mirror of https://github.com/ArduPilot/ardupilot
329 lines
12 KiB
C++
329 lines
12 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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#include <AP_Common/AP_Common.h>
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#include <AP_HAL/AP_HAL.h>
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#include "AP_Proximity.h"
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#include "AP_Proximity_Backend.h"
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/*
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base class constructor.
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This incorporates initialisation as well.
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*/
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AP_Proximity_Backend::AP_Proximity_Backend(AP_Proximity &_frontend, AP_Proximity::Proximity_State &_state) :
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frontend(_frontend),
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state(_state)
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{
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// initialise sector edge vector used for building the boundary fence
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init_boundary();
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}
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// get distance in meters in a particular direction in degrees (0 is forward, angles increase in the clockwise direction)
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bool AP_Proximity_Backend::get_horizontal_distance(float angle_deg, float &distance) const
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{
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uint8_t sector;
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if (convert_angle_to_sector(angle_deg, sector)) {
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if (_distance_valid[sector]) {
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distance = _distance[sector];
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return true;
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}
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}
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return false;
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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_Backend::get_closest_object(float& angle_deg, float &distance) const
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{
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bool sector_found = false;
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uint8_t sector = 0;
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// check all sectors for shorter distance
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for (uint8_t i=0; i<_num_sectors; i++) {
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if (_distance_valid[i]) {
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if (!sector_found || (_distance[i] < _distance[sector])) {
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sector = i;
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sector_found = true;
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}
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}
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}
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if (sector_found) {
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angle_deg = _angle[sector];
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distance = _distance[sector];
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}
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return sector_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_Backend::get_object_count() const
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{
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return _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_Backend::get_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 < _num_sectors && _distance_valid[object_number]) {
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angle_deg = _angle[object_number];
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distance = _distance[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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// get distances in PROXIMITY_MAX_DIRECTION directions. used for sending distances to ground station
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bool AP_Proximity_Backend::get_horizontal_distances(AP_Proximity::Proximity_Distance_Array &prx_dist_array) const
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{
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// exit immediately if we have no good ranges
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bool valid_distances = false;
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for (uint8_t i=0; i<_num_sectors; i++) {
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if (_distance_valid[i]) {
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valid_distances = true;
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}
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}
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if (!valid_distances) {
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return false;
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}
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// initialise orientations and directions
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// see MAV_SENSOR_ORIENTATION for orientations (0 = forward, 1 = 45 degree clockwise from north, etc)
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// distances initialised to maximum distances
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bool dist_set[PROXIMITY_MAX_DIRECTION];
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for (uint8_t i=0; i<PROXIMITY_MAX_DIRECTION; i++) {
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prx_dist_array.orientation[i] = i;
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prx_dist_array.distance[i] = distance_max();
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dist_set[i] = false;
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}
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// cycle through all sectors filling in distances
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for (uint8_t i=0; i<_num_sectors; i++) {
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if (_distance_valid[i]) {
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// convert angle to orientation
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int16_t orientation = _angle[i] / 45;
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if ((orientation >= 0) && (orientation < 8) && (_distance[i] < prx_dist_array.distance[orientation])) {
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prx_dist_array.distance[orientation] = _distance[i];
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dist_set[orientation] = true;
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}
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}
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}
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// fill in missing orientations with average of adjacent orientations if necessary and possible
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for (uint8_t i=0; i<PROXIMITY_MAX_DIRECTION; i++) {
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if (!dist_set[i]) {
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uint8_t orient_before = (i==0) ? (PROXIMITY_MAX_DIRECTION - 1) : (i-1);
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uint8_t orient_after = (i==(PROXIMITY_MAX_DIRECTION - 1)) ? 0 : (i+1);
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if (dist_set[orient_before] && dist_set[orient_after]) {
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prx_dist_array.distance[i] = (prx_dist_array.distance[orient_before] + prx_dist_array.distance[orient_after]) / 2.0f;
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}
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}
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}
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return true;
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}
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// get boundary points around vehicle for use by avoidance
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// returns nullptr and sets num_points to zero if no boundary can be returned
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const Vector2f* AP_Proximity_Backend::get_boundary_points(uint16_t& num_points) const
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{
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// high-level status check
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if (state.status != AP_Proximity::Proximity_Good) {
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num_points = 0;
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return nullptr;
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}
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// check at least one sector has valid data, if not, exit
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bool some_valid = false;
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for (uint8_t i=0; i<_num_sectors; i++) {
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if (_distance_valid[i]) {
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some_valid = true;
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break;
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}
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}
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if (!some_valid) {
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num_points = 0;
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return nullptr;
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}
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// return boundary points
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num_points = _num_sectors;
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return _boundary_point;
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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 _setor_width_deg arrays are changed
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void AP_Proximity_Backend::init_boundary()
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{
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for (uint8_t sector=0; sector < _num_sectors; sector++) {
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float angle_rad = radians((float)_sector_middle_deg[sector]+(float)_sector_width_deg[sector]/2.0f);
