mirror of https://github.com/ArduPilot/ardupilot
294 lines
12 KiB
C++
294 lines
12 KiB
C++
#include "AP_Proximity_Backend.h"
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#include "AP_Proximity_Boundary_3D.h"
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/*
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Constructor.
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This incorporates initialisation as well.
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*/
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AP_Proximity_Boundary_3D::AP_Proximity_Boundary_3D()
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{
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// initialise sector edge vector used for building the boundary fence
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init();
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}
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// initialise the boundary and sector_edge_vector array used for object avoidance
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// should be called if the sector_middle_deg or _sector_width_deg arrays are changed
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void AP_Proximity_Boundary_3D::init()
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{
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
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const float pitch = ((float)_pitch_middle_deg[layer]);
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
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const float angle_rad = ((float)_sector_middle_deg[sector]+(PROXIMITY_SECTOR_WIDTH_DEG/2.0f));
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_sector_edge_vector[layer][sector].offset_bearing(angle_rad, pitch, 100.0f);
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_boundary_points[layer][sector] = _sector_edge_vector[layer][sector] * PROXIMITY_BOUNDARY_DIST_DEFAULT;
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}
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}
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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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AP_Proximity_Boundary_3D::Face AP_Proximity_Boundary_3D::get_face(float pitch, float yaw) const
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{
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const uint8_t sector = wrap_360(yaw + (PROXIMITY_SECTOR_WIDTH_DEG * 0.5f)) / 45.0f;
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const float pitch_limited = constrain_float(pitch, -75.0f, 74.9f);
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const uint8_t layer = (pitch_limited + 75.0f)/PROXIMITY_PITCH_WIDTH_DEG;
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return Face{layer, sector};
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}
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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", so this distance can be used for Obstacle Avoidance
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void AP_Proximity_Boundary_3D::set_face_attributes(const Face &face, float pitch, float angle, float distance)
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{
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if (!face.valid()) {
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return;
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}
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_angle[face.layer][face.sector] = angle;
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_pitch[face.layer][face.sector] = pitch;
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_distance[face.layer][face.sector] = distance;
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_distance_valid[face.layer][face.sector] = true;
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// update boundary used for simple avoidance
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update_boundary(face);
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}
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// add a distance to the 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 AP_Proximity_Boundary_3D::add_distance(float pitch, float yaw, float distance)
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{
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Face face = get_face(pitch, yaw);
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if (!face.valid()) {
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return;
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}
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if (!_distance_valid[face.layer][face.sector] || (distance < _distance[face.layer][face.sector])) {
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_distance[face.layer][face.sector] = distance;
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_distance_valid[face.layer][face.sector] = true;
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_angle[face.layer][face.sector] = yaw;
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_pitch[face.layer][face.sector] = pitch;
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}
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}
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// update boundary points used for object 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 AP_Proximity_Boundary_3D::update_boundary(const Face &face)
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{
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// sanity check
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if (!face.valid()) {
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return;
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}
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const uint8_t layer = face.layer;
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const uint8_t sector = face.sector;
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// find adjacent sector (clockwise)
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const uint8_t next_sector = get_next_sector(sector);
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// boundary point lies on the line between the two sectors at the shorter distance found in the two sectors
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float shortest_distance = PROXIMITY_BOUNDARY_DIST_DEFAULT;
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if (_distance_valid[layer][sector] && _distance_valid[layer][next_sector]) {
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shortest_distance = MIN(_distance[layer][sector], _distance[layer][next_sector]);
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} else if (_distance_valid[layer][sector]) {
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shortest_distance = _distance[layer][sector];
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} else if (_distance_valid[layer][next_sector]) {
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shortest_distance = _distance[layer][next_sector];
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}
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if (shortest_distance < PROXIMITY_BOUNDARY_DIST_MIN) {
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shortest_distance = PROXIMITY_BOUNDARY_DIST_MIN;
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}
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_boundary_points[layer][sector] = _sector_edge_vector[layer][sector] * shortest_distance;
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// if the next sector (clockwise) has an invalid distance, set boundary to create a cup like boundary
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if (!_distance_valid[layer][next_sector]) {
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_boundary_points[layer][next_sector] = _sector_edge_vector[layer][next_sector] * shortest_distance;
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}
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// repeat for edge between sector and previous sector
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const uint8_t prev_sector = get_prev_sector(sector);
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shortest_distance = PROXIMITY_BOUNDARY_DIST_DEFAULT;
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if (_distance_valid[layer][prev_sector] && _distance_valid[layer][sector]) {
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shortest_distance = MIN(_distance[layer][prev_sector], _distance[layer][sector]);
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} else if (_distance_valid[layer][prev_sector]) {
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shortest_distance = _distance[layer][prev_sector];
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} else if (_distance_valid[layer][sector]) {
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shortest_distance = _distance[layer][sector];
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}
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_boundary_points[layer][prev_sector] = _sector_edge_vector[layer][prev_sector] * shortest_distance;
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// if the sector counter-clockwise from the previous sector has an invalid distance, set boundary to create a cup-like boundary
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const uint8_t prev_sector_ccw = get_prev_sector(prev_sector);
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if (!_distance_valid[layer][prev_sector_ccw]) {
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_boundary_points[layer][prev_sector_ccw] = _sector_edge_vector[layer][prev_sector_ccw] * shortest_distance;
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}
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}
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// update middle layer boundary points
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void AP_Proximity_Boundary_3D::update_middle_boundary()
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{
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
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update_boundary(Face{PROXIMITY_MIDDLE_LAYER, sector});
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}
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}
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// reset boundary. marks all distances as invalid
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void AP_Proximity_Boundary_3D::reset()
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{
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) {
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) {
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_distance_valid[layer][sector] = false;
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}
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}
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}
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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, and set to a large number.
