mirror of https://github.com/ArduPilot/ardupilot
385 lines
14 KiB
C++
385 lines
14 KiB
C++
#include "AC_Avoid.h"
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const AP_Param::GroupInfo AC_Avoid::var_info[] = {
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// @Param: ENABLE
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// @DisplayName: Avoidance control enable/disable
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// @Description: Enabled/disable stopping at fence
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// @Values: 0:None,1:StopAtFence,2:UseProximitySensor,3:All
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// @Bitmask: 0:StopAtFence,1:UseProximitySensor
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// @User: Standard
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AP_GROUPINFO("ENABLE", 1, AC_Avoid, _enabled, AC_AVOID_ALL),
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// @Param: ANGLE MAX
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// @DisplayName: Avoidance max lean angle in non-GPS flight modes
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// @Description: Max lean angle used to avoid obstacles while in non-GPS modes
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// @Range: 0 4500
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// @User: Standard
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AP_GROUPINFO("ANGLE_MAX", 2, AC_Avoid, _angle_max, 1000),
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// @Param: DIST_MAX
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// @DisplayName: Avoidance distance maximum in non-GPS flight modes
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// @Description: Distance from object at which obstacle avoidance will begin in non-GPS modes
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// @Units: meters
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// @Range: 3 30
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// @User: Standard
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AP_GROUPINFO("DIST_MAX", 3, AC_Avoid, _dist_max, AC_AVOID_NONGPS_DIST_MAX_DEFAULT),
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AP_GROUPEND
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};
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/// Constructor
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AC_Avoid::AC_Avoid(const AP_AHRS& ahrs, const AP_InertialNav& inav, const AC_Fence& fence, const AP_Proximity& proximity)
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: _ahrs(ahrs),
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_inav(inav),
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_fence(fence),
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_proximity(proximity)
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{
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AP_Param::setup_object_defaults(this, var_info);
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}
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void AC_Avoid::adjust_velocity(float kP, float accel_cmss, Vector2f &desired_vel)
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{
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// exit immediately if disabled
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if (_enabled == AC_AVOID_DISABLED) {
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return;
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}
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// limit acceleration
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float accel_cmss_limited = MIN(accel_cmss, AC_AVOID_ACCEL_CMSS_MAX);
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if ((_enabled & AC_AVOID_STOP_AT_FENCE) > 0) {
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adjust_velocity_circle_fence(kP, accel_cmss_limited, desired_vel);
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adjust_velocity_polygon_fence(kP, accel_cmss_limited, desired_vel);
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}
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if ((_enabled & AC_AVOID_USE_PROXIMITY_SENSOR) > 0 && _proximity_enabled) {
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adjust_velocity_proximity(kP, accel_cmss_limited, desired_vel);
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}
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}
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// convenience function to accept Vector3f. Only x and y are adjusted
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void AC_Avoid::adjust_velocity(float kP, float accel_cmss, Vector3f &desired_vel)
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{
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Vector2f des_vel_xy(desired_vel.x, desired_vel.y);
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adjust_velocity(kP, accel_cmss, des_vel_xy);
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desired_vel.x = des_vel_xy.x;
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desired_vel.y = des_vel_xy.y;
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}
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// adjust roll-pitch to push vehicle away from objects
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// roll and pitch value are in centi-degrees
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void AC_Avoid::adjust_roll_pitch(float &roll, float &pitch, float veh_angle_max)
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{
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// exit immediately if proximity based avoidance is disabled
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if ((_enabled & AC_AVOID_USE_PROXIMITY_SENSOR) == 0 || !_proximity_enabled) {
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return;
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}
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// exit immediately if angle max is zero
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if (_angle_max <= 0.0f || veh_angle_max <= 0.0f) {
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return;
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}
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float roll_positive = 0.0f; // maximum positive roll value
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float roll_negative = 0.0f; // minimum negative roll value
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float pitch_positive = 0.0f; // maximum position pitch value
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float pitch_negative = 0.0f; // minimum negative pitch value
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// get maximum positive and negative roll and pitch percentages from proximity sensor
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get_proximity_roll_pitch_pct(roll_positive, roll_negative, pitch_positive, pitch_negative);
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// add maximum positive and negative percentages together for roll and pitch, convert to centi-degrees
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Vector2f rp_out((roll_positive + roll_negative) * 4500.0f, (pitch_positive + pitch_negative) * 4500.0f);
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// apply avoidance angular limits
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// the object avoidance lean angle is never more than 75% of the total angle-limit to allow the pilot to override
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const float angle_limit = constrain_float(_angle_max, 0.0f, veh_angle_max * AC_AVOID_ANGLE_MAX_PERCENT);
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float vec_len = rp_out.length();
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if (vec_len > angle_limit) {
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rp_out *= (angle_limit / vec_len);
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}
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// add passed in roll, pitch angles
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rp_out.x += roll;
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rp_out.y += pitch;
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// apply total angular limits
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vec_len = rp_out.length();
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if (vec_len > veh_angle_max) {
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rp_out *= (veh_angle_max / vec_len);
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}
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// return adjusted roll, pitch
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roll = rp_out.x;
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pitch = rp_out.y;
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}
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/*
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* Adjusts the desired velocity for the circular fence.
