// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*- /* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ /* altitude handling routines. These cope with both barometric control and terrain following control */ /* adjust altitude target depending on mode */ static void adjust_altitude_target() { if (control_mode == FLY_BY_WIRE_B || control_mode == CRUISE) { return; } if (flight_stage == AP_SpdHgtControl::FLIGHT_LAND_FINAL) { // in land final TECS uses TECS_LAND_SINK as a target sink // rate, and ignores the target altitude set_target_altitude_location(next_WP_loc); } else if (flight_stage == AP_SpdHgtControl::FLIGHT_LAND_APPROACH) { // in land approach use a linear glide slope to the flare point Location loc = next_WP_loc; float flare_distance = gps.ground_speed() * g.land_flare_sec; loc.alt += g.land_flare_alt*100; if (flare_distance >= wp_distance || flare_distance >= wp_totalDistance || location_passed_point(current_loc, prev_WP_loc, next_WP_loc)) { set_target_altitude_location(loc); } else { set_target_altitude_proportion(next_WP_loc, (wp_distance-flare_distance) / (wp_totalDistance-flare_distance)); } // stay within the range of the start and end locations in altitude constrain_target_altitude_location(next_WP_loc, prev_WP_loc); } else if (nav_controller->reached_loiter_target() || (wp_distance <= 30) || (wp_totalDistance<=30)) { // once we reach a loiter target then lock to the final // altitude target set_target_altitude_location(next_WP_loc); } else if (target_altitude.offset_cm != 0 && !location_passed_point(current_loc, prev_WP_loc, next_WP_loc)) { // control climb/descent rate set_target_altitude_proportion(next_WP_loc, (float)(wp_distance-30) / (float)(wp_totalDistance-30)); // stay within the range of the start and end locations in altitude constrain_target_altitude_location(next_WP_loc, prev_WP_loc); } else if (mission.get_current_do_cmd().id != MAV_CMD_CONDITION_CHANGE_ALT) { set_target_altitude_location(next_WP_loc); } altitude_error_cm = calc_altitude_error_cm(); } /* setup for a gradual glide slope to the next waypoint, if appropriate */ static void setup_glide_slope(void) { // establish the distance we are travelling to the next waypoint, // for calculating out rate of change of altitude wp_totalDistance = get_distance(current_loc, next_WP_loc); wp_distance = wp_totalDistance; /* work out if we will gradually change altitude, or try to get to the new altitude as quickly as possible. */ switch (control_mode) { case RTL: case GUIDED: /* glide down slowly if above target altitude, but ascend more rapidly if below it. See https://github.com/diydrones/ardupilot/issues/39 */ if (above_location_current(next_WP_loc)) { set_offset_altitude_location(next_WP_loc); } else { reset_offset_altitude(); } break; case AUTO: // we only do glide slide handling in AUTO when above 20m or // when descending. The 20 meter threshold is arbitrary, and // is basically to prevent situations where we try to slowly // gain height at low altitudes, potentially hitting // obstacles. if (relative_altitude() > 20 || above_location_current(next_WP_loc)) { set_offset_altitude_location(next_WP_loc); } else { reset_offset_altitude(); } break; default: reset_offset_altitude(); break; } } /* return RTL altitude as AMSL altitude */ static int32_t get_RTL_altitude() { if (g.RTL_altitude_cm < 0) { return current_loc.alt; } return g.RTL_altitude_cm + home.alt; } /* return relative altitude in meters (relative to home) */ static float relative_altitude(void) { return (current_loc.alt - home.alt) * 0.01f; } /* return relative altitude in centimeters, absolute value */ static int32_t relative_altitude_abs_cm(void) { return labs(current_loc.alt - home.alt); } /* set the target altitude to the current altitude. This is used when setting up for altitude hold, such as when releasing elevator in CRUISE mode. */ static void set_target_altitude_current(void) { // record altitude above sea level at the current time as our // target altitude target_altitude.amsl_cm = current_loc.alt; // reset any glide slope offset reset_offset_altitude(); #if AP_TERRAIN_AVAILABLE // also record the terrain altitude if possible float terrain_altitude; if (g.terrain_follow && terrain.height_above_terrain(terrain_altitude, true)) { target_altitude.terrain_following = true; target_altitude.terrain_alt_cm = terrain_altitude*100; } else { // if terrain following is disabled, or we don't know our // terrain altitude when we set the altitude then don't // terrain follow target_altitude.terrain_following = false; } #endif } /* set the target altitude to the current altitude, with ALT_OFFSET adjustment */ static void set_target_altitude_current_adjusted(void) { set_target_altitude_current(); // use adjusted_altitude_cm() to take account of ALTITUDE_OFFSET target_altitude.amsl_cm = adjusted_altitude_cm(); } /* set target altitude based on a location structure */ static void set_target_altitude_location(const Location &loc) { target_altitude.amsl_cm = loc.alt; if (loc.flags.relative_alt) { target_altitude.amsl_cm += home.alt; } #if AP_TERRAIN_AVAILABLE /* if this location has the terrain_alt flag set and we know the terrain altitude of our current location then treat it as a terrain altitude */ float height; if (loc.flags.terrain_alt && terrain.height_above_terrain(height, true)) { target_altitude.terrain_following = true; target_altitude.terrain_alt_cm = loc.alt; if (!loc.flags.relative_alt) { // it has home added, remove it target_altitude.terrain_alt_cm -= home.alt; } } else { target_altitude.terrain_following = false; } #endif } /* return relative to home target altitude in centimeters. Used for altitude control libraries */ static int32_t relative_target_altitude_cm(void) { #if AP_TERRAIN_AVAILABLE float relative_home_height; if (target_altitude.terrain_following && terrain.height_relative_home_equivalent(target_altitude.terrain_alt_cm*0.01f, relative_home_height, true)) { // add lookahead adjustment the target altitude target_altitude.lookahead = lookahead_adjustment(); relative_home_height += target_altitude.lookahead; // we are following terrain, and have terrain data for the // current location. Use it. return relative_home_height*100; } #endif return target_altitude.amsl_cm - home.alt + (int32_t(g.alt_offset)*100); } /* change the current target altitude by an amount in centimeters. Used to cope with changes due to elevator in CRUISE or FBWB */ static void change_target_altitude(int32_t change_cm) { target_altitude.amsl_cm += change_cm; #if AP_TERRAIN_AVAILABLE if (target_altitude.terrain_following) { target_altitude.terrain_alt_cm += change_cm; } #endif } /* change target altitude by a proportion of the target altitude offset (difference in height to next WP from previous WP). proportion should be between 0 and 1. When proportion is zero we have reached the destination. When proportion is 1 we are at the starting waypoint. Note that target_altitude is setup initially based on the destination waypoint */ static void set_target_altitude_proportion(const Location &loc, float proportion) { set_target_altitude_location(loc); proportion = constrain_float(proportion, 0.0f, 1.0f); change_target_altitude(-target_altitude.offset_cm*proportion); } /* constrain target altitude to be between two locations. Used to ensure we stay within two waypoints in altitude */ static void constrain_target_altitude_location(const Location &loc1, const Location &loc2) { if (loc1.alt > loc2.alt) { target_altitude.amsl_cm = constrain_int32(target_altitude.amsl_cm, loc2.alt, loc1.alt); } else { target_altitude.amsl_cm = constrain_int32(target_altitude.amsl_cm, loc1.alt, loc2.alt); } } /* return error between target altitude and current altitude */ static int32_t calc_altitude_error_cm(void) { #if AP_TERRAIN_AVAILABLE float terrain_height; if (target_altitude.terrain_following && terrain.height_above_terrain(terrain_height, true)) { return target_altitude.lookahead*100 + target_altitude.terrain_alt_cm - (terrain_height*100); } #endif return target_altitude.amsl_cm - adjusted_altitude_cm(); } /* check for FBWB_min_altitude_cm violation */ static void check_minimum_altitude(void) { if (g.FBWB_min_altitude_cm == 0) { return; } #if AP_TERRAIN_AVAILABLE if (target_altitude.terrain_following) { // set our target terrain height to be at least the min set if (target_altitude.terrain_alt_cm < g.FBWB_min_altitude_cm) { target_altitude.terrain_alt_cm = g.FBWB_min_altitude_cm; } return; } #endif if (target_altitude.amsl_cm < home.alt + g.FBWB_min_altitude_cm) { target_altitude.amsl_cm = home.alt + g.FBWB_min_altitude_cm; } } /* reset the altitude offset used for glide slopes */ static void reset_offset_altitude(void) { target_altitude.offset_cm = 0; } /* reset the altitude offset used for glide slopes, based on difference between altitude at a destination and current altitude. If destination is above the current altitude then the result is positive. */ static void set_offset_altitude_location(const