mirror of https://github.com/ArduPilot/ardupilot
711 lines
32 KiB
C++
711 lines
32 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_OABendyRuler.h"
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#include <AC_Avoidance/AP_OADatabase.h>
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#include <AC_Fence/AC_Fence.h>
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#include <AP_AHRS/AP_AHRS.h>
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#include <AP_Logger/AP_Logger.h>
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#include <AP_Vehicle/AP_Vehicle_Type.h>
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// parameter defaults
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const float OA_BENDYRULER_LOOKAHEAD_DEFAULT = 15.0f;
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const float OA_BENDYRULER_RATIO_DEFAULT = 1.5f;
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const int16_t OA_BENDYRULER_ANGLE_DEFAULT = 75;
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const int16_t OA_BENDYRULER_TYPE_DEFAULT = 1;
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const int16_t OA_BENDYRULER_BEARING_INC_XY = 5; // check every 5 degrees around vehicle
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const int16_t OA_BENDYRULER_BEARING_INC_VERTICAL = 90;
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const float OA_BENDYRULER_LOOKAHEAD_STEP2_RATIO = 1.0f; // step2's lookahead length as a ratio of step1's lookahead length
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const float OA_BENDYRULER_LOOKAHEAD_STEP2_MIN = 2.0f; // step2 checks at least this many meters past step1's location
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const float OA_BENDYRULER_LOOKAHEAD_PAST_DEST = 2.0f; // lookahead length will be at least this many meters past the destination
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const float OA_BENDYRULER_LOW_SPEED_SQUARED = (0.2f * 0.2f); // when ground course is below this speed squared, vehicle's heading will be used
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#define VERTICAL_ENABLED APM_BUILD_COPTER_OR_HELI
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const AP_Param::GroupInfo AP_OABendyRuler::var_info[] = {
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// @Param: LOOKAHEAD
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// @DisplayName: Object Avoidance look ahead distance maximum
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// @Description: Object Avoidance will look this many meters ahead of vehicle
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// @Units: m
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// @Range: 1 100
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// @Increment: 1
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// @User: Standard
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AP_GROUPINFO("LOOKAHEAD", 1, AP_OABendyRuler, _lookahead, OA_BENDYRULER_LOOKAHEAD_DEFAULT),
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// @Param: CONT_RATIO
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// @DisplayName: Obstacle Avoidance margin ratio for BendyRuler to change bearing significantly
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// @Description: BendyRuler will avoid changing bearing unless ratio of previous margin from obstacle (or fence) to present calculated margin is atleast this much.
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// @Range: 1.1 2
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// @Increment: 0.1
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// @User: Standard
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AP_GROUPINFO("CONT_RATIO", 2, AP_OABendyRuler, _bendy_ratio, OA_BENDYRULER_RATIO_DEFAULT),
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// @Param: CONT_ANGLE
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// @DisplayName: BendyRuler's bearing change resistance threshold angle
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// @Description: BendyRuler will resist changing current bearing if the change in bearing is over this angle
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// @Range: 20 180
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// @Increment: 5
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// @User: Standard
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AP_GROUPINFO("CONT_ANGLE", 3, AP_OABendyRuler, _bendy_angle, OA_BENDYRULER_ANGLE_DEFAULT),
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// @Param{Copter}: TYPE
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// @DisplayName: Type of BendyRuler
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// @Description: BendyRuler will search for clear path along the direction defined by this parameter
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// @Values: 1:Horizontal search, 2:Vertical search
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// @User: Standard
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AP_GROUPINFO_FRAME("TYPE", 4, AP_OABendyRuler, _bendy_type, OA_BENDYRULER_TYPE_DEFAULT, AP_PARAM_FRAME_COPTER | AP_PARAM_FRAME_HELI | AP_PARAM_FRAME_TRICOPTER),
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AP_GROUPEND
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};
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AP_OABendyRuler::AP_OABendyRuler()
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{
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AP_Param::setup_object_defaults(this, var_info);
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_bearing_prev = FLT_MAX;
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}
