mirror of https://github.com/ArduPilot/ardupilot
379 lines
12 KiB
C++
379 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_Beacon.h"
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#include "AP_Beacon_Backend.h"
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#include "AP_Beacon_Pozyx.h"
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#include "AP_Beacon_Marvelmind.h"
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#include "AP_Beacon_SITL.h"
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#include <AP_Common/Location.h>
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extern const AP_HAL::HAL &hal;
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// table of user settable parameters
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const AP_Param::GroupInfo AP_Beacon::var_info[] = {
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// @Param: _TYPE
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// @DisplayName: Beacon based position estimation device type
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// @Description: What type of beacon based position estimation device is connected
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// @Values: 0:None,1:Pozyx,2:Marvelmind
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// @User: Advanced
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AP_GROUPINFO("_TYPE", 0, AP_Beacon, _type, 0),
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// @Param: _LATITUDE
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// @DisplayName: Beacon origin's latitude
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// @Description: Beacon origin's latitude
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// @Units: deg
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// @Increment: 0.000001
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// @Range: -90 90
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// @User: Advanced
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AP_GROUPINFO("_LATITUDE", 1, AP_Beacon, origin_lat, 0),
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// @Param: _LONGITUDE
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// @DisplayName: Beacon origin's longitude
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// @Description: Beacon origin's longitude
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// @Units: deg
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// @Increment: 0.000001
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// @Range: -180 180
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// @User: Advanced
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AP_GROUPINFO("_LONGITUDE", 2, AP_Beacon, origin_lon, 0),
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// @Param: _ALT
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// @DisplayName: Beacon origin's altitude above sealevel in meters
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// @Description: Beacon origin's altitude above sealevel in meters
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// @Units: m
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// @Increment: 1
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// @Range: 0 10000
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// @User: Advanced
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AP_GROUPINFO("_ALT", 3, AP_Beacon, origin_alt, 0),
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// @Param: _ORIENT_YAW
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// @DisplayName: Beacon systems rotation from north in degrees
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// @Description: Beacon systems rotation from north in degrees
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// @Units: deg
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// @Increment: 1
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// @Range: -180 +180
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// @User: Advanced
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AP_GROUPINFO("_ORIENT_YAW", 4, AP_Beacon, orient_yaw, 0),
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AP_GROUPEND
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};
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AP_Beacon::AP_Beacon(AP_SerialManager &_serial_manager) :
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serial_manager(_serial_manager)
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{
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AP_Param::setup_object_defaults(this, var_info);
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}
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// initialise the AP_Beacon class
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void AP_Beacon::init(void)
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{
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if (_driver != nullptr) {
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// init called a 2nd time?
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return;
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}
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// create backend
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if (_type == AP_BeaconType_Pozyx) {
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_driver = new AP_Beacon_Pozyx(*this, serial_manager);
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} else if (_type == AP_BeaconType_Marvelmind) {
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_driver = new AP_Beacon_Marvelmind(*this, serial_manager);
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}
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#if CONFIG_HAL_BOARD == HAL_BOARD_SITL
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if (_type == AP_BeaconType_SITL) {
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_driver = new AP_Beacon_SITL(*this);
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}
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#endif
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}
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// return true if beacon feature is enabled
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bool AP_Beacon::enabled(void)
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{
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return (_type != AP_BeaconType_None);
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}
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// return true if sensor is basically healthy (we are receiving data)
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bool AP_Beacon::healthy(void)
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{
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if (!device_ready()) {
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return false;
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}
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return _driver->healthy();
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}
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// update state. This should be called often from the main loop
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void AP_Beacon::update(void)
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{
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if (!device_ready()) {
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return;
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}
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_driver->update();
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// update boundary for fence
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update_boundary_points();
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}
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// return origin of position estimate system
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bool AP_Beacon::get_origin(Location &origin_loc) const
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{
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if (!device_ready()) {
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return false;
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}
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// check for un-initialised origin
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if (is_zero(origin_lat) && is_zero(origin_lon) && is_zero(origin_alt)) {
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return false;
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}
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// return origin
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origin_loc = {};
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origin_loc.lat = origin_lat * 1.0e7f;
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origin_loc.lng = origin_lon * 1.0e7f;
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origin_loc.alt = origin_alt * 100;