Location &loc) { target_altitude.offset_cm = loc.alt - current_loc.alt; #if AP_TERRAIN_AVAILABLE /* if this location has the terrain_alt flag set and we know the terrain altitude of our current location then treat it as a terrain altitude */ float height; if (loc.flags.terrain_alt && target_altitude.terrain_following && terrain.height_above_terrain(height, true)) { target_altitude.offset_cm = target_altitude.terrain_alt_cm - (height * 100); } #endif if (flight_stage != AP_SpdHgtControl::FLIGHT_LAND_APPROACH && flight_stage != AP_SpdHgtControl::FLIGHT_LAND_FINAL) { // if we are within GLIDE_SLOPE_MIN meters of the target altitude // then reset the offset to not use a glide slope. This allows for // more accurate flight of missions where the aircraft may lose or // gain a bit of altitude near waypoint turn points due to local // terrain changes if (g.glide_slope_threshold <= 0 || labs(target_altitude.offset_cm)*0.01f < g.glide_slope_threshold) { target_altitude.offset_cm = 0; } } } /* return true if current_loc is above loc. Used for glide slope calculations. "above" is simple if we are not terrain following, as it just means the pressure altitude of one is above the other. When in terrain following mode "above" means the over-the-terrain current altitude is above the over-the-terrain alt of loc. It is quite possible for current_loc to be "above" loc when it is at a lower pressure altitude, if current_loc is in a low part of the terrain */ static bool above_location_current(const Location &loc) { #if AP_TERRAIN_AVAILABLE float terrain_alt; if (loc.flags.terrain_alt && terrain.height_above_terrain(terrain_alt, true)) { float loc_alt = loc.alt*0.01f; if (!loc.flags.relative_alt) { loc_alt -= home.alt*0.01f; } return terrain_alt > loc_alt; } #endif float loc_alt_cm = loc.alt; if (!loc.flags.relative_alt) { loc_alt_cm -= home.alt; } return current_loc.alt > loc_alt_cm; } /* modify a destination to be setup for terrain following if TERRAIN_FOLLOW is enabled */ static void setup_terrain_target_alt(Location &loc) { #if AP_TERRAIN_AVAILABLE if (g.terrain_follow) { loc.flags.terrain_alt = true; } #endif } /* return current_loc.alt adjusted for ALT_OFFSET This is useful during long flights to account for barometer changes from the GCS, or to adjust the flying height of a long mission */ static int32_t adjusted_altitude_cm(void) { return current_loc.alt - (g.alt_offset*100); } /* return the height in meters above the next_WP_loc altitude */ static float height_above_target(void) { float target_alt = next_WP_loc.alt*0.01; if (!next_WP_loc.flags.relative_alt) { target_alt -= ahrs.get_home().alt*0.01; } #if AP_TERRAIN_AVAILABLE // also record the terrain altitude if possible float terrain_altitude; if (next_WP_loc.flags.terrain_alt && terrain.height_above_terrain(terrain_altitude, true)) { return terrain_altitude - target_alt; } #endif return (adjusted_altitude_cm()*0.01f - ahrs.get_home().alt*0.01f) - target_alt; } /* work out target altitude adjustment from terrain lookahead */ static float lookahead_adjustment(void) { #if AP_TERRAIN_AVAILABLE int32_t bearing_cd; int16_t distance; // work out distance and bearing to target if (control_mode == FLY_BY_WIRE_B) { // there is no target waypoint in FBWB, so use yaw as an approximation bearing_cd = ahrs.yaw_sensor; distance = g.terrain_lookahead; } else if (!nav_controller->reached_loiter_target()) { bearing_cd = nav_controller->target_bearing_cd(); distance = constrain_float(wp_distance, 0, g.terrain_lookahead); } else { // no lookahead when loitering bearing_cd = 0; distance = 0; } if (distance <= 0) { // no lookahead return 0; } float groundspeed = ahrs.groundspeed(); if (groundspeed < 1) { // we're not moving return 0; } // we need to know the climb ratio. We use 50% of the maximum // climb rate so we are not constantly at 100% throttle and to // give a bit more margin on terrain float climb_ratio = 0.5f * SpdHgt_Controller->get_max_climbrate() / groundspeed; if (climb_ratio <= 0) { // lookahead makes no sense for negative climb rates return 0; } // ask the terrain code for the lookahead altitude change float lookahead = terrain.lookahead(bearing_cd*0.01f, distance, climb_ratio); if (target_altitude.offset_cm < 0) { // we are heading down to the waypoint, so we don't need to // climb as much lookahead += target_altitude.offset_cm*0.01f; } // constrain lookahead to a reasonable limit return constrain_float(lookahead, 0, 1000.0f); #else return 0; #endif }