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// run background task to find best path and update avoidance_results
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// returns true and updates origin_new and destination_new if a best path has been found
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// bendy_type is set to the type of BendyRuler used
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bool AP_OABendyRuler::update(const Location& current_loc, const Location& destination, const Vector2f &ground_speed_vec, Location &origin_new, Location &destination_new, OABendyType &bendy_type, bool proximity_only)
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{
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// bendy ruler always sets origin to current_loc
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origin_new = current_loc;
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// init bendy_type returned
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bendy_type = OABendyType::OA_BENDY_DISABLED;
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// calculate bearing and distance to final destination
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const float bearing_to_dest = current_loc.get_bearing_to(destination) * 0.01f;
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const float distance_to_dest = current_loc.get_distance(destination);
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// make sure user has set a meaningful value for _lookahead
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_lookahead.set(MAX(_lookahead,1.0f));
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// lookahead distance is adjusted dynamically based on avoidance results
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_current_lookahead = constrain_float(_current_lookahead, _lookahead * 0.5f, _lookahead);
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// calculate lookahead dist and time for step1. distance can be slightly longer than
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// the distance to the destination to allow room to dodge after reaching the destination
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const float lookahead_step1_dist = MIN(_current_lookahead, distance_to_dest + OA_BENDYRULER_LOOKAHEAD_PAST_DEST);
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// calculate lookahead dist for step2
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const float lookahead_step2_dist = _current_lookahead * OA_BENDYRULER_LOOKAHEAD_STEP2_RATIO;
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// get ground course
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float ground_course_deg;
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if (ground_speed_vec.length_squared() < OA_BENDYRULER_LOW_SPEED_SQUARED) {
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// with zero ground speed use vehicle's heading
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ground_course_deg = AP::ahrs().yaw_sensor * 0.01f;
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} else {
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ground_course_deg = degrees(ground_speed_vec.angle());
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}
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bool ret;
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switch (get_type()) {
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case OABendyType::OA_BENDY_VERTICAL:
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#if VERTICAL_ENABLED
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ret = search_vertical_path(current_loc, destination, destination_new, lookahead_step1_dist, lookahead_step2_dist, bearing_to_dest, distance_to_dest, proximity_only);
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bendy_type = OABendyType::OA_BENDY_VERTICAL;
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break;
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#endif
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case OABendyType::OA_BENDY_HORIZONTAL:
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default:
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ret = search_xy_path(current_loc, destination, ground_course_deg, destination_new, lookahead_step1_dist, lookahead_step2_dist, bearing_to_dest, distance_to_dest, proximity_only);
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bendy_type = OABendyType::OA_BENDY_HORIZONTAL;
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}
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return ret;
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}
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// Search for path in the horizontal directions
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bool AP_OABendyRuler::search_xy_path(const Location& current_loc, const Location& destination, float ground_course_deg, Location &destination_new, float lookahead_step1_dist, float lookahead_step2_dist, float bearing_to_dest, float distance_to_dest, bool proximity_only)
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{
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// check OA_BEARING_INC definition allows checking in all directions
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static_assert(360 % OA_BENDYRULER_BEARING_INC_XY == 0, "check 360 is a multiple of OA_BEARING_INC");
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// search in OA_BENDYRULER_BEARING_INC degree increments around the vehicle alternating left
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// and right. For each direction check if vehicle would avoid all obstacles
