/* 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 . */ #pragma once #include #include #include "AP_Proximity.h" #include #include "AP_Proximity_Boundary_3D.h" class AP_Proximity_Backend { public: // constructor. This incorporates initialisation as well. AP_Proximity_Backend(AP_Proximity &_frontend, AP_Proximity::Proximity_State &_state); // we declare a virtual destructor so that Proximity drivers can // override with a custom destructor if need be virtual ~AP_Proximity_Backend(void) {} // update the state structure virtual void update() = 0; // get maximum and minimum distances (in meters) of sensor virtual float distance_max() const = 0; virtual float distance_min() const = 0; // get distance upwards in meters. returns true on success virtual bool get_upward_distance(float &distance) const { return false; } // handle mavlink DISTANCE_SENSOR messages virtual void handle_msg(const mavlink_message_t &msg) {} // get total number of obstacles, used in GPS based Simple Avoidance uint8_t get_obstacle_count() { return boundary.get_obstacle_count(); } // get vector to obstacle based on obstacle_num passed, used in GPS based Simple Avoidance bool get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_obstacle) const { return boundary.get_obstacle(obstacle_num, vec_to_obstacle); } // returns shortest distance to "obstacle_num" obstacle, from a line segment formed between "seg_start" and "seg_end" // used in GPS based Simple Avoidance float distance_to_obstacle(const uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const { return boundary.distance_to_obstacle(obstacle_num , seg_start, seg_end, closest_point); } // get distance and angle to closest object (used for pre-arm check) // returns true on success, false if no valid readings bool get_closest_object(float& angle_deg, float &distance) const { return boundary.get_closest_object(angle_deg, distance); } // get number of objects, angle and distance - used for non-GPS avoidance uint8_t get_horizontal_object_count() const {return boundary.get_horizontal_object_count(); } bool get_horizontal_object_angle_and_distance(uint8_t object_number, float& angle_deg, float &distance) const { return boundary.get_horizontal_object_angle_and_distance(object_number, angle_deg, distance); } // get distances in 8 directions. used for sending distances to ground station bool get_horizontal_distances(AP_Proximity::Proximity_Distance_Array &prx_dist_array) const; protected: // set status and update valid_count void set_status(AP_Proximity::Status status); // correct an angle (in degrees) based on the orientation and yaw correction parameters float correct_angle_for_orientation(float angle_degrees) const; // check if a reading should be ignored because it falls into an ignore area // angles should be in degrees and in the range of 0 to 360 bool ignore_reading(uint16_t angle_deg) const; // database helpers. All angles are in degrees static bool database_prepare_for_push(Vector3f ¤t_pos, Matrix3f &body_to_ned); // Note: "angle" refers to yaw (in body frame) towards the obstacle static void database_push(float angle, float distance); static void database_push(float angle, float distance, uint32_t timestamp_ms, const Vector3f ¤t_pos, const Matrix3f &body_to_ned) { database_push(angle, 0.0f, distance, timestamp_ms, current_pos, body_to_ned); }; static void database_push(float angle, float pitch, float distance, uint32_t timestamp_ms, const Vector3f ¤t_pos, const Matrix3f &body_to_ned); AP_Proximity &frontend; AP_Proximity::Proximity_State &state; // reference to this instances state // Methods to manipulate 3D boundary in this class AP_Proximity_Boundary_3D boundary; };