mirror of https://github.com/ArduPilot/ardupilot
193 lines
11 KiB
C++
193 lines
11 KiB
C++
/*
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "AP_Proximity.h"
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#if HAL_PROXIMITY_ENABLED
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#include <Filter/LowPassFilter.h>
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#define PROXIMITY_NUM_SECTORS 8 // number of sectors
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#define PROXIMITY_NUM_LAYERS 5 // num of layers in a sector
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#define PROXIMITY_MIDDLE_LAYER 2 // middle layer
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#define PROXIMITY_PITCH_WIDTH_DEG 30 // width between each layer in degrees
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#define PROXIMITY_SECTOR_WIDTH_DEG (360.0f/PROXIMITY_NUM_SECTORS) // width of sectors in degrees
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#define PROXIMITY_BOUNDARY_DIST_MIN 0.6f // minimum distance for a boundary point. This ensures the object avoidance code doesn't think we are outside the boundary.
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#define PROXIMITY_BOUNDARY_DIST_DEFAULT 100 // if we have no data for a sector, boundary is placed 100m out
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#define PROXIMITY_FILT_RESET_TIME 1000 // reset filter if last distance was pushed more than this many ms away
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#define PROXIMITY_FACE_RESET_MS 1000 // face will be reset if not updated within this many ms
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class AP_Proximity_Boundary_3D
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{
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public:
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// constructor. This incorporates initialisation as well.
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AP_Proximity_Boundary_3D();
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// stores the layer and sector as a single object to access and modify the 3-D boundary
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// Objects of this class are used temporarily to modify the boundary, i,e they are not persistant or stored anywhere
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class Face
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{
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public:
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// constructor, invalidate id and distance
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Face() { layer = sector = UINT8_MAX; }
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Face(uint8_t _layer, uint8_t _sector) { layer = _layer; sector = _sector; }
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// return true if face has valid layer and sector values
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bool valid() const { return ((layer < PROXIMITY_NUM_LAYERS) && (sector < PROXIMITY_NUM_SECTORS)); }
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// comparison operator
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bool operator ==(const Face &other) const { return ((layer == other.layer) && (sector == other.sector)); }
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bool operator !=(const Face &other) const { return ((layer != other.layer) || (sector != other.sector)); }
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uint8_t layer; // vertical "steps" on the 3D Boundary. 0th layer is the bottom most layer, 1st layer is 30 degrees above (in body frame) and so on
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uint8_t sector; // horizontal "steps" on the 3D Boundary. 0th sector is directly in front of the vehicle. Each sector is 45 degrees wide.
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};
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// returns face corresponding to the provided yaw and (optionally) pitch
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// pitch is the vertical body-frame angle (in degrees) to the obstacle (0=directly ahead, 90 is above the vehicle?)
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// yaw is the horizontal body-frame angle (in degrees) to the obstacle (0=directly ahead of the vehicle, 90 is to the right of the vehicle)
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Face get_face(float pitch, float yaw) const;
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Face get_face(float yaw) const { return get_face(0, yaw); }
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// Set the actual body-frame angle(yaw), pitch, and distance of the detected object.
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// This method will also mark the sector and layer to be "valid",
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// This distance can then be used for Obstacle Avoidance
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// Assume detected obstacle is horizontal (zero pitch), if no pitch is passed
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void set_face_attributes(const Face &face, float pitch, float yaw, float distance);
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void set_face_attributes(const Face &face, float yaw, float distance) { set_face_attributes(face, 0, yaw, distance); }
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// update boundary points used for simple avoidance based on a single sector and pitch distance changing
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// the boundary points lie on the line between sectors meaning two boundary points may be updated based on a single sector's distance changing
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// the boundary point is set to the shortest distance found in the two adjacent sectors, this is a conservative boundary around the vehicle
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void update_boundary(const Face &face);
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// reset boundary. marks all distances as invalid
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void reset();
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// Reset this location, specified by Face object, back to default
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// i.e Distance is marked as not-valid
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void reset_face(const Face &face);
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// check if a face has valid distance even if it was updated a long time back
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void check_face_timeout();
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// get distance for a face. returns true on success and fills in distance argument with distance in meters
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bool get_distance(const Face &face, float &distance) const;
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// Get the total number of obstacles
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uint8_t get_obstacle_count() const;
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// Returns a body frame vector (in cm) to an obstacle
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// False is returned if the obstacle_num provided does not produce a valid obstacle
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bool get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_boundary) const;
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// Returns a body frame vector (in cm) nearest to obstacle, in betwen seg_start and seg_end
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// True is returned if the segment intersects a plane formed by considering the "closest point" as normal vector to the plane.
