ID_START 10
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class AP_Proximity_Backend;
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@ -93,27 +93,9 @@ public:
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// 3D boundary related methods
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//
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// structure holding distances in PROXIMITY_MAX_DIRECTION directions. used for sending distances to ground station
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struct Proximity_Distance_Array {
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uint8_t orientation[PROXIMITY_MAX_DIRECTION]; // orientation (i.e. rough direction) of the distance (see MAV_SENSOR_ORIENTATION)
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float distance[PROXIMITY_MAX_DIRECTION]; // distance in meters
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bool valid(uint8_t offset) const {
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// returns true if the distance stored at offset is valid
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return (offset < 8 && (offset_valid & (1U<<offset)));
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};
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uint8_t offset_valid; // bitmask
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};
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// get distances in PROXIMITY_MAX_DIRECTION directions. used for sending distances to ground station
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bool get_horizontal_distances(Proximity_Distance_Array &prx_dist_array) const;
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// get number of layers in the 3D boundary
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uint8_t get_num_layers() const;
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// get raw and filtered distances in 8 directions per layer. used for logging
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bool get_active_layer_distances(uint8_t layer, AP_Proximity::Proximity_Distance_Array &prx_dist_array, AP_Proximity::Proximity_Distance_Array &prx_filt_dist_array) const;
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// get total number of obstacles, used in GPS based Simple Avoidance
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uint8_t get_obstacle_count() const;
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@ -170,6 +152,9 @@ public:
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static AP_Proximity *get_singleton(void) { return _singleton; };
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// 3D boundary
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AP_Proximity_Boundary_3D boundary;
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protected:
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// parameters for backends
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@ -37,7 +37,7 @@ void AP_Proximity_AirSimSITL::update(void)
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set_status(AP_Proximity::Status::Good);
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// reset all faces to default so that it can be filled with the fresh lidar data
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boundary.reset();
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frontend.boundary.reset();
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// precalculate sq of min distance
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const float distance_min_sq = sq(distance_min());
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@ -62,7 +62,7 @@ void AP_Proximity_AirSimSITL::update(void)
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// add distance to the 3D boundary
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const float yaw_angle_deg = wrap_360(degrees(atan2f(point.y, point.x)));
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const AP_Proximity_Boundary_3D::Face face = boundary.get_face(yaw_angle_deg);
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const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(yaw_angle_deg);
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// store the min distance in each face in a temp boundary
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temp_boundary.add_distance(face, yaw_angle_deg, safe_sqrt(distance_sq));
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@ -77,7 +77,7 @@ void AP_Proximity_AirSimSITL::update(void)
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}
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}
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// copy temp boundary to real boundary
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temp_boundary.update_3D_boundary(boundary);
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temp_boundary.update_3D_boundary(state.instance, frontend.boundary);
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}
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// get maximum and minimum distances (in meters) of primary sensor
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@ -38,39 +38,12 @@ AP_Proximity_Backend::AP_Proximity_Backend(AP_Proximity& _frontend, AP_Proximity
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static_assert(PROXIMITY_MAX_DIRECTION <= 8,
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"get_horizontal_distances assumes 8-bits is enough for validity bitmask");
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// get distances in PROXIMITY_MAX_DIRECTION directions horizontally. used for sending distances to ground station
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bool AP_Proximity_Backend::get_horizontal_distances(AP_Proximity::Proximity_Distance_Array &prx_dist_array) const
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{
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AP_Proximity::Proximity_Distance_Array prx_filt_dist_array; // unused
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return boundary.get_layer_distances(PROXIMITY_MIDDLE_LAYER, distance_max(), prx_dist_array, prx_filt_dist_array);
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}
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// get distances in PROXIMITY_MAX_DIRECTION directions at a layer. used for logging
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bool AP_Proximity_Backend::get_active_layer_distances(uint8_t layer, AP_Proximity::Proximity_Distance_Array &prx_dist_array, AP_Proximity::Proximity_Distance_Array &prx_filt_dist_array) const
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{
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return boundary.get_layer_distances(layer, distance_max(), prx_dist_array, prx_filt_dist_array);
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}
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// set status and update valid count
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void AP_Proximity_Backend::set_status(AP_Proximity::Status status)
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{
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state.status = status;
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}
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// timeout faces that have not received data recently and update filter frequencies
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void AP_Proximity_Backend::boundary_3D_checks()
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{
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// set the cutoff freq for low pass filter
