#include "AP_Avoidance.h" extern const AP_HAL::HAL& hal; #include #include #define AVOIDANCE_DEBUGGING 0 #if APM_BUILD_TYPE(APM_BUILD_ArduPlane) #define AP_AVOIDANCE_WARN_TIME_DEFAULT 30 #define AP_AVOIDANCE_FAIL_TIME_DEFAULT 30 #define AP_AVOIDANCE_WARN_DISTANCE_XY_DEFAULT 1000 #define AP_AVOIDANCE_WARN_DISTANCE_Z_DEFAULT 300 #define AP_AVOIDANCE_FAIL_DISTANCE_XY_DEFAULT 300 #define AP_AVOIDANCE_FAIL_DISTANCE_Z_DEFAULT 100 #define AP_AVOIDANCE_RECOVERY_DEFAULT AP_AVOIDANCE_RECOVERY_RESUME_IF_AUTO_ELSE_LOITER #define AP_AVOIDANCE_FAIL_ACTION_DEFAULT MAV_COLLISION_ACTION_REPORT #else // APM_BUILD_TYPE(APM_BUILD_ArduCopter), Rover, Boat #define AP_AVOIDANCE_WARN_TIME_DEFAULT 30 #define AP_AVOIDANCE_FAIL_TIME_DEFAULT 30 #define AP_AVOIDANCE_WARN_DISTANCE_XY_DEFAULT 300 #define AP_AVOIDANCE_WARN_DISTANCE_Z_DEFAULT 300 #define AP_AVOIDANCE_FAIL_DISTANCE_XY_DEFAULT 100 #define AP_AVOIDANCE_FAIL_DISTANCE_Z_DEFAULT 100 #define AP_AVOIDANCE_RECOVERY_DEFAULT AP_AVOIDANCE_RECOVERY_RTL #define AP_AVOIDANCE_FAIL_ACTION_DEFAULT MAV_COLLISION_ACTION_REPORT #endif #if AVOIDANCE_DEBUGGING #include #define debug(fmt, args ...) do {::fprintf(stderr,"%s:%d: " fmt "\n", __FUNCTION__, __LINE__, ## args); } while(0) #else #define debug(fmt, args ...) #endif // table of user settable parameters const AP_Param::GroupInfo AP_Avoidance::var_info[] = { // @Param: ENABLE // @DisplayName: Enable Avoidance using ADSB // @Description: Enable Avoidance using ADSB // @Values: 0:Disabled,1:Enabled // @User: Advanced AP_GROUPINFO_FLAGS("ENABLE", 1, AP_Avoidance, _enabled, 0, AP_PARAM_FLAG_ENABLE), // @Param: F_ACTION // @DisplayName: Collision Avoidance Behavior // @Description: Specifies aircraft behaviour when a collision is imminent // The following values should come from the mavlink COLLISION_ACTION enum // @Values: 0:None,1:Report,2:Climb Or Descend,3:Move Horizontally,4:Move Perpendicularly in 3D,5:RTL,6:Hover // @User: Advanced AP_GROUPINFO("F_ACTION", 2, AP_Avoidance, _fail_action, AP_AVOIDANCE_FAIL_ACTION_DEFAULT), // @Param: W_ACTION // @DisplayName: Collision Avoidance Behavior - Warn // @Description: Specifies aircraft behaviour when a collision may occur // The following values should come from the mavlink COLLISION_ACTION enum // @Values: 0:None,1:Report // @User: Advanced AP_GROUPINFO("W_ACTION", 3, AP_Avoidance, _warn_action, MAV_COLLISION_ACTION_REPORT), // @Param: F_RCVRY // @DisplayName: Recovery behaviour after a fail event // @Description: Determines what the aircraft will do after a fail event is resolved // @Values: 0:Remain in AVOID_ADSB,1:Resume previous flight mode,2:RTL,3:Resume if AUTO else Loiter // @User: Advanced AP_GROUPINFO("F_RCVRY", 4, AP_Avoidance, _fail_recovery, AP_AVOIDANCE_RECOVERY_DEFAULT), // @Param: OBS_MAX // @DisplayName: Maximum number of obstacles to track // @Description: Maximum number of obstacles to track // @User: Advanced AP_GROUPINFO("OBS_MAX", 5, AP_Avoidance, _obstacles_max, 20), // @Param: W_TIME // @DisplayName: Time Horizon Warn // @Description: Aircraft velocity vectors are multiplied by this time to determine closest approach. If this results in an approach closer than W_DIST_XY or W_DIST_Z then W_ACTION is undertaken (assuming