#pragma once #include #include #include /* * BendyRuler avoidance algorithm for avoiding the polygon and circular fence and dynamic objects detected by the proximity sensor */ class AP_OABendyRuler { public: AP_OABendyRuler(); CLASS_NO_COPY(AP_OABendyRuler); /* Do not allow copies */ // send configuration info stored in front end parameters void set_config(float margin_max) { _margin_max = MAX(margin_max, 0.0f); } enum class OABendyType { OA_BENDY_DISABLED = 0, OA_BENDY_HORIZONTAL = 1, OA_BENDY_VERTICAL = 2, }; // run background task to find best path and update avoidance_results // returns true and populates origin_new and destination_new if OA is required. returns false if OA is not required bool update(const Location& current_loc, const Location& destination, const Vector2f &ground_speed_vec, Location &origin_new, Location &destination_new, OABendyType &bendy_type, bool proximity_only); static const struct AP_Param::GroupInfo var_info[]; private: // return type of BendyRuler in use OABendyType get_type() const; // search for path in XY direction bool search_xy_path(const Location& current_loc, const Location& destination, float ground_course_deg, Location &destination_new, float lookahead_step_1_dist, float lookahead_step_2_dist, float bearing_to_dest, float distance_to_dest, bool proximity_only); // search for path in the Vertical directions bool search_vertical_path(const Location ¤t_loc, const Location &destination, Location &destination_new, float lookahead_step1_dist, float lookahead_step2_dist, float bearing_to_dest, float distance_to_dest, bool proximity_only); // calculate minimum distance between a path and any obstacle float calc_avoidance_margin(const Location &start, const Location &end, bool proximity_only) const; // determine if BendyRuler should accept the new bearing or try and resist it. Returns true if bearing is not changed bool resist_bearing_change(const Location &destination, const Location ¤t_loc, bool active, float bearing_test, float lookahead_step1_dist, float margin, Location &prev_dest, float &prev_bearing, float &final_bearing, float &final_margin, bool proximity_only) const; // calculate minimum distance between a path and the circular fence (centered on home) // on success returns true and updates margin bool calc_margin_from_circular_fence(const Location &start, const Location &end, float &margin) const; // calculate minimum distance between a path and the altitude fence // on success returns true and updates margin bool calc_margin_from_alt_fence(const Location &start, const Location &end, float &margin) const; // calculate minimum distance between a path and all inclusion and exclusion polygons // on success returns true and updates margin bool calc_margin_from_inclusion_and_exclusion_polygons(const Location &start, const Location &end, float &margin) const; // calculate minimum distance between a path and all inclusion and exclusion circles // on success returns true and updates margin bool calc_margin_from_inclusion_and_exclusion_circles(const Location &start, const Location &end, float &margin) const; // calculate minimum distance between a path and proximity sensor obstacles // on success returns true and updates margin bool calc_margin_from_object_database(const Location &start, const Location &end, float &margin) const; // Logging function void Write_OABendyRuler(const uint8_t type, const bool active, const float target_yaw, const float target_pitch, const bool resist_chg, const float margin, const Location &final_dest, const Location &oa_dest) const; // OA common parameters float _margin_max; // object avoidance will ignore objects more than this many meters from vehicle // BendyRuler parameters AP_Float _lookahead; // object avoidance will look this many meters ahead of vehicle AP_Float _bendy_ratio; // object avoidance will avoid major directional change if change in margin ratio is less than this param AP_Int16 _bendy_angle; // object avoidance will try avoiding change in direction over this much angle AP_Int8 _bendy_type; // Type of BendyRuler to run // internal variables used by background thread float _current_lookahead; // distance (in meters) ahead of the vehicle we are looking for obstacles float _bearing_prev; // stored bearing in degrees Location _destination_prev; // previous destination, to check if there has been a change in destination };