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return true;
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}
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// return position in NED from position estimate system's origin in meters
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bool AP_Beacon::get_vehicle_position_ned(Vector3f &position, float& accuracy_estimate) const
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{
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if (!device_ready()) {
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return false;
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}
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// check for timeout
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if (AP_HAL::millis() - veh_pos_update_ms > AP_BEACON_TIMEOUT_MS) {
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return false;
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}
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// return position
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position = veh_pos_ned;
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accuracy_estimate = veh_pos_accuracy;
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return true;
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}
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// return the number of beacons
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uint8_t AP_Beacon::count() const
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{
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if (!device_ready()) {
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return 0;
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}
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return num_beacons;
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}
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// return all beacon data
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bool AP_Beacon::get_beacon_data(uint8_t beacon_instance, struct BeaconState& state) const
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{
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if (!device_ready() || beacon_instance >= num_beacons) {
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return false;
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}
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state = beacon_state[beacon_instance];
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return true;
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}
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// return individual beacon's id
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uint8_t AP_Beacon::beacon_id(uint8_t beacon_instance) const
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{
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if (beacon_instance >= num_beacons) {
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return 0;
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}
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return beacon_state[beacon_instance].id;
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}
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// return beacon health
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bool AP_Beacon::beacon_healthy(uint8_t beacon_instance) const
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{
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if (beacon_instance >= num_beacons) {
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return false;
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}
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return beacon_state[beacon_instance].healthy;
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}
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// return distance to beacon in meters
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float AP_Beacon::beacon_distance(uint8_t beacon_instance) const
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{
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if (!beacon_state[beacon_instance].healthy || beacon_instance >= num_beacons) {
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return 0.0f;
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}
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return beacon_state[beacon_instance].distance;
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}
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// return beacon position in meters
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Vector3f AP_Beacon::beacon_position(uint8_t beacon_instance) const
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{
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if (!device_ready() || beacon_instance >= num_beacons) {
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Vector3f temp = {};
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return temp;
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}
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return beacon_state[beacon_instance].position;
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}
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// return last update time from beacon in milliseconds
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uint32_t AP_Beacon::beacon_last_update_ms(uint8_t beacon_instance) const
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{
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if (_type == AP_BeaconType_None || beacon_instance >= num_beacons) {
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return 0;
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}
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return beacon_state[beacon_instance].distance_update_ms;
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}
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// create fence boundary points
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void AP_Beacon::update_boundary_points()
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{
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// we need three beacons at least to create boundary fence.
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// update boundary fence if number of beacons changes
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if (!device_ready() || num_beacons < AP_BEACON_MINIMUM_FENCE_BEACONS || boundary_num_beacons == num_beacons) {
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return;
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}
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// record number of beacons so we do not repeat calculations
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boundary_num_beacons = num_beacons;
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// accumulate beacon points
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Vector2f beacon_points[AP_BEACON_MAX_BEACONS];
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for (uint8_t index = 0; index < num_beacons; index++) {
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const Vector3f& point_3d = beacon_position(index);
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beacon_points[index].x = point_3d.x;
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beacon_points[index].y = point_3d.y;
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}
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// create polygon around boundary points using the following algorithm
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// set the "current point" as the first boundary point
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// loop through all the boundary points looking for the point which creates a vector (from the current point to this new point) with the lowest angle
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// check if point is already in boundary
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// - no: add to boundary, move current point to this new point and repeat the above
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// - yes: we've completed the bounding box, delete any boundary points found earlier than the duplicate
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Vector2f boundary_points[AP_BEACON_MAX_BEACONS+1]; // array of boundary points
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uint8_t curr_boundary_idx = 0; // index into boundary_sorted index. always points to the highest filled in element of the array
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uint8_t curr_beacon_idx = 0; // index into beacon_point array. point indexed is same point as curr_boundary_idx's
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// initialise first point of boundary_sorted with first beacon's position (this point may be removed later if it is found to not be on the outer boundary)
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boundary_points[curr_boundary_idx] = beacon_points[curr_beacon_idx];