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boundary.set_filter_freq(frontend.get_filter_freq());
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// check if any face has valid distance when it should not
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const uint32_t now_ms = AP_HAL::millis();
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// run this check every PROXIMITY_BOUNDARY_3D_TIMEOUT_MS
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if ((now_ms - _last_timeout_check_ms) > PROXIMITY_BOUNDARY_3D_TIMEOUT_MS) {
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_last_timeout_check_ms = now_ms;
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boundary.check_face_timeout();
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}
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}
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// correct an angle (in degrees) based on the orientation and yaw correction parameters
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float AP_Proximity_Backend::correct_angle_for_orientation(float angle_degrees) const
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{
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@ -18,11 +18,9 @@
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#if HAL_PROXIMITY_ENABLED
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#include <AP_Common/AP_Common.h>
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#include "AP_Proximity_Boundary_3D.h"
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#define PROXIMITY_GND_DETECT_THRESHOLD 1.0f // set ground detection threshold to be 1 meters
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#define PROXIMITY_ALT_DETECT_TIMEOUT_MS 500 // alt readings should arrive within this much time
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#define PROXIMITY_BOUNDARY_3D_TIMEOUT_MS 750 // we should check the 3D boundary faces after every this many ms
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class AP_Proximity_Backend
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{
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// update the state structure
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virtual void update() = 0;
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// timeout faces that have not received data recently and update filter frequencies
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void boundary_3D_checks();
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// get maximum and minimum distances (in meters) of sensor
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virtual float distance_max() const = 0;
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virtual float distance_min() const = 0;
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// handle mavlink DISTANCE_SENSOR messages
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virtual void handle_msg(const mavlink_message_t &msg) {}
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// get total number of obstacles, used in GPS based Simple Avoidance
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uint8_t get_obstacle_count() { return boundary.get_obstacle_count(); }
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// get vector to obstacle based on obstacle_num passed, used in GPS based Simple Avoidance
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bool get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_obstacle) const { return boundary.get_obstacle(obstacle_num, vec_to_obstacle); }
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// returns shortest distance to "obstacle_num" obstacle, from a line segment formed between "seg_start" and "seg_end"
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// used in GPS based Simple Avoidance
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bool closest_point_from_segment_to_obstacle(const uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const { return boundary.closest_point_from_segment_to_obstacle(obstacle_num , seg_start, seg_end, closest_point); }
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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 get_closest_object(float& angle_deg, float &distance) const { return boundary.get_closest_object(angle_deg, distance); }
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// get number of objects, angle and distance - used for non-GPS avoidance
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uint8_t get_horizontal_object_count() const {return boundary.get_horizontal_object_count(); }
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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); }
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// get distances in 8 directions. used for sending distances to ground station
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bool get_horizontal_distances(AP_Proximity::Proximity_Distance_Array &prx_dist_array) const;
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// get raw and filtered distances in 8 directions per layer. used for logging
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bool get_active_layer_distances(uint8_t layer, AP_Proximity::Proximity_Distance_Array &prx_dist_array, AP_Proximity::Proximity_Distance_Array &prx_filt_dist_array) const;
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// get number of layers
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uint8_t get_num_layers() const { return boundary.get_num_layers(); }
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// store rangefinder values
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void set_rangefinder_alt(bool use, bool healthy, float alt_cm);
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};
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static void database_push(float angle, float pitch, float distance, uint32_t timestamp_ms, const Vector3f ¤t_pos, const Matrix3f &body_to_ned);
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uint32_t _last_timeout_check_ms; // time when boundary was checked for non-updated valid faces
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// used for ground detection
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uint32_t _last_downward_update_ms;
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bool _rangefinder_use;
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AP_Proximity &frontend;
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AP_Proximity::Proximity_State &state; // reference to this instances state
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AP_Proximity_Params ¶ms; // parameters for this backend
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// Methods to manipulate 3D boundary in this class
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AP_Proximity_Boundary_3D boundary;
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};
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#endif // HAL_PROXIMITY_ENABLED
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@ -15,8 +15,7 @@
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#include "AP_Proximity_Boundary_3D.h"
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#if HAL_PROXIMITY_ENABLED
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#include "AP_Proximity_Backend.h"
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#define PROXIMITY_BOUNDARY_3D_TIMEOUT_MS 750 // we should check the 3D boundary faces after this many ms
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/*
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Constructor.