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_sector_edge_vector[sector].x = cosf(angle_rad) * 100.0f;
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_sector_edge_vector[sector].y = sinf(angle_rad) * 100.0f;
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_boundary_point[sector] = _sector_edge_vector[sector] * PROXIMITY_BOUNDARY_DIST_DEFAULT;
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}
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}
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// update boundary points used for object avoidance based on a single sector's 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_Backend::update_boundary_for_sector(uint8_t sector)
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{
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// sanity check
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if (sector >= _num_sectors) {
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return;
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}
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// find adjacent sector (clockwise)
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uint8_t next_sector = sector + 1;
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if (next_sector >= _num_sectors) {
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next_sector = 0;
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}
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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[sector] && _distance_valid[next_sector]) {
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shortest_distance = MIN(_distance[sector], _distance[next_sector]);
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} else if (_distance_valid[sector]) {
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shortest_distance = _distance[sector];
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} else if (_distance_valid[next_sector]) {
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shortest_distance = _distance[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_point[sector] = _sector_edge_vector[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[next_sector]) {
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_boundary_point[next_sector] = _sector_edge_vector[next_sector] * shortest_distance;
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}
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// repeat for edge between sector and previous sector
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uint8_t prev_sector = (sector == 0) ? _num_sectors-1 : sector-1;
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shortest_distance = PROXIMITY_BOUNDARY_DIST_DEFAULT;
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if (_distance_valid[prev_sector] && _distance_valid[sector]) {
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shortest_distance = MIN(_distance[prev_sector], _distance[sector]);
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} else if (_distance_valid[prev_sector]) {
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shortest_distance = _distance[prev_sector];
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} else if (_distance_valid[sector]) {
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shortest_distance = _distance[sector];
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}
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_boundary_point[prev_sector] = _sector_edge_vector[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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uint8_t prev_sector_ccw = (prev_sector == 0) ? _num_sectors-1 : prev_sector-1;
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if (!_distance_valid[prev_sector_ccw]) {
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_boundary_point[prev_sector_ccw] = _sector_edge_vector[prev_sector_ccw] * shortest_distance;
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}
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}
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// set status and update valid count
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void AP_Proximity_Backend::set_status(AP_Proximity::Proximity_Status status)
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{
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state.status = status;
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}
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bool AP_Proximity_Backend::convert_angle_to_sector(float angle_degrees, uint8_t §or) const
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{
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// sanity check angle
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if (angle_degrees > 360.0f || angle_degrees < -180.0f) {
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return false;
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}
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// convert to 0 ~ 360
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if (angle_degrees < 0.0f) {
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angle_degrees += 360.0f;
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}
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bool closest_found = false;
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uint8_t closest_sector;
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float closest_angle;
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// search for which sector angle_degrees falls into
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for (uint8_t i = 0; i < _num_sectors; i++) {
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float angle_diff = fabsf(wrap_180(_sector_middle_deg[i] - angle_degrees));
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// record if closest
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if (!closest_found || angle_diff < closest_angle) {
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closest_found = true;
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closest_sector = i;
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closest_angle = angle_diff;
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}
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if (fabsf(angle_diff) <= _sector_width_deg[i] / 2.0f) {
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sector = i;
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return true;
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}
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}
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// angle_degrees might have been within a gap between sectors
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if (closest_found) {
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sector = closest_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 ignore area info
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uint8_t AP_Proximity_Backend::get_ignore_area_count() const
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{
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// count number of ignore sectors
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uint8_t count = 0;
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for (uint8_t i=0; i < PROXIMITY_MAX_IGNORE; i++) {
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if (frontend._ignore_width_deg[i] != 0) {
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count++;
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}
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}
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return count;
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}
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// get next ignore angle
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bool AP_Proximity_Backend::get_ignore_area(uint8_t index, uint16_t &angle_deg, uint8_t &width_deg) const
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{
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if (index >= PROXIMITY_MAX_IGNORE) {
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return false;
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}
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angle_deg = frontend._ignore_angle_deg[index];
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width_deg = frontend._ignore_width_deg[index];
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return true;
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}
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// retrieve start or end angle of next ignore area (i.e. closest ignore area higher than the start_angle)
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// start_or_end = 0 to get start, 1 to retrieve end
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bool AP_Proximity_Backend::get_next_ignore_start_or_end(uint8_t start_or_end, int16_t start_angle, int16_t &ignore_start) const
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{
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bool found = false;
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int16_t smallest_angle_diff = 0;
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int16_t smallest_angle_start = 0;
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for (uint8_t i=0; i < PROXIMITY_MAX_IGNORE; i++) {
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if (frontend._ignore_width_deg[i] != 0) {
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int16_t offset = start_or_end == 0 ? -frontend._ignore_width_deg[i] : +frontend._ignore_width_deg[i];
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int16_t ignore_start_angle = wrap_360(frontend._ignore_angle_deg[i] + offset/2.0f);
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int16_t ang_diff = wrap_360(ignore_start_angle - start_angle);
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if (!found || ang_diff < smallest_angle_diff) {
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smallest_angle_diff = ang_diff;
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smallest_angle_start = ignore_start_angle;
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found = true;
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}
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}
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}
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if (found) {
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ignore_start = smallest_angle_start;
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}
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return found;
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}
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