/* 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 . */ /* * AP_Landing_Slope.cpp - Landing logic handler for ArduPlane for STANDARD_GLIDE_SLOPE */ #include "AP_Landing.h" #include #include void AP_Landing::type_slope_do_land(const AP_Mission::Mission_Command& cmd, const float relative_altitude) { initial_slope = 0; slope = 0; // once landed, post some landing statistics to the GCS type_slope_flags.post_stats = false; type_slope_stage = SLOPE_STAGE_NORMAL; gcs().send_text(MAV_SEVERITY_INFO, "Landing approach start at %.1fm", (double)relative_altitude); } void AP_Landing::type_slope_verify_abort_landing(const Location &prev_WP_loc, Location &next_WP_loc, bool &throttle_suppressed) { // when aborting a landing, mimic the verify_takeoff with steering hold. Once // the altitude has been reached, restart the landing sequence throttle_suppressed = false; nav_controller->update_heading_hold(get_bearing_cd(prev_WP_loc, next_WP_loc)); } /* update navigation for landing. Called when on landing approach or final flare */ bool AP_Landing::type_slope_verify_land(const Location &prev_WP_loc, Location &next_WP_loc, const Location ¤t_loc, const float height, const float sink_rate, const float wp_proportion, const uint32_t last_flying_ms, const bool is_armed, const bool is_flying, const bool rangefinder_state_in_range) { // we don't 'verify' landing in the sense that it never completes, // so we don't verify command completion. Instead we use this to // adjust final landing parameters // determine stage if (type_slope_stage == SLOPE_STAGE_NORMAL) { const bool heading_lined_up = abs(nav_controller->bearing_error_cd()) < 1000 && !nav_controller->data_is_stale(); const bool on_flight_line = fabsf(nav_controller->crosstrack_error()) < 5.0f && !nav_controller->data_is_stale(); const bool below_prev_WP = current_loc.alt < prev_WP_loc.alt; if ((mission.get_prev_nav_cmd_id() == MAV_CMD_NAV_LOITER_TO_ALT) || (wp_proportion >= 0 && heading_lined_up && on_flight_line) || (wp_proportion > 0.15f && heading_lined_up && below_prev_WP) || (wp_proportion > 0.5f)) { type_slope_stage = SLOPE_STAGE_APPROACH; } } /* Set land_complete (which starts the flare) under 3 conditions: 1) we are within LAND_FLARE_ALT meters of the landing altitude 2) we are within LAND_FLARE_SEC of the landing point vertically by the calculated sink rate (if LAND_FLARE_SEC != 0) 3) we have gone past the landing point and don't have rangefinder data (to prevent us keeping throttle on after landing if we've had positive baro drift) */ // flare check: // 1) below flare alt/sec requires approach stage check because if sec/alt are set too // large, and we're on a hard turn to line up for approach, we'll prematurely flare by // skipping approach phase and the extreme roll limits will make it hard to line up with runway // 2) passed land point and don't have an accurate AGL // 3) probably crashed (ensures motor gets turned off) const bool on_approach_stage = type_slope_is_on_approach(); const bool below_flare_alt = (height <= flare_alt); const bool below_flare_sec = (flare_sec > 0 && height <= sink_rate * flare_sec); const bool probably_crashed = (aparm.crash_detection_enable && fabsf(sink_rate) < 0.2f && !is_flying); if ((on_approach_stage && below_flare_alt) || (on_approach_stage && below_flare_sec && (wp_proportion > 0.5)) || (!rangefinder_state_in_range && wp_proportion >= 1) || probably_crashed) { if (type_slope_stage != SLOPE_STAGE_FINAL) { type_slope_flags.post_stats = true; if (is_flying && (AP_HAL::millis()-last_flying_ms) > 3000) { gcs().send_text(MAV_SEVERITY_CRITICAL, "Flare crash detected: speed=%.1f", (double)AP::gps().ground_speed()); } else { gcs().send_text(MAV_SEVERITY_INFO, "Flare %.1fm sink=%.2f speed=%.1f dist=%.1f", (double)height, (double)sink_rate, (double)AP::gps().ground_speed(), (double)get_distance(current_loc, next_WP_loc)); } type_slope_stage = SLOPE_STAGE_FINAL; } if (AP::gps().ground_speed() < 3) { // reload any airspeed or groundspeed parameters that may have // been set for landing. We don't do this till ground // speed drops below 3.0 m/s as otherwise we will change // target speeds too early. aparm.airspeed_cruise_cm.load(); aparm.min_gndspeed_cm.load(); aparm.throttle_cruise.load(); } } else if (type_slope_stage == SLOPE_STAGE_APPROACH && pre_flare_airspeed > 0) { bool reached_pre_flare_alt = pre_flare_alt > 0 && (height <= pre_flare_alt); bool reached_pre_flare_sec = pre_flare_sec > 0 && (height <= sink_rate * pre_flare_sec); if (reached_pre_flare_alt || reached_pre_flare_sec) { type_slope_stage = SLOPE_STAGE_PREFLARE; } } /* when landing we keep the L1 navigation waypoint 