F_ACTION is not undertaken) // @Units: seconds // @User: Advanced AP_GROUPINFO("W_TIME", 6, AP_Avoidance, _warn_time_horizon, AP_AVOIDANCE_WARN_TIME_DEFAULT), // @Param: F_TIME // @DisplayName: Time Horizon Fail // @Description: Aircraft velocity vectors are multiplied by this time to determine closest approach. If this results in an approach closer than F_DIST_XY or F_DIST_Z then F_ACTION is undertaken // @Units: seconds // @User: Advanced AP_GROUPINFO("F_TIME", 7, AP_Avoidance, _fail_time_horizon, AP_AVOIDANCE_FAIL_TIME_DEFAULT), // @Param: W_DIST_XY // @DisplayName: Distance Warn XY // @Description: Closest allowed projected distance before W_ACTION is undertaken // @Units: meters // @User: Advanced AP_GROUPINFO("W_DIST_XY", 8, AP_Avoidance, _warn_distance_xy, AP_AVOIDANCE_WARN_DISTANCE_XY_DEFAULT), // @Param: F_DIST_XY // @DisplayName: Distance Fail XY // @Description: Closest allowed projected distance before F_ACTION is undertaken // @Units: meters // @User: Advanced AP_GROUPINFO("F_DIST_XY", 9, AP_Avoidance, _fail_distance_xy, AP_AVOIDANCE_FAIL_DISTANCE_XY_DEFAULT), // @Param: W_DIST_Z // @DisplayName: Distance Warn Z // @Description: Closest allowed projected distance before BEHAVIOUR_W is undertaken // @Units: meters // @User: Advanced AP_GROUPINFO("W_DIST_Z", 10, AP_Avoidance, _warn_distance_z, AP_AVOIDANCE_WARN_DISTANCE_Z_DEFAULT), // @Param: F_DIST_Z // @DisplayName: Distance Fail Z // @Description: Closest allowed projected distance before BEHAVIOUR_F is undertaken // @Units: meters // @User: Advanced AP_GROUPINFO("F_DIST_Z", 11, AP_Avoidance, _fail_distance_z, AP_AVOIDANCE_FAIL_DISTANCE_Z_DEFAULT), AP_GROUPEND }; AP_Avoidance::AP_Avoidance(AP_AHRS &ahrs, AP_ADSB &adsb) : _ahrs(ahrs), _adsb(adsb) { AP_Param::setup_object_defaults(this, var_info); } /* * Initialize variables and allocate memory for array */ void AP_Avoidance::init(void) { debug("ADSB initialisation: %d obstacles", _obstacles_max.get()); if (_obstacles == nullptr) { _obstacles = new AP_Avoidance::Obstacle[_obstacles_max]; if (_obstacles == nullptr) { // dynamic RAM allocation of _obstacles[] failed, disable gracefully hal.console->printf("Unable to initialize Avoidance obstacle list\n"); // disable ourselves to avoid repeated allocation attempts _enabled.set(0); return; } _obstacles_allocated = _obstacles_max; } _obstacle_count = 0; _last_state_change_ms = 0; _threat_level = MAV_COLLISION_THREAT_LEVEL_NONE; _gcs_cleared_messages_first_sent = std::numeric_limits::max(); _current_most_serious_threat = -1; } /* * de-initialize and free up some memory */ void AP_Avoidance::deinit(void) { if (_obstacles != nullptr) { delete [] _obstacles; _obstacles = nullptr; _obstacles_allocated = 0; handle_recovery(AP_AVOIDANCE_RECOVERY_RTL); } _obstacle_count = 0; } bool AP_Avoidance::check_startup() { if (!