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float best_bearing = bearing_to_dest;
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float best_bearing_margin = -FLT_MAX;
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bool have_best_bearing = false;
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float best_margin = -FLT_MAX;
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float best_margin_bearing = best_bearing;
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for (uint8_t i = 0; i <= (170 / OA_BENDYRULER_BEARING_INC_XY); i++) {
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for (uint8_t bdir = 0; bdir <= 1; bdir++) {
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// skip duplicate check of bearing straight towards destination
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if ((i==0) && (bdir > 0)) {
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continue;
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}
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// bearing that we are probing
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const float bearing_delta = i * OA_BENDYRULER_BEARING_INC_XY * (bdir == 0 ? -1.0f : 1.0f);
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const float bearing_test = wrap_180(bearing_to_dest + bearing_delta);
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// ToDo: add effective groundspeed calculations using airspeed
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// ToDo: add prediction of vehicle's position change as part of turn to desired heading
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// test location is projected from current location at test bearing
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Location test_loc = current_loc;
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test_loc.offset_bearing(bearing_test, lookahead_step1_dist);
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// calculate margin from obstacles for this scenario
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float margin = calc_avoidance_margin(current_loc, test_loc, proximity_only);
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if (margin > best_margin) {
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best_margin_bearing = bearing_test;
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best_margin = margin;
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}
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if (margin > _margin_max) {
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// this bearing avoids obstacles out to the lookahead_step1_dist
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// now check in there is a clear path in three directions towards the destination
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if (!have_best_bearing) {
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best_bearing = bearing_test;
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best_bearing_margin = margin;
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have_best_bearing = true;
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} else if (fabsf(wrap_180(ground_course_deg - bearing_test)) <
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fabsf(wrap_180(ground_course_deg - best_bearing))) {
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// replace bearing with one that is closer to our current ground course
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best_bearing = bearing_test;
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best_bearing_margin = margin;
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}
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// perform second stage test in three directions looking for obstacles
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const float test_bearings[] { 0.0f, 45.0f, -45.0f };
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const float bearing_to_dest2 = test_loc.get_bearing_to(destination) * 0.01f;
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float distance2 = constrain_float(lookahead_step2_dist, OA_BENDYRULER_LOOKAHEAD_STEP2_MIN, test_loc.get_distance(destination));
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for (uint8_t j = 0; j < ARRAY_SIZE(test_bearings); j++) {
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float bearing_test2 = wrap_180(bearing_to_dest2 + test_bearings[j]);
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Location test_loc2 = test_loc;
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test_loc2.offset_bearing(bearing_test2, distance2);
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// calculate minimum margin to fence and obstacles for this scenario
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float margin2 = calc_avoidance_margin(test_loc, test_loc2, proximity_only);
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if (margin2 > _margin_max) {
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// if the chosen direction is directly towards the destination avoidance can be turned off
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// i == 0 && j == 0 implies no deviation from bearing to destination
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const bool active = (i != 0 || j != 0);
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float final_bearing = bearing_test;
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float final_margin = margin;
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// check if we need ignore test_bearing and continue on previous bearing
