mirror of https://github.com/ArduPilot/ardupilot
191 lines
6.9 KiB
Plaintext
191 lines
6.9 KiB
Plaintext
/// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*-
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/*
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landing logic
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*/
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/*
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update navigation for landing. Called when on landing approach or
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final flare
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*/
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static bool verify_land()
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{
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// we don't 'verify' landing in the sense that it never completes,
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// so we don't verify command completion. Instead we use this to
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// adjust final landing parameters
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// If a go around has been commanded, we are done landing. This will send
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// the mission to the next mission item, which presumably is a mission
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// segment with operations to perform when a landing is called off.
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// If there are no commands after the land waypoint mission item then
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// the plane will proceed to loiter about its home point.
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if (auto_state.commanded_go_around) {
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return true;
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}
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float height = height_above_target();
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// use rangefinder to correct if possible
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height -= rangefinder_correction();
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// calculate the sink rate.
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float sink_rate;
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Vector3f vel;
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if (ahrs.get_velocity_NED(vel)) {
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sink_rate = vel.z;
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} else if (gps.status() >= AP_GPS::GPS_OK_FIX_3D && gps.have_vertical_velocity()) {
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sink_rate = gps.velocity().z;
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} else {
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sink_rate = -barometer.get_climb_rate();
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}
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// low pass the sink rate to take some of the noise out
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auto_state.land_sink_rate = 0.8f * auto_state.land_sink_rate + 0.2f*sink_rate;
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/* Set land_complete (which starts the flare) under 3 conditions:
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1) we are within LAND_FLARE_ALT meters of the landing altitude
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2) we are within LAND_FLARE_SEC of the landing point vertically
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by the calculated sink rate
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3) we have gone past the landing point and don't have
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rangefinder data (to prevent us keeping throttle on
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after landing if we've had positive baro drift)
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*/
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if (height <= g.land_flare_alt ||
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height <= auto_state.land_sink_rate * g.land_flare_sec ||
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(!rangefinder_state.in_range && location_passed_point(current_loc, prev_WP_loc, next_WP_loc))) {
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if (!auto_state.land_complete) {
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gcs_send_text_fmt(PSTR("Flare %.1fm sink=%.2f speed=%.1f"),
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height, auto_state.land_sink_rate, gps.ground_speed());
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}
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auto_state.land_complete = true;
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if (gps.ground_speed() < 3) {
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// reload any airspeed or groundspeed parameters that may have
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// been set for landing. We don't do this till ground
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// speed drops below 3.0 m/s as otherwise we will change
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// target speeds too early.
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g.airspeed_cruise_cm.load();
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g.min_gndspeed_cm.load();
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aparm.throttle_cruise.load();
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}
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}
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/*
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when landing we keep the L1 navigation waypoint 200m ahead. This
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prevents sudden turns if we overshoot the landing point
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*/
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struct Location land_WP_loc = next_WP_loc;
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int32_t land_bearing_cd = get_bearing_cd(prev_WP_loc, next_WP_loc);
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location_update(land_WP_loc,
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land_bearing_cd*0.01f,
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get_distance(prev_WP_loc, current_loc) + 200);
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nav_controller->update_waypoint(prev_WP_loc, land_WP_loc);
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/*
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we return false as a landing mission item never completes
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we stay on this waypoint unless the GCS commands us to change
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mission item or reset the mission, or a go-around is commanded
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*/
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return false;
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}
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/*
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a special glide slope calculation for the landing approach
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During the land approach use a linear glide slope to a point
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projected through the landing point. We don't use the landing point
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itself as that leads to discontinuities close to the landing point,
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which can lead to erratic pitch control
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*/
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static void setup_landing_glide_slope(void)
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{
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Location loc = next_WP_loc;
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// project a point 500 meters past the landing point, passing
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// through the landing point
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const float land_projection = 500;
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int32_t land_bearing_cd = get_bearing_cd(prev_WP_loc, next_WP_loc);
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float total_distance = get_distance(prev_WP_loc, next_WP_loc);
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// height we need to sink for this WP
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float sink_height = (prev_WP_loc.alt - next_WP_loc.alt)*0.01f;
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// current ground speed
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float groundspeed = ahrs.groundspeed();
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if (groundspeed < 0.5f) {
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groundspeed = 0.5f;
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}
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// calculate time to lose the needed altitude
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float sink_time = total_distance / groundspeed;
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if (sink_time < 0.5f) {
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sink_time = 0.5f;
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}
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// find the sink rate needed for the target location
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float sink_rate = sink_height / sink_time;
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// the height we aim for is the one to give us the right flare point
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float aim_height = g.land_flare_sec * sink_rate;
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// time before landing that we will flare
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float flare_time = aim_height / SpdHgt_Controller->get_land_sinkrate();
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// distance to flare is based on ground speed, adjusted as we
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// get closer. This takes into account the wind
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float flare_distance = groundspeed * flare_time;
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// now calculate our aim point, which is before the landing
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// point and above it
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location_update(loc, land_bearing_cd*0.01f, -flare_distance);
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loc.alt += aim_height*100;
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// calculate slope to landing point
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float land_slope = (sink_height - aim_height) / total_distance;
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// calculate point along that slope 500m ahead
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location_update(loc, land_bearing_cd*0.01f, land_projection);
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loc.alt -= land_slope * land_projection * 100;
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// setup the offset_cm for set_target_altitude_proportion()
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target_altitude.offset_cm = loc.alt - prev_WP_loc.alt;
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// calculate the proportion we are to the target
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float land_proportion = location_path_proportion(current_loc, prev_WP_loc, loc);
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// now setup the glide slope for landing
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set_target_altitude_proportion(loc, 1.0f - land_proportion);
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// stay within the range of the start and end locations in altitude
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constrain_target_altitude_location(loc, prev_WP_loc);
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}
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/*
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find the nearest landing sequence starting point (DO_LAND_START) and
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switch to that mission item. Returns false if no DO_LAND_START
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available.
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*/
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static bool jump_to_landing_sequence(void)
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{
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uint16_t land_idx = mission.get_landing_sequence_start();
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if (land_idx != 0) {
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if (mission.set_current_cmd(land_idx)) {
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set_mode(AUTO);
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//if the mission has ended it has to be restarted
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if (mission.state() == AP_Mission::MISSION_STOPPED) {
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mission.resume();
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}
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gcs_send_text_P(SEVERITY_LOW, PSTR("Landing sequence begun."));
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return true;
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}
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}
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gcs_send_text_P(SEVERITY_HIGH, PSTR("Unable to start landing sequence."));
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return false;
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}
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