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bool closest_point_from_segment_to_obstacle(uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const;
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// get distance and angle to closest object (used for pre-arm check)
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// returns true on success, false if no valid readings
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bool get_closest_object(float& angle_deg, float &distance) const;
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// get number of objects, angle and distance - used for non-GPS avoidance
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uint8_t get_horizontal_object_count() const;
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bool get_horizontal_object_angle_and_distance(uint8_t object_number, float& angle_deg, float &distance) const;
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// get number of layers
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uint8_t get_num_layers() const { return PROXIMITY_NUM_LAYERS; }
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// get raw and filtered distances in 8 directions per layer.
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bool get_layer_distances(uint8_t layer_number, float dist_max, AP_Proximity::Proximity_Distance_Array &prx_dist_array, AP_Proximity::Proximity_Distance_Array &prx_filt_dist_array) const;
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// pass down filter cut-off freq from params
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void set_filter_freq(float filt_freq) { _filter_freq = filt_freq; }
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// sectors
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static_assert(PROXIMITY_NUM_SECTORS == 8, "PROXIMITY_NUM_SECTOR must be 8");
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const uint16_t _sector_middle_deg[PROXIMITY_NUM_SECTORS] {0, 45, 90, 135, 180, 225, 270, 315}; // middle angle of each sector
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// layers
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static_assert(PROXIMITY_NUM_LAYERS == 5, "PROXIMITY_NUM_LAYERS must be 5");
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const int16_t _pitch_middle_deg[PROXIMITY_NUM_LAYERS] {-60, -30, 0, 30, 60};
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private:
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// initialise the boundary and sector_edge_vector array used for object avoidance
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void init();
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// get the next sector which is CW to the passed sector
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uint8_t get_next_sector(uint8_t sector) const {return ((sector >= PROXIMITY_NUM_SECTORS-1) ? 0 : sector+1); }
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// get the prev sector which is CCW to the passed sector
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uint8_t get_prev_sector(uint8_t sector) const {return ((sector <= 0) ? PROXIMITY_NUM_SECTORS-1 : sector-1); }
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// Converts obstacle_num passed from avoidance library into appropriate face of the boundary
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// Returns false if the face is invalid
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// "update_boundary" method manipulates two sectors ccw and one sector cw from any valid face.
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// Any boundary that does not fall into these manipulated faces are useless, and will be marked as false
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// The resultant is packed into a Boundary Location object and returned by reference as "face"
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bool convert_obstacle_num_to_face(uint8_t obstacle_num, Face& face) const WARN_IF_UNUSED;
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// Apply a new cutoff_freq to low-pass filter
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void apply_filter_freq(float cutoff_freq);
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// Apply low pass filter on the raw distance
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void set_filtered_distance(const Face &face, float distance);
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// Return filtered distance for the passed in face
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bool get_filtered_distance(const Face &face, float &distance) const;
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Vector3f _sector_edge_vector[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS];
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Vector3f _boundary_points[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS];
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float _angle[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // yaw angle in degrees to closest object within each sector and layer
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float _pitch[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // pitch angle in degrees to the closest object within each sector and layer
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float _distance[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // distance to closest object within each sector and layer
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bool _distance_valid[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // true if a valid distance received for each sector and layer
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uint32_t _last_update_ms[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // time when distance was last updated
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LowPassFilterFloat _filtered_distance[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // low pass filter
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float _filter_freq; // cutoff freq of low pass filter
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};
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// This class gives an easy way of making a temporary boundary, used for "sorting" distances.
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// When unkown number of distances at various orientations are sent we store the least distance in the temporary boundary.
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// After all the messages are received, we copy the contents of the temporary boundary and put it in the main 3-D boundary.
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class AP_Proximity_Temp_Boundary
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{
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public:
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// constructor. This incorporates initialisation as well.
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AP_Proximity_Temp_Boundary() { reset(); }
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// reset the temporary boundary. This fills in distances with FLT_MAX
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void reset();
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// add a distance to the temp boundary if it is shorter than any other provided distance since the last time the boundary was reset
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// pitch and yaw are in degrees, distance is in meters
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void add_distance(const AP_Proximity_Boundary_3D::Face &face, float pitch, float yaw, float distance);
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void add_distance(const AP_Proximity_Boundary_3D::Face &face, float yaw, float distance) { add_distance(face, 0.0f, PID_TUNING_YAW, distance); }
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// fill the original 3D boundary with the contents of this temporary boundary
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void update_3D_boundary(AP_Proximity_Boundary_3D &boundary);
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private:
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float _distances[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // distance to closest object within each sector and layer. Will start with FLT_MAX, and then be changed to a valid distance if needed
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float _angle[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // yaw angle in degrees to closest object within each sector and layer
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float _pitch[PROXIMITY_NUM_LAYERS][PROXIMITY_NUM_SECTORS]; // pitch angle in degrees to the closest object within each sector and layer
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};
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#endif // HAL_PROXIMITY_ENABLED
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