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const bool ignore_bearing_change = resist_bearing_change(destination, current_loc, active, bearing_test, lookahead_step1_dist, margin, _destination_prev,_bearing_prev, final_bearing, final_margin, proximity_only);
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// all good, now project in the chosen direction by the full distance
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destination_new = current_loc;
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destination_new.offset_bearing(final_bearing, MIN(distance_to_dest, lookahead_step1_dist));
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_current_lookahead = MIN(_lookahead, _current_lookahead * 1.1f);
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Write_OABendyRuler((uint8_t)OABendyType::OA_BENDY_HORIZONTAL, active, bearing_to_dest, 0.0f, ignore_bearing_change, final_margin, destination, destination_new);
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return active;
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}
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}
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}
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}
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}
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float chosen_bearing;
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float chosen_distance;
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if (have_best_bearing) {
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// none of the directions tested were OK for 2-step checks. Choose the direction
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// that was best for the first step
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chosen_bearing = best_bearing;
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chosen_distance = MAX(lookahead_step1_dist + MIN(best_bearing_margin, 0), 0);
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_current_lookahead = MIN(_lookahead, _current_lookahead * 1.05f);
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} else {
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// none of the possible paths had a positive margin. Choose
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// the one with the highest margin
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chosen_bearing = best_margin_bearing;
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chosen_distance = MAX(lookahead_step1_dist + MIN(best_margin, 0), 0);
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_current_lookahead = MAX(_lookahead * 0.5f, _current_lookahead * 0.9f);
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}
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// calculate new target based on best effort
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destination_new = current_loc;
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destination_new.offset_bearing(chosen_bearing, chosen_distance);
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// log results
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Write_OABendyRuler((uint8_t)OABendyType::OA_BENDY_HORIZONTAL, true, chosen_bearing, 0.0f, false, best_margin, destination, destination_new);
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return true;
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}
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// Search for path in the vertical directions
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bool AP_OABendyRuler::search_vertical_path(const Location ¤t_loc, const Location &destination, Location &destination_new, float lookahead_step1_dist, float lookahead_step2_dist, float bearing_to_dest, float distance_to_dest, bool proximity_only)
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{
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// check OA_BEARING_INC_VERTICAL definition allows checking in all directions
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static_assert(360 % OA_BENDYRULER_BEARING_INC_VERTICAL == 0, "check 360 is a multiple of OA_BEARING_INC_VERTICAL");
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float best_pitch = 0.0f;
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bool have_best_pitch = false;
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float best_margin = -FLT_MAX;
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float best_margin_pitch = best_pitch;
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const uint8_t angular_limit = 180 / OA_BENDYRULER_BEARING_INC_VERTICAL;
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for (uint8_t i = 0; i <= angular_limit; i++) {
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for (uint8_t bdir = 0; bdir <= 1; bdir++) {
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// skip duplicate check of bearing straight towards destination or 180 degrees behind
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if (((i==0) && (bdir > 0)) || ((i == angular_limit) && (bdir > 0))) {
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continue;
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}
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// bearing that we are probing
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const float pitch_delta = i * OA_BENDYRULER_BEARING_INC_VERTICAL * (bdir == 0 ? 1.0f : -1.0f);
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Location test_loc = current_loc;
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test_loc.offset_bearing_and_pitch(bearing_to_dest, pitch_delta, lookahead_step1_dist);
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// calculate margin from obstacles for this scenario