200m ahead. This prevents sudden turns if we overshoot the landing point */ struct Location land_WP_loc = next_WP_loc; int32_t land_bearing_cd = get_bearing_cd(prev_WP_loc, next_WP_loc); location_update(land_WP_loc, land_bearing_cd*0.01f, get_distance(prev_WP_loc, current_loc) + 200); nav_controller->update_waypoint(prev_WP_loc, land_WP_loc); // once landed and stationary, post some statistics // this is done before disarm_if_autoland_complete() so that it happens on the next loop after the disarm if (type_slope_flags.post_stats && !is_armed) { type_slope_flags.post_stats = false; gcs().send_text(MAV_SEVERITY_INFO, "Distance from LAND point=%.2fm", (double)get_distance(current_loc, next_WP_loc)); } // check if we should auto-disarm after a confirmed landing if (type_slope_stage == SLOPE_STAGE_FINAL) { disarm_if_autoland_complete_fn(); } /* we return false as a landing mission item never completes we stay on this waypoint unless the GCS commands us to change mission item, reset the mission, command a go-around or finish a land_abort procedure. */ return false; } void AP_Landing::type_slope_adjust_landing_slope_for_rangefinder_bump(AP_Vehicle::FixedWing::Rangefinder_State &rangefinder_state, Location &prev_WP_loc, Location &next_WP_loc, const Location ¤t_loc, const float wp_distance, int32_t &target_altitude_offset_cm) { // check the rangefinder correction for a large change. When found, recalculate the glide slope. This is done by // determining the slope from your current location to the land point then following that back up to the approach // altitude and moving the prev_wp to that location. From there float correction_delta = fabsf(rangefinder_state.last_stable_correction) - fabsf(rangefinder_state.correction); if (slope_recalc_shallow_threshold <= 0 || fabsf(correction_delta) < slope_recalc_shallow_threshold) { return; } rangefinder_state.last_stable_correction = rangefinder_state.correction; float corrected_alt_m = (adjusted_altitude_cm_fn() - next_WP_loc.alt)*0.01f - rangefinder_state.correction; float total_distance_m = get_distance(prev_WP_loc, next_WP_loc); float top_of_glide_slope_alt_m = total_distance_m * corrected_alt_m / wp_distance; prev_WP_loc.alt = top_of_glide_slope_alt_m*100 + next_WP_loc.alt; // re-calculate auto_state.land_slope with updated prev_WP_loc setup_landing_glide_slope(prev_WP_loc, next_WP_loc, current_loc, target_altitude_offset_cm); if (rangefinder_state.correction >= 0) { // we're too low or object is below us // correction positive means we're too low so we should continue on with // the newly computed shallower slope instead of pitching/throttling up } else if (slope_recalc_steep_threshold_to_abort > 0 && !type_slope_flags.has_aborted_due_to_slope_recalc) { // correction negative means we're too high and need to point down (and speed up) to re-align // to land on target. A large negative correction means we would have to dive down a lot and will // generating way too much speed that we can not bleed off in time. It is better to remember // the large baro altitude offset and abort the landing to come around again with the correct altitude // offset and "perfect" slope. // calculate projected slope with projected alt float new_slope_deg = degrees(atanf(slope)); float initial_slope_deg = degrees(atanf(initial_slope)); // is projected slope too steep? if (new_slope_deg - initial_slope_deg > slope_recalc_steep_threshold_to_abort) { gcs().send_text(MAV_SEVERITY_INFO, "Landing slope too steep, aborting (%.0fm %.1fdeg)", (double)rangefinder_state.correction, (double)(new_slope_deg - initial_slope_deg)); alt_offset = rangefinder_state.correction; flags.commanded_go_around = true; type_slope_flags.has_aborted_due_to_slope_recalc = true; // only allow this once. Log(); } } } bool AP_Landing::type_slope_request_go_around(void) { flags.commanded_go_around = true; return true; } /* a special glide slope calculation for the landing approach During the land approach use a linear glide slope to a point projected through the landing point. We don't use the landing point itself as that leads to discontinuities close to the landing point, which can lead to erratic pitch control */ void AP_Landing::type_slope_setup_landing_glide_slope(const Location &prev_WP_loc, const Location &next_WP_loc, const Location ¤t_loc, int32_t &target_altitude_offset_cm) { float total_distance = get_distance(prev_WP_loc, next_WP_loc); // If someone mistakenly puts all 0's in their LAND command then total_distance // will be calculated as 0 and cause a divide by 0 error below. Lets avoid that. if (total_distance < 1) { total_distance = 1; } // height