ardupilot/libraries/AC_Avoidance/AP_OABendyRuler.h
Randy Mackay 9aeac012d2 AC_Avoid: add support for complex fence types
AP_OABendyRuler: support exclusion polygons

AP_OADijkstra: support exclusion polygons

AC_Avoid: adjust_velocity supports exclusion polygons

AC_Avoidance: handle fence::get_boundary_points returning nullptr instead of setting num_points to zero

AC_Avoidance: Dijkstra's works with only exclusion polygons

AC_Avoidance: Dijkstra: check for fence counts instead of polyfence validity

We really only care whether fences can be returned - and they won't be
returned unless they are valid

AC_Avoidance: BendyRuler: just try to get inclusion fence rather than checking validity

AC_Avoidance: BendyRuler supports exclusion circles

AC_Avoid: Dijkstra support for exclusion circles

AC_Avoid: BendyRuler support for inclusion circles

AC_Avoid: stop an inclusion/exclusion circular fences

AC_Avoid: stop at inclusion/exclusion circular fences

AC_Avoid: fixes to Dijkstra's use of inclusion/exclusion circles and polygons

AP_Avoidance: take semaphores when interacting with AHRS and polyfence

AC_Avoid: Dijkstra's fix for some_fences_enabled inclusion circles
2019-09-28 07:58:48 +09:00

55 lines
2.5 KiB
C++

#pragma once
#include <AP_Common/AP_Common.h>
#include <AP_Common/Location.h>
#include <AP_Math/AP_Math.h>
#include <AP_HAL/AP_HAL.h>
/*
* BendyRuler avoidance algorithm for avoiding the polygon and circular fence and dynamic objects detected by the proximity sensor
*/
class AP_OABendyRuler {
public:
AP_OABendyRuler() {}
/* Do not allow copies */
AP_OABendyRuler(const AP_OABendyRuler &other) = delete;
AP_OABendyRuler &operator=(const AP_OABendyRuler&) = delete;
// send configuration info stored in front end parameters
void set_config(float lookahead, float margin_max) { _lookahead = MAX(lookahead, 1.0f); _margin_max = MAX(margin_max, 0.0f); }
// run background task to find best path and update avoidance_results
// returns true and populates origin_new and destination_new if OA is required. returns false if OA is not required
bool update(const Location& current_loc, const Location& destination, const Vector2f &ground_speed_vec, Location &origin_new, Location &destination_new);
private:
// calculate minimum distance between a path and any obstacle
float calc_avoidance_margin(const Location &start, const Location &end);
// calculate minimum distance between a path and the circular fence (centered on home)
// on success returns true and updates margin
bool calc_margin_from_circular_fence(const Location &start, const Location &end, float &margin);
// calculate minimum distance between a path and all inclusion and exclusion polygons
// on success returns true and updates margin
bool calc_margin_from_inclusion_and_exclusion_polygons(const Location &start, const Location &end, float &margin);
// calculate minimum distance between a path and all inclusion and exclusion circles
// on success returns true and updates margin
bool calc_margin_from_inclusion_and_exclusion_circles(const Location &start, const Location &end, float &margin);
// calculate minimum distance between a path and proximity sensor obstacles
// on success returns true and updates margin
bool calc_margin_from_object_database(const Location &start, const Location &end, float &margin);
// configuration parameters
float _lookahead; // object avoidance will look this many meters ahead of vehicle
float _margin_max; // object avoidance will ignore objects more than this many meters from vehicle
// internal variables used by background thread
float _current_lookahead; // distance (in meters) ahead of the vehicle we are looking for obstacles
};