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bool boundary_success = false; // true once the boundary has been successfully found
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bool boundary_failure = false; // true if we fail to build the boundary
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float start_angle = 0.0f; // starting angle used when searching for next boundary point, on each iteration this climbs but never climbs past PI * 2
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while (!boundary_success && !boundary_failure) {
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// look for next outer point
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uint8_t next_idx;
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float next_angle;
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if (get_next_boundary_point(beacon_points, num_beacons, curr_beacon_idx, start_angle, next_idx, next_angle)) {
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// add boundary point to boundary_sorted array
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curr_boundary_idx++;
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boundary_points[curr_boundary_idx] = beacon_points[next_idx];
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curr_beacon_idx = next_idx;
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start_angle = next_angle;
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// check if we have a complete boundary by looking for duplicate points within the boundary_sorted
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uint8_t dup_idx = 0;
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bool dup_found = false;
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while (dup_idx < curr_boundary_idx && !dup_found) {
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dup_found = (boundary_points[dup_idx] == boundary_points[curr_boundary_idx]);
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if (!dup_found) {
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dup_idx++;
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}
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}
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// if duplicate is found, remove all boundary points before the duplicate because they are inner points
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if (dup_found) {
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uint8_t num_pts = curr_boundary_idx - dup_idx + 1;
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if (num_pts > AP_BEACON_MINIMUM_FENCE_BEACONS) {
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// success, copy boundary points to boundary array and convert meters to cm
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for (uint8_t j = 0; j < num_pts; j++) {
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boundary[j] = boundary_points[j+dup_idx] * 100.0f;
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}
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boundary_num_points = num_pts;
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boundary_success = true;
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} else {
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// boundary has too few points
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boundary_failure = true;
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}
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}
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} else {
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// failed to create boundary - give up!
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boundary_failure = true;
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}
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}
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// clear boundary on failure
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if (boundary_failure) {
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boundary_num_points = 0;
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}
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}
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// find next boundary point from an array of boundary points given the current index into that array
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// returns true if a next point can be found
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// current_index should be an index into the boundary_pts array
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// start_angle is an angle (in radians), the search will sweep clockwise from this angle
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// the index of the next point is returned in the next_index argument
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// the angle to the next point is returned in the next_angle argument
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bool AP_Beacon::get_next_boundary_point(const Vector2f* boundary_pts, uint8_t num_points, uint8_t current_index, float start_angle, uint8_t& next_index, float& next_angle)
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{
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// sanity check
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if (boundary_pts == nullptr || current_index >= num_points) {
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return false;
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}
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// get current point
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Vector2f curr_point = boundary_pts[current_index];
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// search through all points for next boundary point in a clockwise direction
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float lowest_angle = M_PI_2;
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float lowest_angle_relative = M_PI_2;
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bool lowest_found = false;
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uint8_t lowest_index = 0;
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for (uint8_t i=0; i < num_points; i++) {
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if (i != current_index) {
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Vector2f vec = boundary_pts[i] - curr_point;
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if (!vec.is_zero()) {
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float angle = wrap_2PI(atan2f(vec.y, vec.x));
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float angle_relative = wrap_2PI(angle - start_angle);
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if ((angle_relative < lowest_angle_relative) || !lowest_found) {
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lowest_angle = angle;
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lowest_angle_relative = angle_relative;
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lowest_index = i;
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lowest_found = true;
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}
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}
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}
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}
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// return results
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if (lowest_found) {
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next_index = lowest_index;
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next_angle = lowest_angle;
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}
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return lowest_found;
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}
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// return fence boundary array
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const Vector2f* AP_Beacon::get_boundary_points(uint16_t& num_points) const
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{
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if (!device_ready()) {
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num_points = 0;
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return nullptr;
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}
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num_points = boundary_num_points;
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return boundary;
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}
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// check if the device is ready
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bool AP_Beacon::device_ready(void) const
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{
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return ((_driver != nullptr) && (_type != AP_BeaconType_None));
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}
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