_enabled) { if (_obstacles != nullptr) { deinit(); } // nothing to do return false; } if (_obstacles == nullptr) { init(); } return _obstacles != nullptr; } // vel is north/east/down! void AP_Avoidance::add_obstacle(const uint32_t obstacle_timestamp_ms, const MAV_COLLISION_SRC src, const uint32_t src_id, const Location &loc, const Vector3f &vel_ned) { if (! check_startup()) { return; } uint32_t oldest_timestamp = std::numeric_limits::max(); uint8_t oldest_index = 255; // avoid compiler warning with initialisation int16_t index = -1; uint8_t i; for (i=0; i<_obstacle_count; i++) { if (_obstacles[i].src_id == src_id && _obstacles[i].src == src) { // pre-existing obstacle found; we will update its information index = i; break; } if (_obstacles[i].timestamp_ms < oldest_timestamp) { oldest_timestamp = _obstacles[i].timestamp_ms; oldest_index = i; } } if (index == -1) { // existing obstacle not found. See if we can store it anyway: if (i <_obstacles_allocated) { // have room to store more vehicles... index = _obstacle_count++; } else if (oldest_timestamp < obstacle_timestamp_ms) { // replace this very old entry with this new data index = oldest_index; } _obstacles[index].src = src; _obstacles[index].src_id = src_id; } if (index == -1) { // no room for this (old?!) data return; } _obstacles[index]._location = loc; _obstacles[index]._velocity = vel_ned; _obstacles[index].timestamp_ms = obstacle_timestamp_ms; } void AP_Avoidance::add_obstacle(const uint32_t obstacle_timestamp_ms, const MAV_COLLISION_SRC src, const uint32_t src_id, const Location &loc, const float cog, const float hspeed, const float vspeed) { Vector3f vel; vel[0] = hspeed * cosf(radians(cog)); vel[1] = hspeed * sinf(radians(cog)); vel[2] = vspeed; // debug("cog=%f hspeed=%f veln=%f vele=%f", cog, hspeed, vel[0], vel[1]); return add_obstacle(obstacle_timestamp_ms, src, src_id, loc, vel); } uint32_t AP_Avoidance::src_id_for_adsb_vehicle(AP_ADSB::adsb_vehicle_t vehicle) const { // TODO: need to include squawk code and callsign return vehicle.info.ICAO_address; } void AP_Avoidance::get_adsb_samples() { AP_ADSB::adsb_vehicle_t vehicle; while (_adsb.next_sample(vehicle)) { uint32_t src_id = src_id_for_adsb_vehicle(vehicle); Location loc = _adsb.get_location(vehicle); add_obstacle(vehicle.last_update_ms, MAV_COLLISION_SRC_ADSB, src_id, loc, vehicle.info.heading/100.0f, vehicle.info.hor_velocity/100.0f, -vehicle.info.ver_velocity/1000.0f); // convert mm-up to m-down } } float closest_approach_xy(const Location &my_loc, const Vector3f &my_vel, const Location &obstacle_loc, const Vector3f &obstacle_vel, const uint8_t time_horizon) { Vector2f delta_vel_ne = Vector2f(obstacle_vel[0] - my_vel[0], obstacle_vel[1] - my_vel[1]); Vector2f delta_pos_ne = location_diff(obstacle_loc, my_loc); Vector2f line_segment_ne = delta_vel_ne * time_horizon; float ret = Vector2::closest_distance_between_radial_and_point (line_segment_ne, delta_pos_ne); debug(" time_horizon: (%d)", time_horizon); debug(" delta pos: (y=%f,x=%f)", delta_pos_ne[0], delta_pos_ne[1]); debug(" delta vel: (y=%f,x=%f)", delta_vel_ne[0], delta_vel_ne[1]); debug(" line segment: (y=%f,x=%f)", line_segment_ne[0], line_segment_ne[1]); debug(" closest: (%f)", ret); return ret; } // returns the closest these objects will get in the body z axis (in metres) float closest_approach_z(const Location &my_loc, const Vector3f &my_vel, const Location &obstacle_loc, const Vector3f &obstacle_vel, const uint8_t time_horizon) { float delta_vel_d = obstacle_vel[2] - my_vel[2]; float delta_pos_d = obstacle_loc.alt - my_loc.alt; float ret; if (delta_pos_d >= 0 && delta_vel_d >= 0) { ret = delta_pos_d; } else if (delta_pos_d <= 0 && delta_vel_d <= 0) { ret = fabs(delta_pos_d); } else { ret = fabs(delta_pos_d - delta_vel_d * time_horizon); } debug(" time_horizon: (%d)", time_horizon); debug(" delta pos: (%f) metres", delta_pos_d/100.0f); debug(" delta vel: (%f) m/s", delta_vel_d); debug(" closest: (%f) metres", ret/100.0f); return ret/100.0f; } void AP_Avoidance::update_threat_level(const Location &my_loc, const Vector3f &my_vel, AP_Avoidance::Obstacle &obstacle) { Location &obstacle_loc = obstacle._location; Vector3f &obstacle_vel = obstacle._velocity; obstacle.threat_level = MAV_COLLISION_THREAT_LEVEL_NONE; const uint32_t obstacle_age = AP_HAL::millis() - obstacle.timestamp_ms; float closest_xy = closest_approach_xy(my_loc, my_vel, obstacle_loc, obstacle_vel, _fail_time_horizon + obstacle_age/1000); if (closest_xy < _fail_distance_xy) { obstacle.threat_level = MAV_COLLISION_THREAT_LEVEL_HIGH; } else { closest_xy = closest_approach_xy(my_loc, my_vel, obstacle_loc, obstacle_vel, _warn_time_horizon + obstacle_age/1000); if (closest_xy < _warn_distance_xy) { obstacle.threat_level = MAV_COLLISION_THREAT_LEVEL_LOW; } } // check for vertical separation; our threat level is the minimum // of vertical and horizontal threat levels float closest_z = closest_approach_z(my_loc, my_vel, obstacle_loc, obstacle_vel, _warn_time_horizon + obstacle_age/1000); if (obstacle.threat_level != MAV_COLLISION_THREAT_LEVEL_NONE) { if (closest_z > _warn_distance_z) { obstacle.threat_level = MAV_COLLISION_THREAT_LEVEL_NONE; } else { closest_z = closest_approach_z(my_loc, my_vel, obstacle_loc, obstacle_vel, _fail_time_horizon + obstacle_age/1000); if (closest_z > _fail_distance_z) { obstacle.threat_level = MAV_COLLISION_THREAT_LEVEL_LOW; } } } // If we haven't heard from a vehicle then assume it is no threat if (obstacle_age > MAX_OBSTACLE_AGE_MS) { obstacle.threat_level = MAV_COLLISION_THREAT_LEVEL_NONE; } // could optimise this to not calculate a lot of this if threat // level is none - but only *once the GCS has been informed*! obstacle.closest_approach_xy = closest_xy; obstacle.closest_approach_z = closest_z; float current_distance = get_distance(my_loc, obstacle_loc); obstacle.distance_to_closest_approach = current_distance - closest_xy; Vector2f net_velocity_ne = Vector2f(my_vel[0] - obstacle_vel[0], my_vel[1] - obstacle_vel[1]); obstacle.time_to_closest_approach = 0.0f; if (!is_zero(obstacle.distance_to_closest_approach) && ! is_zero(net_velocity_ne.length())) { obstacle.time_to_closest_approach = obstacle.distance_to_closest_approach / net_velocity_ne.length(); } } MAV_COLLISION_THREAT_LEVEL AP_Avoidance::current_threat_level() const { if (_obstacles == nullptr) { return MAV_COLLISION_THREAT_LEVEL_NONE; } if (_current_most_serious_threat == -1) { return MAV_COLLISION_THREAT_LEVEL_NONE; } return _obstacles[_current_most_serious_threat].threat_level; } void AP_Avoidance::handle_threat_gcs_notify(AP_Avoidance::Obstacle *threat) { if (threat == nullptr) { return; } uint32_t now = AP_HAL::millis(); if (threat->threat_level == MAV_COLLISION_THREAT_LEVEL_NONE) { // only send cleared messages for a few seconds: if (_gcs_cleared_messages_first_sent == 0) { _gcs_cleared_messages_first_sent = now; } if (now - _gcs_cleared_messages_first_sent > _gcs_cleared_messages_duration * 1000) { return; } } else { _gcs_cleared_messages_first_sent = 0; } if (now - threat->last_gcs_report_time > _gcs_notify_interval * 1000) { GCS_MAVLINK::send_collision_all(*threat, mav_avoidance_action()); threat->last_gcs_report_time = now; } } bool AP_Avoidance::obstacle_is_more_serious_threat(const AP_Avoidance::Obstacle &obstacle) const { if (_current_most_serious_threat == -1) { // any threat is more of a threat than no threat return true; } const AP_Avoidance::Obstacle ¤t = _obstacles[_current_most_serious_threat]; if (obstacle.threat_level > current.threat_level) { // threat_level is updated by update_threat_level return true; } if (obstacle.threat_level == current.threat_level && obstacle.time_to_closest_approach < current.time_to_closest_approach) { return true; } return false; } void AP_Avoidance::check_for_threats() { Location my_loc; if (!_ahrs.get_position(my_loc)) { // if we don't know our own location we can't determine any threat level return; } Vector3f my_vel; if (!_ahrs.get_velocity_NED(my_vel)) { // assuming our own velocity to be zero here may cause us to // fly into something. Better not to attempt to avoid in this // case. return; } // we always check all obstacles to see if they are threats since it // is most likely our own position and/or velocity have changed // determine the current most-serious-threat _current_most_serious_threat = -1; for (uint8_t i=0; i<_obstacle_count; i++) { AP_Avoidance::Obstacle &obstacle = _obstacles[i]; const uint32_t obstacle_age = AP_HAL::millis() - obstacle.timestamp_ms; debug("i=%d src_id=%d timestamp=%u age=%d", i, obstacle.src_id, obstacle.timestamp_ms, obstacle_age); update_threat_level(my_loc, my_vel, obstacle); debug(" threat-level=%d", obstacle.threat_level); // ignore any really old data: if (obstacle_age > MAX_OBSTACLE_AGE_MS) { // shrink list if this is the last entry: if (i == _obstacle_count-1) { _obstacle_count -= 1; } continue; } if (obstacle_is_more_serious_threat(obstacle)) { _current_most_serious_threat = i; } } if (_current_most_serious_threat != -1) { debug("Current most serious threat: %d level=%d", _current_most_serious_threat, _obstacles[_current_most_serious_threat].threat_level); } } AP_Avoidance::Obstacle *AP_Avoidance::most_serious_threat() { if (_current_most_serious_threat < 0) { // we *really_ should not have been called! return nullptr; } return &_obstacles[_current_most_serious_threat]; } void AP_Avoidance::update() { if (!check_startup()) { return; } if (_adsb.enabled()) { get_adsb_samples(); } check_for_threats(); // notify GCS of most serious thread handle_threat_gcs_notify(most_serious_threat()); // avoid object (if necessary) handle_avoidance_local(most_serious_threat()); } void AP_Avoidance::handle_avoidance_local(AP_Avoidance::Obstacle *threat) { MAV_COLLISION_THREAT_LEVEL new_threat_level = MAV_COLLISION_THREAT_LEVEL_NONE; MAV_COLLISION_ACTION action = MAV_COLLISION_ACTION_NONE; if (threat != nullptr) { new_threat_level = threat->threat_level; if (new_threat_level == MAV_COLLISION_THREAT_LEVEL_HIGH) { action = (MAV_COLLISION_ACTION)_fail_action.get(); } } uint32_t now = AP_HAL::millis(); if (new_threat_level != _threat_level) { // transition to higher states immediately, recovery to lower states more slowly if (((now - _last_state_change_ms) > AP_AVOIDANCE_STATE_RECOVERY_TIME_MS) || (new_threat_level > _threat_level)) { // handle recovery from high threat level if (_threat_level == MAV_COLLISION_THREAT_LEVEL_HIGH) { handle_recovery(_fail_recovery); _latest_action = MAV_COLLISION_ACTION_NONE; } // update state _last_state_change_ms = now; _threat_level = new_threat_level; } } // handle ongoing threat by calling vehicle specific handler if ((threat != nullptr) && (_threat_level == MAV_COLLISION_THREAT_LEVEL_HIGH) && (action > MAV_COLLISION_ACTION_REPORT)) { _latest_action = handle_avoidance(threat, action); } } void AP_Avoidance::handle_msg(const mavlink_message_t &msg) { if (!check_startup()) { // avoidance is not active / allocated return; } if (msg.msgid != MAVLINK_MSG_ID_GLOBAL_POSITION_INT) { // we only take position from GLOBAL_POSITION_INT return; } if (msg.sysid == mavlink_system.sysid) { // we do not obstruct ourselves.... return; } // inform AP_Avoidance we have a new player mavlink_global_position_int_t packet; mavlink_msg_global_position_int_decode(&msg, &packet); Location loc; loc.lat = packet.lat; loc.lng = packet.lon; loc.alt = packet.alt / 10; // mm -> cm loc.flags.relative_alt = false; Vector3f vel = Vector3f(packet.vx/100.0f, // cm to m packet.vy/100.0f, packet.vz/100.0f); add_obstacle(AP_HAL::millis(), MAV_COLLISION_SRC_ADSB, msg.sysid, loc, vel); } // wp_speeds in cm/s bool AP_Avoidance::get_destination_perpendicular(const AP_Avoidance::Obstacle *obstacle, Vector3f &newdest_neu, const float wp_speed_xy, const float wp_speed_z, const uint8_t _minimum_avoid_height) { if (obstacle == nullptr) { // why where we called?! return false; } Location my_abs_pos; if (! _ahrs.get_position(my_abs_pos)) { // we should not get to here! If we don't know our position // we can't know if there are any threats, for starters! return false; } Vector3f my_pos_ned; if (! _ahrs.get_relative_position_NED(my_pos_ned)) { // we should not get to here! If we don't know our position // we know if there are any threats, for starters! return false; } // if their velocity is moving around close to zero then flying // perpendicular to that velocity may mean we do weird things. // Instead, we will fly directly away from them: if (obstacle->_velocity.length() < _low_velocity_threshold) { const Vector2f delta_pos_xy = location_diff(obstacle->_location, my_abs_pos); const float delta_pos_z = my_abs_pos.alt - obstacle->_location.alt; Vector3f delta_pos_xyz = Vector3f(delta_pos_xy[0],delta_pos_xy[1],delta_pos_z); // avoid divide by zero if (delta_pos_xyz.is_zero()) { return false; } delta_pos_xyz.normalize(); newdest_neu[0] = my_pos_ned[0]*100 + delta_pos_xyz[0] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[1] = my_pos_ned[1]*100 + delta_pos_xyz[1] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[2] = -my_pos_ned[2]*100 + delta_pos_xyz[2] * wp_speed_z * AP_AVOIDANCE_ESCAPE_TIME_SEC; if(newdest_neu[2] < _minimum_avoid_height*100) { newdest_neu[0] = my_pos_ned[0]*100 + delta_pos_xy[0] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[1] = my_pos_ned[1]*100 + delta_pos_xy[1] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[2] = -my_pos_ned[2]*100; } return true; } { Vector3f perp_xyz = perpendicular_xyz(obstacle->_location, obstacle->_velocity, my_abs_pos); perp_xyz.normalize(); newdest_neu[0] = my_pos_ned[0]*100 + perp_xyz[0] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[1] = my_pos_ned[1]*100 + perp_xyz[1] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[2] = -my_pos_ned[2]*100 + perp_xyz[2] * wp_speed_z * AP_AVOIDANCE_ESCAPE_TIME_SEC; } if (newdest_neu[2] < _minimum_avoid_height*100) { // too close to the ground to do 3D avoidance // GCS_MAVLINK::send_statustext_all(MAV_SEVERITY_WARNING, "AVOID: PERPENDICULAR: 2D"); Vector2f perp_xy = perpendicular_xy(obstacle->_location, obstacle->_velocity, my_abs_pos); perp_xy.normalize(); newdest_neu[0] = my_pos_ned[0]*100 + perp_xy[0] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[1] = my_pos_ned[1]*100 + perp_xy[1] * wp_speed_xy * AP_AVOIDANCE_ESCAPE_TIME_SEC; newdest_neu[2] = -my_pos_ned[2]*100; } return true; } // get unit vector away from the nearest obstacle bool AP_Avoidance::get_vector_perpendicular(const AP_Avoidance::Obstacle *obstacle, Vector3f &vec_neu) { if (obstacle == nullptr) { // why where we called?! return false; } Location my_abs_pos; if (!_ahrs.get_position(my_abs_pos)) { // we should not get to here! If we don't know our position // we can't know if there are any threats, for starters! return false; } // if their velocity is moving around close to zero then flying // perpendicular to that velocity may mean we do weird things. // Instead, we will fly directly away from them if (obstacle->_velocity.length() < _low_velocity_threshold) { const Vector2f delta_pos_xy = location_diff(obstacle->_location, my_abs_pos); const float delta_pos_z = my_abs_pos.alt - obstacle->_location.alt; Vector3f delta_pos_xyz = Vector3f(delta_pos_xy.x, delta_pos_xy.y, delta_pos_z); // avoid div by zero if (delta_pos_xyz.is_zero()) { return false; } delta_pos_xyz.normalize(); vec_neu = delta_pos_xyz; return true; } else { vec_neu = perpendicular_xyz(obstacle->_location, obstacle->_velocity, my_abs_pos); // avoid div by zero if (vec_neu.is_zero()) { return false; } vec_neu.normalize(); return true; } } // helper functions to calculate 3D destination to get us away from obstacle // v1 is NED Vector3f AP_Avoidance::perpendicular_xyz(const Location &p1, const Vector3f &v1, const Location &p2) { Vector2f delta_p_2d = location_diff(p1, p2); Vector3f delta_p_xyz = Vector3f(delta_p_2d[0],delta_p_2d[1],(p2.alt-p1.alt)/100.0f); //check this line Vector3f v1_xyz = Vector3f(v1[0], v1[1], -v1[2]); Vector3f ret = Vector3f::perpendicular(delta_p_xyz, v1_xyz); return ret; } // helper functions to calculate horizontal destination to get us away from obstacle // v1 is NED Vector2f AP_Avoidance::perpendicular_xy(const Location &p1, const Vector3f &v1, const Location &p2) { Vector2f delta_p = location_diff(p1, p2); Vector2f delta_p_n = Vector2f(delta_p[0],delta_p[1]); Vector2f v1n(v1[0],v1[1]); Vector2f ret_xy = Vector2f::perpendicular(delta_p_n, v1n); return ret_xy; }