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*/
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void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f &desired_vel)
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{
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// exit if circular fence is not enabled
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if ((_fence.get_enabled_fences() & AC_FENCE_TYPE_CIRCLE) == 0) {
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return;
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}
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// exit if the circular fence has already been breached
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if ((_fence.get_breaches() & AC_FENCE_TYPE_CIRCLE) != 0) {
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return;
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}
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// get position as a 2D offset in cm from ahrs home
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const Vector2f position_xy = get_position();
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float speed = desired_vel.length();
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// get the fence radius in cm
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const float fence_radius = _fence.get_radius() * 100.0f;
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// get the margin to the fence in cm
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const float margin = get_margin();
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if (!is_zero(speed) && position_xy.length() <= fence_radius) {
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// Currently inside circular fence
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Vector2f stopping_point = position_xy + desired_vel*(get_stopping_distance(kP, accel_cmss, speed)/speed);
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float stopping_point_length = stopping_point.length();
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if (stopping_point_length > fence_radius - margin) {
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// Unsafe desired velocity - will not be able to stop before fence breach
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// Project stopping point radially onto fence boundary
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// Adjusted velocity will point towards this projected point at a safe speed
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Vector2f target = stopping_point * ((fence_radius - margin) / stopping_point_length);
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Vector2f target_direction = target - position_xy;
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float distance_to_target = target_direction.length();
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float max_speed = get_max_speed(kP, accel_cmss, distance_to_target);
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desired_vel = target_direction * (MIN(speed,max_speed) / distance_to_target);
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}
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}
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}
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/*
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* Adjusts the desired velocity for the polygon fence.
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*/
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void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2f &desired_vel)
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{
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// exit if the polygon fence is not enabled
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if ((_fence.get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) {
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return;
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}
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// exit if the polygon fence has already been breached
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if ((_fence.get_breaches() & AC_FENCE_TYPE_POLYGON) != 0) {
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return;
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}
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// exit immediately if no desired velocity
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if (desired_vel.is_zero()) {
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return;
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}
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// get polygon boundary
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// Note: first point in list is the return-point (which copter does not use)
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uint16_t num_points;
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Vector2f* boundary = _fence.get_polygon_points(num_points);
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// adjust velocity using polygon
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adjust_velocity_polygon(kP, accel_cmss, desired_vel, boundary, num_points, true);
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}
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/*
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* Adjusts the desired velocity based on output from the proximity sensor
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*/
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void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector2f &desired_vel)
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{
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// exit immediately if proximity sensor is not present
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if (_proximity.get_status() != AP_Proximity::Proximity_Good) {
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return;
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}
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// exit immediately if no desired velocity
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if (desired_vel.is_zero()) {
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return;
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}
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// get boundary from proximity sensor
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uint16_t num_points;
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const Vector2f *boundary = _proximity.get_boundary_points(num_points);
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adjust_velocity_polygon(kP, accel_cmss, desired_vel, boundary, num_points, false);
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}
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/*
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* Adjusts the desired velocity for the polygon fence.
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*/
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void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &desired_vel, const Vector2f* boundary, uint16_t num_points, bool earth_frame)
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{
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// exit if there are no points
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if (boundary == nullptr || num_points == 0) {
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return;
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}
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// do not adjust velocity if vehicle is outside the polygon fence
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Vector3f position;
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if (earth_frame) {
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position = _inav.get_position();
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}
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Vector2f position_xy(position.x, position.y);
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if (_fence.boundary_breached(position_xy, num_points, boundary)) {
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return;
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}
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// Safe_vel will be adjusted to remain within fence.
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// We need a separate vector in case adjustment fails,
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// e.g. if we are exactly on the boundary.
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Vector2f safe_vel(desired_vel);
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// if boundary points are in body-frame, rotate velocity vector from earth frame to body-frame
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if (!earth_frame) {
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safe_vel.x = desired_vel.y * _ahrs.sin_yaw() + desired_vel.x * _ahrs.cos_yaw(); // right
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safe_vel.y = desired_vel.y * _ahrs.cos_yaw() - desired_vel.x * _ahrs.sin_yaw(); // forward
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}
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uint16_t i, j;
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for (i = 1, j = num_points-1; i < num_points; j = i++) {
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// end points of current edge
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Vector2f start = boundary[j];
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Vector2f end = boundary[i];
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// vector from current position to closest point on current edge
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Vector2f limit_direction = Vector2f::closest_point(position_xy, start, end) - position_xy;
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// distance to closest point
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const float limit_distance = limit_direction.length();
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if (!is_zero(limit_distance)) {
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// We are strictly inside the given edge.
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// Adjust velocity to not violate this edge.
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limit_direction /= limit_distance;
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limit_velocity(kP, accel_cmss, safe_vel, limit_direction, MAX(limit_distance - get_margin(),0.0f));
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} else {
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// We are exactly on the edge - treat this as a fence breach.
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// i.e. do not adjust velocity.
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return;
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}
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}
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// set modified desired velocity vector
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if (earth_frame) {
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desired_vel = safe_vel;
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} else {
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// if points were in body-frame, rotate resulting vector back to earth-frame
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desired_vel.x = safe_vel.x * _ahrs.cos_yaw() - safe_vel.y * _ahrs.sin_yaw();
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desired_vel.y = safe_vel.x * _ahrs.sin_yaw() + safe_vel.y * _ahrs.cos_yaw();
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}
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}
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/*
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* Limits the component of desired_vel in the direction of the unit vector
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* limit_direction to be at most the maximum speed permitted by the limit_distance.
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*
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* Uses velocity adjustment idea from Randy's second email on this thread:
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* https://groups.google.com/forum/#!searchin/drones-discuss/obstacle/drones-discuss/QwUXz__WuqY/qo3G8iTLSJAJ
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*/
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void AC_Avoid::limit_velocity(float kP, float accel_cmss, Vector2f &desired_vel, const Vector2f& limit_direction, float limit_distance) const
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{
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const float max_speed = get_max_speed(kP, accel_cmss, limit_distance);
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// project onto limit direction
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const float speed = desired_vel * limit_direction;
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if (speed > max_speed) {
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// subtract difference between desired speed and maximum acceptable speed
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desired_vel += limit_direction*(max_speed - speed);
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}
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}
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/*
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* Gets the current xy-position, relative to home (not relative to EKF origin)
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*/
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Vector2f AC_Avoid::get_position()
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{
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const Vector3f position_xyz = _inav.get_position();
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const Vector2f position_xy(position_xyz.x,position_xyz.y);
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const Vector2f diff = location_diff(_inav.get_origin(),_ahrs.get_home()) * 100.0f;
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return position_xy - diff;
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}
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/*
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* Computes the speed such that the stopping distance
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* of the vehicle will be exactly the input distance.
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*/
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float AC_Avoid::get_max_speed(float kP, float accel_cmss, float distance) const
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{
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return AC_AttitudeControl::sqrt_controller(distance, kP, accel_cmss);
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}
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/*
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* Computes distance required to stop, given current speed.
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*
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* Implementation copied from AC_PosControl.
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*/
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float AC_Avoid::get_stopping_distance(float kP, float accel_cmss, float speed) const
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{
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// avoid divide by zero by using current position if the velocity is below 10cm/s, kP is very low or acceleration is zero
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if (kP <= 0.0f || accel_cmss <= 0.0f || is_zero(speed)) {
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return 0.0f;
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}
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// calculate distance within which we can stop
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// accel_cmss/kP is the point at which velocity switches from linear to sqrt
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if (speed < accel_cmss/kP) {
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return speed/kP;
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} else {
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// accel_cmss/(2.0f*kP*kP) is the distance at which we switch from linear to sqrt response
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return accel_cmss/(2.0f*kP*kP) + (speed*speed)/(2.0f*accel_cmss);
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}
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}
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// convert distance (in meters) to a lean percentage (in 0~1 range) for use in manual flight modes
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float AC_Avoid::distance_to_lean_pct(float dist_m)
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{
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// ignore objects beyond DIST_MAX
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if (dist_m < 0.0f || dist_m >= _dist_max || _dist_max <= 0.0f) {
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return 0.0f;
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}
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// inverted but linear response
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return 1.0f - (dist_m / _dist_max);
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}
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// returns the maximum positive and negative roll and pitch percentages (in -1 ~ +1 range) based on the proximity sensor
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void AC_Avoid::get_proximity_roll_pitch_pct(float &roll_positive, float &roll_negative, float &pitch_positive, float &pitch_negative)
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{
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// exit immediately if proximity sensor is not present
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if (_proximity.get_status() != AP_Proximity::Proximity_Good) {
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return;
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}
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uint8_t obj_count = _proximity.get_object_count();
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// if no objects return
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if (obj_count == 0) {
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return;
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}
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// calculate maximum roll, pitch values from objects
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for (uint8_t i=0; i<obj_count; i++) {
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float ang_deg, dist_m;
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if (_proximity.get_object_angle_and_distance(i, ang_deg, dist_m)) {
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if (dist_m < _dist_max) {
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// convert distance to lean angle (in 0 to 1 range)
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const float lean_pct = distance_to_lean_pct(dist_m);
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// convert angle to roll and pitch lean percentages
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const float angle_rad = radians(ang_deg);
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const float roll_pct = -sinf(angle_rad) * lean_pct;
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const float pitch_pct = cosf(angle_rad) * lean_pct;
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// update roll, pitch maximums
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if (roll_pct > 0.0f) {
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roll_positive = MAX(roll_positive, roll_pct);
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}
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if (roll_pct < 0.0f) {
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roll_negative = MIN(roll_negative, roll_pct);
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}
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if (pitch_pct > 0.0f) {
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pitch_positive = MAX(pitch_positive, pitch_pct);
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}
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if (pitch_pct < 0.0f) {
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pitch_negative = MIN(pitch_negative, pitch_pct);
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}
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}
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}
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}
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}
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