#pragma once #include "Blimp.h" class Parameters; class ParametersG2; class GCS_Blimp; class Mode { public: // Auto Pilot Modes enumeration enum class Number : uint8_t { LAND = 0, // currently just stops moving MANUAL = 1, // manual control VELOCITY = 2, // velocity mode LOITER = 3, // loiter mode (position hold) }; // constructor Mode(void); // do not allow copying Mode(const Mode &other) = delete; Mode &operator=(const Mode&) = delete; // child classes should override these methods virtual bool init(bool ignore_checks) { return true; } virtual void run() = 0; virtual bool requires_GPS() const = 0; virtual bool has_manual_throttle() const = 0; virtual bool allows_arming(bool from_gcs) const = 0; virtual bool is_autopilot() const { return false; } virtual bool has_user_takeoff(bool must_navigate) const { return false; } virtual bool in_guided_mode() const { return false; } // return a string for this flightmode virtual const char *name() const = 0; virtual const char *name4() const = 0; virtual bool is_landing() const { return false; } // mode requires terrain to be present to be functional virtual bool requires_terrain_failsafe() const { return false; } // functions for reporting to GCS virtual bool get_wp(Location &loc) { return false; }; virtual int32_t wp_bearing() const { return 0; } virtual uint32_t wp_distance() const { return 0; } virtual float crosstrack_error() const { return 0.0f; } void update_navigation(); // pilot input processing void get_pilot_desired_accelerations(float &right_out, float &front_out) const; protected: // navigation support functions virtual void run_autopilot() {} // helper functions bool is_disarmed_or_landed() const; // functions to control landing // in modes that support landing void land_run_horizontal_control(); void land_run_vertical_control(bool pause_descent = false); // convenience references to avoid code churn in conversion: Parameters &g; ParametersG2 &g2; AP_InertialNav &inertial_nav; AP_AHRS &ahrs; Fins *&motors; RC_Channel *&channel_right; RC_Channel *&channel_front; RC_Channel *&channel_down; RC_Channel *&channel_yaw; float &G_Dt; public: // Navigation Yaw control class AutoYaw { public: // yaw(): main product of AutoYaw; the heading: float yaw(); // mode(): current method of determining desired yaw: autopilot_yaw_mode mode() const { return (autopilot_yaw_mode)_mode; } void set_mode_to_default(bool rtl); void set_mode(autopilot_yaw_mode new_mode); autopilot_yaw_mode default_mode(bool rtl) const; // rate_cds(): desired yaw rate in centidegrees/second: float rate_cds() const; void set_rate(float new_rate_cds); // set_roi(...): set a "look at" location: void set_roi(const Location &roi_location); void set_fixed_yaw(float angle_deg, float turn_rate_dps, int8_t direction, bool relative_angle); private: float look_ahead_yaw(); float roi_yaw(); // auto flight mode's yaw mode uint8_t _mode = AUTO_YAW_LOOK_AT_NEXT_WP; // Yaw will point at this location if mode is set to AUTO_YAW_ROI Vector3f roi; // bearing from current location to the ROI float _roi_yaw; // yaw used for YAW_FIXED yaw_mode int32_t _fixed_yaw; // Deg/s we should turn int16_t _fixed_yaw_slewrate; // heading when in yaw_look_ahead_yaw float _look_ahead_yaw; // turn rate (in cds) when auto_yaw_mode is set to AUTO_YAW_RATE float _rate_cds; // used to reduce update rate to 100hz: uint8_t roi_yaw_counter; }; static AutoYaw auto_yaw; // pass-through functions to reduce code churn on conversion; // these are candidates for moving into the Mode base // class. bool set_mode(Mode::Number mode, ModeReason reason); void set_land_complete(bool b); GCS_Blimp &gcs(); void set_throttle_takeoff(void); // end pass-through functions }; class ModeManual : public Mode { public: // inherit constructor using Mode::Mode; virtual void run() override; bool requires_GPS() const override { return false; } bool has_manual_throttle() const override { return true; } bool allows_arming(bool from_gcs) const override { return true; }; bool is_autopilot() const override { return false; } protected: const char *name() const override { return "MANUAL"; } const char *name4() const override { return "MANU"; } private: }; class ModeVelocity : public Mode { public: // inherit constructor using Mode::Mode; virtual void run() override; bool requires_GPS() const override { return true; } bool has_manual_throttle() const override { return false; } bool allows_arming(bool from_gcs) const override { return true; }; bool is_autopilot() const override { return false; //TODO } protected: const char *name() const override { return "VELOCITY"; } const char *name4() const override { return "VELY"; } private: }; class ModeLoiter : public Mode { public: // inherit constructor using Mode::Mode; virtual bool init(bool ignore_checks) override; virtual void run() override; bool requires_GPS() const override { return true; } bool has_manual_throttle() const override { return false; } bool allows_arming(bool from_gcs) const override { return true; }; bool is_autopilot() const override { return false; //TODO } protected: const char *name() const override { return "LOITER"; } const char *name4() const override { return "LOIT"; } private: Vector3f target_pos; float target_yaw; float loop_period; }; class ModeLand : public Mode { public: // inherit constructor using Mode::Mode; virtual void run() override; bool requires_GPS() const override { return false; } bool has_manual_throttle() const override { return true; } bool allows_arming(bool from_gcs) const override { return false; }; bool is_autopilot() const override { return false; } protected: const char *name() const override { return "LAND"; } const char *name4() const override { return "LAND"; } private: };