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@ -185,6 +184,13 @@ void AP_Proximity_Boundary_3D::reset_face(const Face &face)
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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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// exit immediately if already checked recently
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const uint32_t now_ms = AP_HAL::millis();
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if ((now_ms - _last_check_face_timeout_ms) < PROXIMITY_BOUNDARY_3D_TIMEOUT_MS) {
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return;
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}
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_last_check_face_timeout_ms = now_ms;
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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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@ -363,7 +369,7 @@ bool AP_Proximity_Boundary_3D::get_filtered_distance(const Face &face, float &di
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}
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// Get raw and filtered distances in 8 directions per layer
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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
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bool AP_Proximity_Boundary_3D::get_layer_distances(uint8_t layer_number, float dist_max, Proximity_Distance_Array &prx_dist_array, Proximity_Distance_Array &prx_filt_dist_array) const
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{
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// cycle through all sectors filling in distances and orientations
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// see MAV_SENSOR_ORIENTATION for orientations (0 = forward, 1 = 45 degree clockwise from north, etc)
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@ -423,4 +429,3 @@ void AP_Proximity_Temp_Boundary::update_3D_boundary(AP_Proximity_Boundary_3D &bo
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}
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}
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#endif // HAL_PROXIMITY_ENABLED
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@ -15,10 +15,8 @@
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#pragma once
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#include "AP_Proximity.h"
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#if HAL_PROXIMITY_ENABLED
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#include <AP_Common/AP_Common.h>
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#include <AP_Math/AP_Math.h>
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#include <Filter/LowPassFilter.h>
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#define PROXIMITY_NUM_SECTORS 8 // number of sectors
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@ -31,6 +29,19 @@
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#define PROXIMITY_FILT_RESET_TIME 1000 // reset filter if last distance was pushed more than this many ms away
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#define PROXIMITY_FACE_RESET_MS 1000 // face will be reset if not updated within this many ms
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// structure holding distances in PROXIMITY_MAX_DIRECTION directions. used for sending distances to ground station
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#define PROXIMITY_MAX_DIRECTION 8
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||||
struct Proximity_Distance_Array {
|
||||
uint8_t orientation[PROXIMITY_MAX_DIRECTION]; // orientation (i.e. rough direction) of the distance (see MAV_SENSOR_ORIENTATION)
|
||||
float distance[PROXIMITY_MAX_DIRECTION]; // distance in meters
|
||||
bool valid(uint8_t offset) const {
|
||||
// returns true if the distance stored at offset is valid
|
||||
return (offset < 8 && (offset_valid & (1U<<offset)));
|
||||
};
|
||||
|
||||
uint8_t offset_valid; // bitmask
|
||||
};
|
||||
|
||||
class AP_Proximity_Boundary_3D
|
||||
{
|
||||
public:
|
||||
|
@ -112,7 +123,7 @@ public:
|
|||
uint8_t get_num_layers() const { return PROXIMITY_NUM_LAYERS; }
|
||||
|
||||
// get raw and filtered distances in 8 directions per layer.
|
||||
bool 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;
|
||||
bool get_layer_distances(uint8_t layer_number, float dist_max, Proximity_Distance_Array &prx_dist_array, Proximity_Distance_Array &prx_filt_dist_array) const;
|
||||
|
||||
// pass down filter cut-off freq from params
|
||||
void set_filter_freq(float filt_freq) { _filter_freq = filt_freq; }
|
||||
|
@ -161,6 +172,7 @@ private:
|
|||
uint32_t _last_update_ms[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // time when distance was last updated
|
||||
LowPassFilterFloat _filtered_distance[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // low pass filter
|
||||
float _filter_freq; // cutoff freq of low pass filter
|
||||
uint32_t _last_check_face_timeout_ms; // system time to throttle check_face_timeout method
|
||||
};
|
||||
|
||||
// This class gives an easy way of making a temporary boundary, used for "sorting" distances.