we need to sink for this WP float sink_height = (prev_WP_loc.alt - next_WP_loc.alt)*0.01f; // current ground speed float groundspeed = ahrs.groundspeed(); if (groundspeed < 0.5f) { groundspeed = 0.5f; } // calculate time to lose the needed altitude float sink_time = total_distance / groundspeed; if (sink_time < 0.5f) { sink_time = 0.5f; } // find the sink rate needed for the target location float sink_rate = sink_height / sink_time; // the height we aim for is the one to give us the right flare point float aim_height = flare_sec * sink_rate; if (aim_height <= 0) { aim_height = flare_alt; } // don't allow the aim height to be too far above LAND_FLARE_ALT if (flare_alt > 0 && aim_height > flare_alt*2) { aim_height = flare_alt*2; } // calculate slope to landing point bool is_first_calc = is_zero(slope); slope = (sink_height - aim_height) / total_distance; if (is_first_calc) { gcs().send_text(MAV_SEVERITY_INFO, "Landing glide slope %.1f degrees", (double)degrees(atanf(slope))); } // time before landing that we will flare float flare_time = aim_height / SpdHgt_Controller->get_land_sinkrate(); // distance to flare is based on ground speed, adjusted as we // get closer. This takes into account the wind float flare_distance = groundspeed * flare_time; // don't allow the flare before half way along the final leg if (flare_distance > total_distance/2) { flare_distance = total_distance/2; } // project a point 500 meters past the landing point, passing // through the landing point const float land_projection = 500; int32_t land_bearing_cd = get_bearing_cd(prev_WP_loc, next_WP_loc); // now calculate our aim point, which is before the landing // point and above it Location loc = next_WP_loc; location_update(loc, land_bearing_cd*0.01f, -flare_distance); loc.alt += aim_height*100; // calculate point along that slope 500m ahead location_update(loc, land_bearing_cd*0.01f, land_projection); loc.alt -= slope * land_projection * 100; // setup the offset_cm for set_target_altitude_proportion() target_altitude_offset_cm = loc.alt - prev_WP_loc.alt; // calculate the proportion we are to the target float land_proportion = location_path_proportion(current_loc, prev_WP_loc, loc); // now setup the glide slope for landing set_target_altitude_proportion_fn(loc, 1.0f - land_proportion); // stay within the range of the start and end locations in altitude constrain_target_altitude_location_fn(loc, prev_WP_loc); } int32_t AP_Landing::type_slope_get_target_airspeed_cm(void) { // we're landing, check for custom approach and // pre-flare airspeeds. Also increase for head-winds const float land_airspeed = SpdHgt_Controller->get_land_airspeed(); int32_t target_airspeed_cm = aparm.airspeed_cruise_cm; switch (type_slope_stage) { case SLOPE_STAGE_APPROACH: if (land_airspeed >= 0) { target_airspeed_cm = land_airspeed * 100; } break; case SLOPE_STAGE_PREFLARE: case SLOPE_STAGE_FINAL: if (pre_flare_airspeed > 0) { // if we just preflared then continue using the pre-flare airspeed during final flare target_airspeed_cm = pre_flare_airspeed * 100; } else if (land_airspeed >= 0) { target_airspeed_cm = land_airspeed * 100; } break; default: break; } // when landing, add half of head-wind. const int32_t head_wind_compensation_cm = head_wind() * 0.5f * 100; // Do not lower it or exceed cruise speed return constrain_int32(target_airspeed_cm + head_wind_compensation_cm, target_airspeed_cm, aparm.airspeed_cruise_cm); } int32_t AP_Landing::type_slope_constrain_roll(const int32_t desired_roll_cd, const int32_t level_roll_limit_cd) { if (type_slope_stage == SLOPE_STAGE_FINAL) { return constrain_int32(desired_roll_cd, level_roll_limit_cd * -1, level_roll_limit_cd); } else { return desired_roll_cd; } } bool AP_Landing::type_slope_is_flaring(void) const { return (type_slope_stage == SLOPE_STAGE_FINAL); } bool AP_Landing::type_slope_is_on_approach(void) const { return (type_slope_stage == SLOPE_STAGE_APPROACH || type_slope_stage == SLOPE_STAGE_PREFLARE); } bool AP_Landing::type_slope_is_expecting_impact(void) const { return (type_slope_stage == SLOPE_STAGE_PREFLARE || type_slope_stage == SLOPE_STAGE_FINAL); } bool AP_Landing::type_slope_is_complete(void) const { return (type_slope_stage == SLOPE_STAGE_FINAL); } void AP_Landing::type_slope_log(void) const { // log to DataFlash DataFlash_Class::instance()->Log_Write("LAND", "TimeUS,stage,f1,f2,slope,slopeInit,altO", "QBBBfff", AP_HAL::micros64(), type_slope_stage, flags, type_slope_flags, (double)slope, (double)initial_slope, (double)alt_offset); } bool AP_Landing::type_slope_is_throttle_suppressed(void) const { return type_slope_stage == SLOPE_STAGE_FINAL; }