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float margin = calc_avoidance_margin(current_loc, test_loc, proximity_only);
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if (margin > best_margin) {
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best_margin_pitch = pitch_delta;
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best_margin = margin;
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}
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if (margin > _margin_max) {
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// this path avoids the obstacles with the required margin, now check for the path ahead
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if (!have_best_pitch) {
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best_pitch = pitch_delta;
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have_best_pitch = true;
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}
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const float test_pitch_step2[] { 0.0f, 90.0f, -90.0f, 180.0f};
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float bearing_to_dest2;
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if (is_equal(fabsf(pitch_delta), 90.0f)) {
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bearing_to_dest2 = bearing_to_dest;
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} else {
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bearing_to_dest2 = test_loc.get_bearing_to(destination) * 0.01f;
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}
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float distance2 = constrain_float(lookahead_step2_dist, OA_BENDYRULER_LOOKAHEAD_STEP2_MIN, test_loc.get_distance(destination));
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for (uint8_t j = 0; j < ARRAY_SIZE(test_pitch_step2); j++) {
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float bearing_test2 = wrap_180(test_pitch_step2[j]);
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Location test_loc2 = test_loc;
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test_loc2.offset_bearing_and_pitch(bearing_to_dest2, bearing_test2, distance2);
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// calculate minimum margin to fence and obstacles for this scenario
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float margin2 = calc_avoidance_margin(test_loc, test_loc2, proximity_only);
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if (margin2 > _margin_max) {
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// if the chosen direction is directly towards the destination we might turn off avoidance
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// i == 0 && j == 0 implies no deviation from bearing to destination
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bool active = (i != 0 || j != 0);
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if (!active) {
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// do a sub test for proximity obstacles to confirm if we should really turn of BendyRuler
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const float sub_test_pitch_step2[] {-90.0f, 90.0f};
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for (uint8_t k = 0; k < ARRAY_SIZE(sub_test_pitch_step2); k++) {
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Location test_loc_sub_test = test_loc;
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test_loc_sub_test.offset_bearing_and_pitch(bearing_to_dest2, sub_test_pitch_step2[k], _margin_max);
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float margin_sub_test = calc_avoidance_margin(test_loc, test_loc_sub_test, true);
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if (margin_sub_test < _margin_max) {
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// BendyRuler will remain active
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active = true;
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break;
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}
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}
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}
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// project in the chosen direction by the full distance
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destination_new = current_loc;
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destination_new.offset_bearing_and_pitch(bearing_to_dest, pitch_delta, distance_to_dest);
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_current_lookahead = MIN(_lookahead, _current_lookahead * 1.1f);
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Write_OABendyRuler((uint8_t)OABendyType::OA_BENDY_VERTICAL, active, bearing_to_dest, pitch_delta, false, margin, destination, destination_new);
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return active;
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}
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}
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}
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}
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}
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float chosen_pitch;
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if (have_best_pitch) {
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// none of the directions tested were OK for 2-step checks. Choose the direction
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// that was best for the first step
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chosen_pitch = best_pitch;
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_current_lookahead = MIN(_lookahead, _current_lookahead * 1.05f);