|
||||
|
@ -189,5 +201,3 @@ private:
|
|||
float _angle[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // yaw angle in degrees to closest object within each sector and layer
|
||||
float _pitch[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // pitch angle in degrees to the closest object within each sector and layer
|
||||
};
|
||||
|
||||
#endif // HAL_PROXIMITY_ENABLED
|
|
@ -118,7 +118,7 @@ bool AP_Proximity_Cygbot_D1::parse_byte(uint8_t data)
|
|||
// checksum is valid, parse payload
|
||||
_last_distance_received_ms = AP_HAL::millis();
|
||||
parse_payload();
|
||||
_temp_boundary.update_3D_boundary(boundary);
|
||||
_temp_boundary.update_3D_boundary(frontend.boundary);
|
||||
reset();
|
||||
return true;
|
||||
}
|
||||
|
@ -149,7 +149,8 @@ void AP_Proximity_Cygbot_D1::parse_payload()
|
|||
continue;
|
||||
}
|
||||
// convert angle to face
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(corrected_angle);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(corrected_angle);
|
||||
|
||||
// push face to temp boundary
|
||||
_temp_boundary.add_distance(face, corrected_angle, distance_m);
|
||||
// push to OA_DB
|
||||
|
|
|
@ -320,16 +320,16 @@ void AP_Proximity_LightWareSF40C::process_message()
|
|||
const uint16_t idx = 14 + (i * 2);
|
||||
const int16_t dist_cm = (int16_t)buff_to_uint16(_msg.payload[idx], _msg.payload[idx+1]);
|
||||
const float angle_deg = wrap_360((point_start_index + i) * angle_inc_deg * angle_sign + angle_correction);
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(angle_deg);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(angle_deg);
|
||||
|
||||
// if point is on a new face then finish off previous face
|
||||
if (face != _face) {
|
||||
// update boundary used for avoidance
|
||||
if (_face_distance_valid) {
|
||||
boundary.set_face_attributes(_face, _face_yaw_deg, _face_distance);
|
||||
frontend.boundary.set_face_attributes(_face, _face_yaw_deg, _face_distance);
|
||||
} else {
|
||||
// mark previous face invalid
|
||||
boundary.reset_face(_face);
|
||||
frontend.boundary.reset_face(_face);
|
||||
}
|
||||
// init for new face
|
||||
_face = face;
|
||||
|
|
|
@ -141,13 +141,13 @@ void AP_Proximity_LightWareSF45B::process_message()
|
|||
|
||||
// if distance is from a new face then update distance, angle and boundary for previous face
|
||||
// get face from 3D boundary based on yaw angle to the object
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(angle_deg);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(angle_deg);
|
||||
if (face != _face) {
|
||||
if (_face_distance_valid) {
|
||||
boundary.set_face_attributes(_face, _face_yaw_deg, _face_distance);
|
||||
frontend.boundary.set_face_attributes(_face, _face_yaw_deg, _face_distance);
|
||||
} else {
|
||||
// mark previous face invalid
|
||||
boundary.reset_face(_face);
|
||||
frontend.boundary.reset_face(_face);
|
||||
}
|
||||
// record updated face
|
||||
_face = face;
|
||||
|
|
|
@ -86,7 +86,7 @@ void AP_Proximity_MAV::handle_distance_sensor_msg(const mavlink_message_t &msg)
|
|||
// provided we got the new obstacle in less than PROXIMITY_TIMESTAMP_MSG_TIMEOUT_MS
|
||||
if ((previous_msg_timestamp != _last_msg_update_timestamp_ms) || (time_diff > PROXIMITY_TIMESTAMP_MSG_TIMEOUT_MS)) {
|
||||
// push data from temp boundary to the main 3-D proximity boundary
|
||||
temp_boundary.update_3D_boundary(boundary);
|
||||
temp_boundary.update_3D_boundary(frontend.boundary);
|
||||
// clear temp boundary for new data
|
||||
temp_boundary.reset();
|
||||
}
|
||||
|
@ -95,7 +95,7 @@ void AP_Proximity_MAV::handle_distance_sensor_msg(const mavlink_message_t &msg)
|
|||
const uint8_t sector = packet.orientation;
|
||||
// get the face for this sector
|
||||
const float yaw_angle_deg = sector * 45;
