#pragma once #include #include #include #include // Attitude controller library for sqrt controller #define AC_AVOID_ACCEL_CMSS_MAX 100.0f // maximum acceleration/deceleration in cm/s/s used to avoid hitting fence // bit masks for enabled fence types. #define AC_AVOID_DISABLED 0 // avoidance disabled #define AC_AVOID_STOP_AT_FENCE 1 // stop at fence #define AC_AVOID_USE_PROXIMITY_SENSOR 2 // stop based on proximity sensor output #define AC_AVOID_STOP_AT_BEACON_FENCE 4 // stop based on beacon perimeter #define AC_AVOID_DEFAULT (AC_AVOID_STOP_AT_FENCE | AC_AVOID_USE_PROXIMITY_SENSOR) // definitions for non-GPS avoidance #define AC_AVOID_NONGPS_DIST_MAX_DEFAULT 5.0f // objects over 5m away are ignored (default value for DIST_MAX parameter) #define AC_AVOID_ANGLE_MAX_PERCENT 0.75f // object avoidance max lean angle as a percentage (expressed in 0 ~ 1 range) of total vehicle max lean angle #define AC_AVOID_ACTIVE_LIMIT_TIMEOUT_MS 500 // if limiting is active if last limit is happend in the last x ms #define AC_AVOID_MIN_BACKUP_BREACH_DIST 10.0f // vehicle will backaway if breach is greater than this distance in cm #define AC_AVOID_ACCEL_TIMEOUT_MS 200 // stored velocity used to calculate acceleration will be reset if avoidance is active after this many ms /* * This class prevents the vehicle from leaving a polygon fence or hitting proximity-based obstacles * Additionally the vehicle may back up if the margin to obstacle is breached */ class AC_Avoid { public: AC_Avoid(); /* Do not allow copies */ AC_Avoid(const AC_Avoid &other) = delete; AC_Avoid &operator=(const AC_Avoid&) = delete; // get singleton instance static AC_Avoid *get_singleton() { return _singleton; } // return true if any avoidance feature is enabled bool enabled() const { return _enabled != AC_AVOID_DISABLED; } // Adjusts the desired velocity so that the vehicle can stop // before the fence/object. // kP, accel_cmss are for the horizontal axis // kP_z, accel_cmss_z are for vertical axis void adjust_velocity(Vector3f &desired_vel_cms, bool &backing_up, float kP, float accel_cmss, float kP_z, float accel_cmss_z, float dt); void adjust_velocity(Vector3f &desired_vel_cms, float kP, float accel_cmss, float kP_z, float accel_cmss_z, float dt) { bool backing_up = false; adjust_velocity(desired_vel_cms, backing_up, kP, accel_cmss, kP_z, accel_cmss_z, dt); } // This method limits velocity and calculates backaway velocity from various supported fences // Also limits vertical velocity using adjust_velocity_z method void adjust_velocity_fence(float kP, float accel_cmss, Vector3f &desired_vel_cms, Vector3f &backup_vel, float kP_z, float accel_cmss_z, float dt); // adjust desired horizontal speed so that the vehicle stops before the fence or object // accel (maximum acceleration/deceleration) is in m/s/s // heading is in radians // speed is in m/s // kP should be zero for linear response, non-zero for non-linear response // dt is the time since the last call in seconds void adjust_speed(float kP, float accel, float heading, float &speed, float dt); // adjust vertical climb rate so vehicle does not break the vertical fence void adjust_velocity_z(float kP, float accel_cmss, float& climb_rate_cms, float& backup_speed, float dt); void adjust_velocity_z(float kP, float accel_cmss, float& climb_rate_cms, float dt) { float backup_speed = 0.0f; adjust_velocity_z(kP, accel_cmss, climb_rate_cms, backup_speed, dt); if (!is_zero(backup_speed)) { climb_rate_cms = MIN(climb_rate_cms, backup_speed); } } // adjust roll-pitch to push vehicle away from objects // roll and pitch value are in centi-degrees // angle_max is the user defined maximum lean angle for the vehicle in centi-degrees void adjust_roll_pitch(float &roll, float &pitch, float angle_max); // enable/disable proximity based avoidance void proximity_avoidance_enable(bool on_off) { _proximity_enabled = on_off; } bool proximity_avoidance_enabled() const { return _proximity_enabled; } void proximity_alt_avoidance_enable(bool on_off) { _proximity_alt_enabled = on_off; } // helper functions // Limits the component of desired_vel_cms in the direction of the unit vector // limit_direction to be at most the maximum speed permitted by the limit_distance_cm. // uses velocity adjustment idea from Randy's second email on this thread: // https://groups.google.com/forum/#!searchin/drones-discuss/obstacle/drones-discuss/QwUXz__WuqY/qo3G8iTLSJAJ void limit_velocity_2D(float kP, float accel_cmss, Vector2f &desired_vel_cms, const Vector2f& limit_direction, float limit_distance_cm, float dt); // Note: This method is used to limit velocity horizontally and vertically given a 3D desired velocity vector // Limits the component of desired_vel_cms in the direction of the obstacle_vector based on the passed value of "margin" void limit_velocity_3D(float kP, float accel_cmss, Vector3f &desired_vel_cms, const Vector3f& limit_direction, float limit_distance_cm, float kP_z, float accel_cmss_z ,float dt); // compute the speed such that the stopping distance of the vehicle will // be exactly the input distance. // kP should be non-zero for Copter which has a non-linear response float get_max_speed(float kP, float accel_cmss, float distance_cm, float dt) const; // return margin (in meters) that the vehicle should stay from objects float get_margin() const { return _margin; } // return minimum alt (in meters) above which avoidance will be active float get_min_alt() const { return _alt_min; } // return true if limiting is active bool limits_active() const {return (AP_HAL::millis() - _last_limit_time) < AC_AVOID_ACTIVE_LIMIT_TIMEOUT_MS;}; static const struct AP_Param::GroupInfo var_info[]; private: // behaviour types (see BEHAVE parameter) enum BehaviourType { BEHAVIOR_SLIDE = 0, BEHAVIOR_STOP = 1 }; /* * Limit acceleration so that change of velocity output by avoidance library is controlled * This helps reduce jerks and sudden movements in the vehicle */ void limit_accel(const Vector3f &original_vel, Vector3f &modified_vel, float dt); /* * Adjusts the desired velocity for the circular fence. */ void adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, Vector2f &backup_vel, float dt); /* * Adjusts the desired velocity for inclusion and exclusion polygon fences */ void adjust_velocity_inclusion_and_exclusion_polygons(float kP, float accel_cmss, Vector2f &desired_vel_cms, Vector2f &backup_vel, float dt); /* * Adjusts the desired velocity for the inclusion and exclusion circles */ void adjust_velocity_inclusion_circles(float kP, float accel_cmss, Vector2f &desired_vel_cms, Vector2f &backup_vel, float dt); void adjust_velocity_exclusion_circles(float kP, float accel_cmss, Vector2f &desired_vel_cms, Vector2f &backup_vel, float dt); /* * Adjusts the desired velocity for the beacon fence. */ void adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, Vector2f &backup_vel, float dt); /* * Adjusts the desired velocity based on output from the proximity sensor */ void adjust_velocity_proximity(float kP, float accel_cmss, Vector3f &desired_vel_cms, Vector3f &backup_vel, float kP_z, float accel_cmss_z, float dt); /* * Adjusts the desired velocity given an array of boundary points * The boundary must be in Earth Frame * margin is the distance (in meters) that the vehicle should stop short of the polygon * stay_inside should be true for fences, false for exclusion polygons */ void adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &desired_vel_cms, Vector2f &backup_vel, const Vector2f* boundary, uint16_t num_points, float margin, float dt, bool stay_inside); /* * Computes distance required to stop, given current speed. */ float get_stopping_distance(float kP, float accel_cmss, float speed_cms) const; /* * Compute the back