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} else {
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// none of the possible paths had a positive margin. Choose
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// the one with the highest margin
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chosen_pitch = best_margin_pitch;
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_current_lookahead = MAX(_lookahead * 0.5f, _current_lookahead * 0.9f);
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}
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// calculate new target based on best effort
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destination_new = current_loc;
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destination_new.offset_bearing_and_pitch(bearing_to_dest, chosen_pitch, distance_to_dest);
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// log results
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Write_OABendyRuler((uint8_t)OABendyType::OA_BENDY_VERTICAL, true, bearing_to_dest, chosen_pitch,false, best_margin, destination, destination_new);
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return true;
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}
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AP_OABendyRuler::OABendyType AP_OABendyRuler::get_type() const
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{
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switch (_bendy_type) {
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case (uint8_t)OABendyType::OA_BENDY_VERTICAL:
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#if VERTICAL_ENABLED
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return OABendyType::OA_BENDY_VERTICAL;
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#endif
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case (uint8_t)OABendyType::OA_BENDY_HORIZONTAL:
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default:
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return OABendyType::OA_BENDY_HORIZONTAL;
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}
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// should never reach here
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return OABendyType::OA_BENDY_HORIZONTAL;
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}
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/*
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This function is called when BendyRuler has found a bearing which is obstacles free at atleast lookahead_step1_dist and then lookahead_step2_dist from the present location
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In many situations, this new bearing can be either left or right of the obstacle, and BendyRuler can have a tough time deciding between the two.
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It has the tendency to move the vehicle back and forth, if the margin obtained is even slightly better in the newer iteration.
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Therefore, this method attempts to avoid changing direction of the vehicle by more than _bendy_angle degrees,
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unless the new margin is atleast _bendy_ratio times better than the margin with previously calculated bearing.
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We return true if we have resisted the change and will follow the last calculated bearing.
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*/
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bool AP_OABendyRuler::resist_bearing_change(const Location &destination, const Location ¤t_loc, bool active, float bearing_test, float lookahead_step1_dist, float margin, Location &prev_dest, float &prev_bearing, float &final_bearing, float &final_margin, bool proximity_only) const
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{
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bool resisted_change = false;
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// see if there was a change in destination, if so, do not resist changing bearing
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bool dest_change = false;
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if (!destination.same_latlon_as(prev_dest)) {
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dest_change = true;
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prev_dest = destination;
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}
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// check if we need to resist the change in direction of the vehicle. If we have a clear path to destination, go there any how
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if (active && !dest_change && is_positive(_bendy_ratio)) {
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// check the change in bearing between freshly calculated and previous stored BendyRuler bearing
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if ((fabsf(wrap_180(prev_bearing-bearing_test)) > _bendy_angle) && (!is_equal(prev_bearing,FLT_MAX))) {
|
|
// check margin in last bearing's direction
|
|
Location test_loc_previous_bearing = current_loc;
|
|
test_loc_previous_bearing.offset_bearing(wrap_180(prev_bearing), lookahead_step1_dist);
|
|
float previous_bearing_margin = calc_avoidance_margin(current_loc,test_loc_previous_bearing, proximity_only);
|
|
|
|
if (margin < (_bendy_ratio * previous_bearing_margin)) {
|
|
// don't change direction abruptly. If margin difference is not significant, follow the last direction
|
|
final_bearing = prev_bearing;
|
|
final_margin = previous_bearing_margin;
|
|
resisted_change = true;
|
|
}
|
|
}
|
|
} else {
|
|
// reset stored bearing if BendyRuler is not active or if WP has changed for unnecessary resistance to path change
|
|
prev_bearing = FLT_MAX;
|
|
}
|
|
if (!resisted_change) {
|
|
// we are not resisting the change, hence store BendyRuler's presently calculated bearing for future iterations
|
|
prev_bearing = bearing_test;
|
|
}
|
|
|
|
return resisted_change;
|
|
}
|
|
|
|
// calculate minimum distance between a segment and any obstacle
|
|
float AP_OABendyRuler::calc_avoidance_margin(const Location &start, const Location &end, bool proximity_only) const
|
|
{
|
|
float margin_min = FLT_MAX;
|
|
|
|
float latest_margin;
|
|
|
|
if (calc_margin_from_object_database(start, end, latest_margin)) {
|
|
margin_min = MIN(margin_min, latest_margin);
|
|
}
|
|
|
|
if (proximity_only) {
|
|
// only need margin from proximity data
|
|
return margin_min;
|
|
}
|
|
|
|
if (calc_margin_from_circular_fence(start, end, latest_margin)) {
|
|
margin_min = MIN(margin_min, latest_margin);
|
|
}
|
|
|
|
#if VERTICAL_ENABLED
|
|
// alt fence only is only needed in vertical avoidance
|
|
if (get_type() == OABendyType::OA_BENDY_VERTICAL) {
|
|
if (calc_margin_from_alt_fence(start, end, latest_margin)) {
|
|
margin_min = MIN(margin_min, latest_margin);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (calc_margin_from_inclusion_and_exclusion_polygons(start, end, latest_margin)) {
|
|
margin_min = MIN(margin_min, latest_margin);
|
|
}
|
|
|
|
if (calc_margin_from_inclusion_and_exclusion_circles(start, end, latest_margin)) {
|
|
margin_min = MIN(margin_min, latest_margin);
|
|
}
|
|
|
|
// return smallest margin from any obstacle
|
|
return margin_min;
|
|
}
|
|
|
|
// calculate minimum distance between a path and the circular fence (centered on home)
|
|
// on success returns true and updates margin
|
|
bool AP_OABendyRuler::calc_margin_from_circular_fence(const Location &start, const Location &end, float &margin) const
|
|
{
|
|
#if AP_FENCE_ENABLED
|
|
// exit immediately if polygon fence is not enabled
|
|
const AC_Fence *fence = AC_Fence::get_singleton();
|
|
if (fence == nullptr) {
|
|
return false;
|
|
}
|
|
if ((fence->get_enabled_fences() & AC_FENCE_TYPE_CIRCLE) == 0) {
|
|
return false;
|
|
}
|
|
|
|
// calculate start and end point's distance from home
|
|
const Location &ahrs_home = AP::ahrs().get_home();
|
|
const float start_dist_sq = ahrs_home.get_distance_NE(start).length_squared();
|
|
const float end_dist_sq = ahrs_home.get_distance_NE(end).length_squared();
|
|
|
|
// get circular fence radius + margin
|
|
const float fence_radius_plus_margin = fence->get_radius() - fence->get_margin();
|
|
|
|
// margin is fence radius minus the longer of start or end distance
|
|
margin = fence_radius_plus_margin - sqrtf(MAX(start_dist_sq, end_dist_sq));
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif // AP_FENCE_ENABLED
|
|
}
|
|
|
|
// calculate minimum distance between a path and the altitude fence
|
|
// on success returns true and updates margin
|
|
bool AP_OABendyRuler::calc_margin_from_alt_fence(const Location &start, const Location &end, float &margin) const
|
|
{
|
|
#if AP_FENCE_ENABLED
|
|
// exit immediately if polygon fence is not enabled
|
|
const AC_Fence *fence = AC_Fence::get_singleton();
|
|
if (fence == nullptr) {
|
|
return false;
|
|
}
|
|
if ((fence->get_enabled_fences() & AC_FENCE_TYPE_ALT_MAX) == 0) {
|
|
return false;
|
|
}
|
|
|
|
int32_t alt_above_home_cm_start, alt_above_home_cm_end;
|
|
if (!start.get_alt_cm(Location::AltFrame::ABOVE_HOME, alt_above_home_cm_start)) {
|
|
return false;
|
|
}
|
|
if (!end.get_alt_cm(Location::AltFrame::ABOVE_HOME, alt_above_home_cm_end )) {
|
|
return false;
|
|
}
|
|
|
|
// safe max alt = fence alt - fence margin
|
|
const float max_fence_alt = fence->get_safe_alt_max();
|
|
const float margin_start = max_fence_alt - alt_above_home_cm_start * 0.01f;
|
|
const float margin_end = max_fence_alt - alt_above_home_cm_end * 0.01f;
|
|
|
|
// margin is minimum distance to fence from either start or end location
|
|
margin = MIN(margin_start,margin_end);
|
|
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif // AP_FENCE_ENABLED
|
|
}
|
|
|
|
// calculate minimum distance between a path and all inclusion and exclusion polygons
|
|
// on success returns true and updates margin
|
|
bool AP_OABendyRuler::calc_margin_from_inclusion_and_exclusion_polygons(const Location &start, const Location &end, float &margin) const
|
|
{
|
|
#if AP_FENCE_ENABLED
|
|
const AC_Fence *fence = AC_Fence::get_singleton();
|
|
if (fence == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
// exclusion polygons enabled along with polygon fences
|
|
if ((fence->get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) {
|
|
return false;
|
|
}
|
|
|
|
// return immediately if no inclusion nor exclusion polygons
|
|
const uint8_t num_inclusion_polygons = fence->polyfence().get_inclusion_polygon_count();
|
|
const uint8_t num_exclusion_polygons = fence->polyfence().get_exclusion_polygon_count();
|
|
if ((num_inclusion_polygons == 0) && (num_exclusion_polygons == 0)) {
|
|
return false;
|
|
}
|
|
|
|
// convert start and end to offsets from EKF origin
|
|
Vector2f start_NE, end_NE;
|
|
if (!start.get_vector_xy_from_origin_NE(start_NE) || !end.get_vector_xy_from_origin_NE(end_NE)) {
|
|
return false;
|
|
}
|
|
|
|
// get fence margin
|
|
const float fence_margin = fence->get_margin();
|
|
|
|
// iterate through inclusion polygons and calculate minimum margin
|
|
bool margin_updated = false;
|
|
for (uint8_t i = 0; i < num_inclusion_polygons; i++) {
|
|
uint16_t num_points;
|
|
const Vector2f* boundary = fence->polyfence().get_inclusion_polygon(i, num_points);
|
|
|
|
// if outside the fence margin is the closest distance but with negative sign
|
|
const float sign = Polygon_outside(start_NE, boundary, num_points) ? -1.0f : 1.0f;
|
|
|
|
// calculate min distance (in meters) from line to polygon
|
|
float margin_new = (sign * Polygon_closest_distance_line(boundary, num_points, start_NE, end_NE) * 0.01f) - fence_margin;
|
|
if (!margin_updated || (margin_new < margin)) {
|
|
margin_updated = true;
|
|
margin = margin_new;
|
|
}
|
|
}
|
|
|
|
// iterate through exclusion polygons and calculate minimum margin
|
|
for (uint8_t i = 0; i < num_exclusion_polygons; i++) {
|
|
uint16_t num_points;
|
|
const Vector2f* boundary = fence->polyfence().get_exclusion_polygon(i, num_points);
|
|
|
|
// if start is inside the polygon the margin's sign is reversed
|
|
const float sign = Polygon_outside(start_NE, boundary, num_points) ? 1.0f : -1.0f;
|
|
|
|
// calculate min distance (in meters) from line to polygon
|
|
float margin_new = (sign * Polygon_closest_distance_line(boundary, num_points, start_NE, end_NE) * 0.01f) - fence_margin;
|
|
if (!margin_updated || (margin_new < margin)) {
|
|
margin_updated = true;
|
|
margin = margin_new;
|
|
}
|
|
}
|
|
|
|
return margin_updated;
|
|
#else
|
|
return false;
|
|
#endif // AP_FENCE_ENABLED
|
|
}
|
|
|
|
// calculate minimum distance between a path and all inclusion and exclusion circles
|
|
// on success returns true and updates margin
|
|
bool AP_OABendyRuler::calc_margin_from_inclusion_and_exclusion_circles(const Location &start, const Location &end, float &margin) const
|
|
{
|
|
#if AP_FENCE_ENABLED
|
|
// exit immediately if fence is not enabled
|
|
const AC_Fence *fence = AC_Fence::get_singleton();
|
|
if (fence == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
// inclusion/exclusion circles enabled along with polygon fences
|
|
if ((fence->get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) {
|
|
return false;
|
|
}
|
|
|
|
// return immediately if no inclusion nor exclusion circles
|
|
const uint8_t num_inclusion_circles = fence->polyfence().get_inclusion_circle_count();
|
|
const uint8_t num_exclusion_circles = fence->polyfence().get_exclusion_circle_count();
|
|
if ((num_inclusion_circles == 0) && (num_exclusion_circles == 0)) {
|
|
return false;
|
|
}
|
|
|
|
// convert start and end to offsets from EKF origin
|
|
Vector2f start_NE, end_NE;
|
|
if (!start.get_vector_xy_from_origin_NE(start_NE) || !end.get_vector_xy_from_origin_NE(end_NE)) {
|
|
return false;
|
|
}
|
|
|
|
// get fence margin
|
|
const float fence_margin = fence->get_margin();
|
|
|
|
// iterate through inclusion circles and calculate minimum margin
|
|
bool margin_updated = false;
|
|
for (uint8_t i = 0; i < num_inclusion_circles; i++) {
|
|
Vector2f center_pos_cm;
|
|
float radius;
|
|
if (fence->polyfence().get_inclusion_circle(i, center_pos_cm, radius)) {
|
|
|
|
// calculate start and ends distance from the center of the circle
|
|
const float start_dist_sq = (start_NE - center_pos_cm).length_squared();
|
|
const float end_dist_sq = (end_NE - center_pos_cm).length_squared();
|
|
|
|
// margin is fence radius minus the longer of start or end distance
|
|
const float margin_new = (radius + fence_margin) - (sqrtf(MAX(start_dist_sq, end_dist_sq)) * 0.01f);
|
|
|
|
// update margin with lowest value so far
|
|
if (!margin_updated || (margin_new < margin)) {
|
|
margin_updated = true;
|
|
margin = margin_new;
|
|
}
|
|
}
|
|
}
|
|
|
|
// iterate through exclusion circles and calculate minimum margin
|
|
for (uint8_t i = 0; i < num_exclusion_circles; i++) {
|
|
Vector2f center_pos_cm;
|
|
float radius;
|
|
if (fence->polyfence().get_exclusion_circle(i, center_pos_cm, radius)) {
|
|
|
|
// first calculate distance between circle's center and segment
|
|
const float dist_cm = Vector2f::closest_distance_between_line_and_point(start_NE, end_NE, center_pos_cm);
|
|
|
|
// margin is distance to the center minus the radius
|
|
const float margin_new = (dist_cm * 0.01f) - (radius + fence_margin);
|
|
|
|
// update margin with lowest value so far
|
|
if (!margin_updated || (margin_new < margin)) {
|
|
margin_updated = true;
|
|
margin = margin_new;
|
|
}
|
|
}
|
|
}
|
|
|
|
return margin_updated;
|
|
#else
|
|
return false;
|
|
#endif // AP_FENCE_ENABLED
|
|
}
|
|
|
|
// calculate minimum distance between a path and proximity sensor obstacles
|
|
// on success returns true and updates margin
|
|
bool AP_OABendyRuler::calc_margin_from_object_database(const Location &start, const Location &end, float &margin) const
|
|
{
|
|
// exit immediately if db is empty
|
|
AP_OADatabase *oaDb = AP::oadatabase();
|
|
if (oaDb == nullptr || !oaDb->healthy()) {
|
|
return false;
|
|
}
|
|
|
|
// convert start and end to offsets (in cm) from EKF origin
|
|
Vector3f start_NEU,end_NEU;
|
|
if (!start.get_vector_from_origin_NEU(start_NEU) || !end.get_vector_from_origin_NEU(end_NEU)) {
|
|
return false;
|
|
}
|
|
if (start_NEU == end_NEU) {
|
|
return false;
|
|
}
|
|
|
|
// check each obstacle's distance from segment
|
|
float smallest_margin = FLT_MAX;
|
|
for (uint16_t i=0; i<oaDb->database_count(); i++) {
|
|
const AP_OADatabase::OA_DbItem& item = oaDb->get_item(i);
|
|
const Vector3f point_cm = item.pos * 100.0f;
|
|
// margin is distance between line segment and obstacle minus obstacle's radius
|
|
const float m = Vector3f::closest_distance_between_line_and_point(start_NEU, end_NEU, point_cm) * 0.01f - item.radius;
|
|
if (m < smallest_margin) {
|
|
smallest_margin = m;
|
|
}
|
|
}
|
|
|
|
// return smallest margin
|
|
if (smallest_margin < FLT_MAX) {
|
|
margin = smallest_margin;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|