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(yaw_angle_deg);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(yaw_angle_deg);
|
||||
_distance_min = packet.min_distance * 0.01f;
|
||||
_distance_max = packet.max_distance * 0.01f;
|
||||
const bool in_range = distance <= _distance_max && distance >= _distance_min;
|
||||
|
@ -158,7 +158,7 @@ void AP_Proximity_MAV::handle_obstacle_distance_msg(const mavlink_message_t &msg
|
|||
bool face_distance_valid = false;
|
||||
|
||||
// reset this boundary to fill with new data
|
||||
boundary.reset();
|
||||
frontend.boundary.reset();
|
||||
|
||||
// iterate over message's sectors
|
||||
for (uint8_t j = 0; j < total_distances; j++) {
|
||||
|
@ -174,13 +174,13 @@ void AP_Proximity_MAV::handle_obstacle_distance_msg(const mavlink_message_t &msg
|
|||
}
|
||||
|
||||
// get face for this latest reading
|
||||
AP_Proximity_Boundary_3D::Face latest_face = boundary.get_face(mid_angle);
|
||||
AP_Proximity_Boundary_3D::Face latest_face = frontend.boundary.get_face(mid_angle);
|
||||
if (latest_face != face) {
|
||||
// store previous face
|
||||
if (face_distance_valid) {
|
||||
boundary.set_face_attributes(face, face_yaw_deg, face_distance);
|
||||
frontend.boundary.set_face_attributes(face, face_yaw_deg, face_distance);
|
||||
} else {
|
||||
boundary.reset_face(face);
|
||||
frontend.boundary.reset_face(face);
|
||||
}
|
||||
// init for latest face
|
||||
face = latest_face;
|
||||
|
@ -202,9 +202,9 @@ void AP_Proximity_MAV::handle_obstacle_distance_msg(const mavlink_message_t &msg
|
|||
|
||||
// process the last face
|
||||
if (face_distance_valid) {
|
||||
boundary.set_face_attributes(face, face_yaw_deg, face_distance);
|
||||
frontend.boundary.set_face_attributes(face, face_yaw_deg, face_distance);
|
||||
} else {
|
||||
boundary.reset_face(face);
|
||||
frontend.boundary.reset_face(face);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -231,7 +231,7 @@ void AP_Proximity_MAV::handle_obstacle_distance_3d_msg(const mavlink_message_t &
|
|||
|
||||
if ((previous_msg_timestamp != _last_msg_update_timestamp_ms) || (time_diff > PROXIMITY_TIMESTAMP_MSG_TIMEOUT_MS)) {
|
||||
// push data from temp boundary to the main 3-D proximity boundary because a new timestamp has arrived
|
||||
temp_boundary.update_3D_boundary(boundary);
|
||||
temp_boundary.update_3D_boundary(frontend.boundary);
|
||||
// clear temp boundary for new data
|
||||
temp_boundary.reset();
|
||||
}
|
||||
|
@ -263,7 +263,7 @@ void AP_Proximity_MAV::handle_obstacle_distance_3d_msg(const mavlink_message_t &
|
|||
}
|
||||
|
||||
// allot to correct layer and sector based on calculated pitch and yaw
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(pitch, yaw);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(pitch, yaw);
|
||||
temp_boundary.add_distance(face, pitch, yaw, obstacle.length());
|
||||
|
||||
if (database_ready) {
|
||||
|
|
|
@ -314,15 +314,15 @@ void AP_Proximity_RPLidarA2::parse_response_data()
|
|||
#endif
|
||||
_last_distance_received_ms = AP_HAL::millis();
|
||||
if (!ignore_reading(angle_deg, distance_m)) {
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(angle_deg);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(angle_deg);
|
||||
|
||||
if (face != _last_face) {
|
||||
// distance is for a new face, the previous one can be updated now
|
||||
if (_last_distance_valid) {
|
||||
boundary.set_face_attributes(_last_face, _last_angle_deg, _last_distance_m);
|
||||
frontend.boundary.set_face_attributes(_last_face, _last_angle_deg, _last_distance_m);
|
||||
} else {
|
||||
// reset distance from last face
|
||||
boundary.reset_face(face);
|
||||
frontend.boundary.reset_face(face);
|
||||
}
|
||||
|
||||
// initialize the new face
|
||||
|
|
|
@ -45,17 +45,17 @@ void AP_Proximity_RangeFinder::update(void)
|
|||
if (sensor->orientation() <= ROTATION_YAW_315) {