away velocity required to avoid breaching margin * INPUT: This method requires the breach in margin distance (back_distance_cm), direction towards the breach (limit_direction) * It then calculates the desired backup velocity and passes it on to "find_max_quadrant_velocity" method to distribute the velocity vector into respective quadrants * OUTPUT: The method then outputs four velocities (quad1/2/3/4_back_vel_cms), which correspond to the final desired backup velocity in each quadrant */ void calc_backup_velocity_2D(float kP, float accel_cmss, Vector2f &quad1_back_vel_cms, Vector2f &qua2_back_vel_cms, Vector2f &quad3_back_vel_cms, Vector2f &quad4_back_vel_cms, float back_distance_cm, Vector2f limit_direction, float dt); /* * Compute the back away velocity required to avoid breaching margin, including vertical component * min_z_vel is <= 0, and stores the greatest velocity in the downwards direction * max_z_vel is >= 0, and stores the greatest velocity in the upwards direction * eventually max_z_vel + min_z_vel will give the final desired Z backaway velocity */ void calc_backup_velocity_3D(float kP, float accel_cmss, Vector2f &quad1_back_vel_cms, Vector2f &quad2_back_vel_cms, Vector2f &quad3_back_vel_cms, Vector2f &quad4_back_vel_cms, float back_distance_cms, Vector3f limit_direction, float kp_z, float accel_cmss_z, float back_distance_z, float& min_z_vel, float& max_z_vel, float dt); /* * Calculate maximum velocity vector that can be formed in each quadrant * This method takes the desired backup velocity, and four other velocities corresponding to each quadrant * The desired velocity is then fit into one of the 4 quadrant velocities as per the sign of its components * This ensures that we have multiple backup velocities, we can get the maximum of all of those velocities in each quadrant */ void find_max_quadrant_velocity(Vector2f &desired_vel, Vector2f &quad1_vel, Vector2f &quad2_vel, Vector2f &quad3_vel, Vector2f &quad4_vel); /* * Calculate maximum velocity vector that can be formed in each quadrant and separately store max & min of vertical components */ void find_max_quadrant_velocity_3D(Vector3f &desired_vel, Vector2f &quad1_vel, Vector2f &quad2_vel, Vector2f &quad3_vel, Vector2f &quad4_vel, float &max_z_vel, float &min_z_vel); /* * methods for avoidance in non-GPS flight modes */ // convert distance (in meters) to a lean percentage (in 0~1 range) for use in manual flight modes float distance_to_lean_pct(float dist_m); // returns the maximum positive and negative roll and pitch percentages (in -1 ~ +1 range) based on the proximity sensor void get_proximity_roll_pitch_pct(float &roll_positive, float &roll_negative, float &pitch_positive, float &pitch_negative); // parameters AP_Int8 _enabled; AP_Int16 _angle_max; // maximum lean angle to avoid obstacles (only used in non-GPS flight modes) AP_Float _dist_max; // distance (in meters) from object at which obstacle avoidance will begin in non-GPS modes AP_Float _margin; // vehicle will attempt to stay this distance (in meters) from objects while in GPS modes AP_Int8 _behavior; // avoidance behaviour (slide or stop) AP_Float _backup_speed_max; // Maximum speed that will be used to back away (in m/s) AP_Float _alt_min; // alt below which Proximity based avoidance is turned off AP_Float _accel_max; // maximum accelration while simple avoidance is active bool _proximity_enabled = true; // true if proximity sensor based avoidance is enabled (used to allow pilot to enable/disable) bool _proximity_alt_enabled = true; // true if proximity sensor based avoidance is enabled based on altitude uint32_t _last_limit_time; // the last time a limit was active uint32_t _last_log_ms; // the last time simple avoidance was logged Vector3f _prev_avoid_vel; // copy of avoidance adjusted velocity static AC_Avoid *_singleton; }; namespace AP { AC_Avoid *ac_avoid(); };