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void AP_Proximity_Boundary_3D::reset_face(const Face &face)
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{
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if (!face.valid()) {
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return;
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}
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_distance_valid[face.layer][face.sector] = false;
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// update simple avoidance boundary
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update_boundary(face);
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}
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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 AP_Proximity_Boundary_3D::get_distance(const Face &face, float &distance) const
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{
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if (!face.valid()) {
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return false;
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}
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if (_distance_valid[face.layer][face.sector]) {
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distance = _distance[face.layer][face.sector];
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return true;
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}
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return false;
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}
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// get the total number of obstacles
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uint8_t AP_Proximity_Boundary_3D::get_obstacle_count() const
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{
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return PROXIMITY_NUM_LAYERS * PROXIMITY_NUM_SECTORS;
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}
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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 AP_Proximity_Boundary_3D::convert_obstacle_num_to_face(uint8_t obstacle_num, Face& face) const
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{
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// obstacle num is just "flattened layers, and sectors"
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const uint8_t layer = obstacle_num / PROXIMITY_NUM_SECTORS;
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const uint8_t sector = obstacle_num % PROXIMITY_NUM_SECTORS;
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face.sector = sector;
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face.layer = layer;
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uint8_t valid_sector = sector;
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// check for 3 adjacent sectors
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for (uint8_t i=0; i < 2; i++) {
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if (_distance_valid[layer][valid_sector]) {
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// update boundary has manipulated this face
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return true;
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}
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valid_sector = get_next_sector(valid_sector);
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}
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// this face was not manipulated by "update_boundary" and is stale. Don't use it
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return false;
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}
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// Appropriate layer and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given layer
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// Then returns the closest point on this line from vehicle, in body-frame.
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// Used by GPS based Simple Avoidance
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// False is returned if the obstacle_num provided does not produce a valid obstacle
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bool AP_Proximity_Boundary_3D::get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_obstacle) const
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{
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Face face;
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if (!convert_obstacle_num_to_face(obstacle_num, face)) {
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// not a valid face
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return false;
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}
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const uint8_t sector_end = face.sector;
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const uint8_t sector_start = get_next_sector(face.sector);
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const Vector3f start = _boundary_points[face.layer][sector_start];
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const Vector3f end = _boundary_points[face.layer][sector_end];
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vec_to_obstacle = Vector3f::point_on_line_closest_to_other_point(start, end, Vector3f{});
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return true;
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}
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// Appropriate layer and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given layer
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// Then returns the closest point on this line from the segment that was passed, in body-frame.
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// Used by GPS based Simple Avoidance - for "brake mode"
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// FLT_MAX is returned if the obstacle_num provided does not produce a valid obstacle
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float AP_Proximity_Boundary_3D::distance_to_obstacle(uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const
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{
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Face face;
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if (!convert_obstacle_num_to_face(obstacle_num, face)) {
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// not a valid a face
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return FLT_MAX;
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}
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const uint8_t sector_end = face.sector;
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const uint8_t sector_start = get_next_sector(face.sector);
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const Vector3f start = _boundary_points[face.layer][sector_start];
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const Vector3f end = _boundary_points[face.layer][sector_end];
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return Vector3f::segment_to_segment_dist(seg_start, seg_end, start, end, closest_point);
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}
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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 AP_Proximity_Boundary_3D::get_closest_object(float& angle_deg, float &distance) const
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{
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bool closest_found = false;
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uint8_t closest_sector = 0;
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uint8_t closest_layer = 0;
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// check boundary for shortest distance
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// only check for middle layers and higher
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// lower layers might contain ground, which will give false pre-arm failure
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for (uint8_t layer=PROXIMITY_MIDDLE_LAYER; layer<PROXIMITY_NUM_LAYERS; layer++) {
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for (uint8_t sector=0; sector<PROXIMITY_NUM_SECTORS; sector++) {
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if (_distance_valid[layer][sector]) {
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if (!closest_found || (_distance[layer][sector] < _distance[closest_layer][closest_sector])) {
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closest_layer = layer;
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closest_sector = sector;
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closest_found = true;
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}
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}
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}
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}
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if (closest_found) {
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angle_deg = _angle[closest_layer][closest_sector];
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distance = _distance[closest_layer][closest_sector];
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}
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return closest_found;
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}
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// get number of objects, used for non-GPS avoidance
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uint8_t AP_Proximity_Boundary_3D::get_horizontal_object_count() const
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{
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return PROXIMITY_NUM_SECTORS;
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}
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// get an object's angle and distance, used for non-GPS avoidance
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// returns false if no angle or distance could be returned for some reason
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bool AP_Proximity_Boundary_3D::get_horizontal_object_angle_and_distance(uint8_t object_number, float &angle_deg, float &distance) const
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{
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if ((object_number < PROXIMITY_NUM_SECTORS) && _distance_valid[PROXIMITY_MIDDLE_LAYER][object_number]) {
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angle_deg = _angle[PROXIMITY_MIDDLE_LAYER][object_number];
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distance = _distance[PROXIMITY_MIDDLE_LAYER][object_number];
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return true;
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}
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return false;
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}
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