|
||||
const uint8_t sector = (uint8_t)sensor->orientation();
|
||||
const float angle = sector * 45;
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(angle);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(angle);
|
||||
// distance in meters
|
||||
const float distance = sensor->distance();
|
||||
_distance_min = sensor->min_distance_cm() * 0.01f;
|
||||
_distance_max = sensor->max_distance_cm() * 0.01f;
|
||||
if ((distance <= _distance_max) && (distance >= _distance_min) && !ignore_reading(angle, distance, false)) {
|
||||
boundary.set_face_attributes(face, angle, distance);
|
||||
frontend.boundary.set_face_attributes(face, angle, distance);
|
||||
// update OA database
|
||||
database_push(angle, distance);
|
||||
} else {
|
||||
boundary.reset_face(face);
|
||||
frontend.boundary.reset_face(face);
|
||||
}
|
||||
_last_update_ms = now;
|
||||
}
|
||||
|
|
|
@ -61,14 +61,14 @@ void AP_Proximity_SITL::update(void)
|
|||
// update distance in each sector
|
||||
for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
|
||||
const float yaw_angle_deg = sector * 45.0f;
|
||||
AP_Proximity_Boundary_3D::Face face = boundary.get_face(yaw_angle_deg);
|
||||
AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(yaw_angle_deg);
|
||||
float fence_distance;
|
||||
if (get_distance_to_fence(yaw_angle_deg, fence_distance)) {
|
||||
boundary.set_face_attributes(face, yaw_angle_deg, fence_distance);
|
||||
frontend.boundary.set_face_attributes(face, yaw_angle_deg, fence_distance);
|
||||
// update OA database
|
||||
database_push(yaw_angle_deg, fence_distance);
|
||||
} else {
|
||||
boundary.reset_face(face);
|
||||
frontend.boundary.reset_face(face);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
|
|
@ -95,13 +95,13 @@ bool AP_Proximity_TeraRangerTower::read_sensor_data()
|
|||
void AP_Proximity_TeraRangerTower::update_sector_data(int16_t angle_deg, uint16_t distance_mm)
|
||||
{
|
||||
// Get location on 3-D boundary based on angle to the object
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(angle_deg);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(angle_deg);
|
||||
if ((distance_mm != 0xffff) && !ignore_reading(angle_deg, distance_mm * 0.001f, false)) {
|
||||
boundary.set_face_attributes(face, angle_deg, ((float) distance_mm) / 1000);
|
||||
frontend.boundary.set_face_attributes(face, angle_deg, ((float) distance_mm) / 1000);
|
||||
// update OA database
|
||||
database_push(angle_deg, ((float) distance_mm) / 1000);
|
||||
} else {
|
||||
boundary.reset_face(face);
|
||||
frontend.boundary.reset_face(face);
|
||||
}
|
||||
_last_distance_received_ms = AP_HAL::millis();
|
||||
}
|
||||
|
|
|
@ -148,15 +148,15 @@ bool AP_Proximity_TeraRangerTowerEvo::read_sensor_data()
|
|||
void AP_Proximity_TeraRangerTowerEvo::update_sector_data(int16_t angle_deg, uint16_t distance_mm)
|
||||
{
|
||||
// Get location on 3-D boundary based on angle to the object
|
||||
const AP_Proximity_Boundary_3D::Face face = boundary.get_face(angle_deg);
|
||||
const AP_Proximity_Boundary_3D::Face face = frontend.boundary.get_face(angle_deg);
|
||||
//check for target too far, target too close and sensor not connected
|
||||
const bool valid = (distance_mm != 0xffff) && (distance_mm > 0x0001);
|
||||
if (valid && !ignore_reading(angle_deg, distance_mm * 0.001f, false)) {
|
||||
boundary.set_face_attributes(face, angle_deg, ((float) distance_mm) / 1000);
|
||||
frontend.boundary.set_face_attributes(face, angle_deg, ((float) distance_mm) / 1000);
|
||||
// update OA database
|
||||
database_push(angle_deg, ((float) distance_mm) / 1000);
|
||||
} else {
|
||||
boundary.reset_face(face);
|
||||
frontend.boundary.reset_face(face);
|
||||
}
|
||||
_last_distance_received_ms = AP_HAL::millis();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue