mirror of https://github.com/ArduPilot/ardupilot
574 lines
22 KiB
C++
574 lines
22 KiB
C++
#include "AC_Avoid.h"
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#if APM_BUILD_TYPE(APM_BUILD_APMrover2)
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# define AP_AVOID_BEHAVE_DEFAULT AC_Avoid::BehaviourType::BEHAVIOR_STOP
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#else
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# define AP_AVOID_BEHAVE_DEFAULT AC_Avoid::BehaviourType::BEHAVIOR_SLIDE
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#endif
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const AP_Param::GroupInfo AC_Avoid::var_info[] = {
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// @Param: ENABLE
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// @DisplayName: Avoidance control enable/disable
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// @Description: Enabled/disable stopping at fence
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// @Values: 0:None,1:StopAtFence,2:UseProximitySensor,3:StopAtFence and UseProximitySensor,4:StopAtBeaconFence,7:All
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// @Bitmask: 0:StopAtFence,1:UseProximitySensor,2:StopAtBeaconFence
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// @User: Standard
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AP_GROUPINFO("ENABLE", 1, AC_Avoid, _enabled, AC_AVOID_DEFAULT),
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// @Param: ANGLE_MAX
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// @DisplayName: Avoidance max lean angle in non-GPS flight modes
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// @Description: Max lean angle used to avoid obstacles while in non-GPS modes
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// @Units: cdeg
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// @Range: 0 4500
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// @User: Standard
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AP_GROUPINFO("ANGLE_MAX", 2, AC_Avoid, _angle_max, 1000),
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// @Param: DIST_MAX
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// @DisplayName: Avoidance distance maximum in non-GPS flight modes
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// @Description: Distance from object at which obstacle avoidance will begin in non-GPS modes
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// @Units: m
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// @Range: 1 30
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// @User: Standard
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AP_GROUPINFO("DIST_MAX", 3, AC_Avoid, _dist_max, AC_AVOID_NONGPS_DIST_MAX_DEFAULT),
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// @Param: MARGIN
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// @DisplayName: Avoidance distance margin in GPS modes
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// @Description: Vehicle will attempt to stay at least this distance (in meters) from objects while in GPS modes
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// @Units: m
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// @Range: 1 10
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// @User: Standard
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AP_GROUPINFO("MARGIN", 4, AC_Avoid, _margin, 2.0f),
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// @Param: BEHAVE
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// @DisplayName: Avoidance behaviour
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// @Description: Avoidance behaviour (slide or stop)
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// @Values: 0:Slide,1:Stop
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// @User: Standard
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AP_GROUPINFO("BEHAVE", 5, AC_Avoid, _behavior, AP_AVOID_BEHAVE_DEFAULT),
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AP_GROUPEND
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};
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/// Constructor
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AC_Avoid::AC_Avoid(const AP_AHRS& ahrs, const AC_Fence& fence, const AP_Proximity& proximity, const AP_Beacon* beacon)
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: _ahrs(ahrs),
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_fence(fence),
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_proximity(proximity),
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_beacon(beacon)
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{
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AP_Param::setup_object_defaults(this, var_info);
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}
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void AC_Avoid::adjust_velocity(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt)
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{
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// exit immediately if disabled
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if (_enabled == AC_AVOID_DISABLED) {
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return;
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}
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// limit acceleration
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float accel_cmss_limited = MIN(accel_cmss, AC_AVOID_ACCEL_CMSS_MAX);
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if ((_enabled & AC_AVOID_STOP_AT_FENCE) > 0) {
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adjust_velocity_circle_fence(kP, accel_cmss_limited, desired_vel_cms, dt);
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adjust_velocity_polygon_fence(kP, accel_cmss_limited, desired_vel_cms, dt);
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}
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if ((_enabled & AC_AVOID_STOP_AT_BEACON_FENCE) > 0) {
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adjust_velocity_beacon_fence(kP, accel_cmss_limited, desired_vel_cms, dt);
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}
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if ((_enabled & AC_AVOID_USE_PROXIMITY_SENSOR) > 0 && _proximity_enabled) {
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adjust_velocity_proximity(kP, accel_cmss_limited, desired_vel_cms, dt);
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}
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}
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// convenience function to accept Vector3f. Only x and y are adjusted
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void AC_Avoid::adjust_velocity(float kP, float accel_cmss, Vector3f &desired_vel_cms, float dt)
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{
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Vector2f des_vel_xy(desired_vel_cms.x, desired_vel_cms.y);
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adjust_velocity(kP, accel_cmss, des_vel_xy, dt);
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desired_vel_cms.x = des_vel_xy.x;
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desired_vel_cms.y = des_vel_xy.y;
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}
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// adjust desired horizontal speed so that the vehicle stops before the fence or object
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// accel (maximum acceleration/deceleration) is in m/s/s
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// heading is in radians
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// speed is in m/s
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// kP should be zero for linear response, non-zero for non-linear response
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void AC_Avoid::adjust_speed(float kP, float accel, float heading, float &speed, float dt)
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{
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// convert heading and speed into velocity vector
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Vector2f vel_xy;
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vel_xy.x = cosf(heading) * speed * 100.0f;
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vel_xy.y = sinf(heading) * speed * 100.0f;
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adjust_velocity(kP, accel * 100.0f, vel_xy, dt);
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// adjust speed towards zero
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if (is_negative(speed)) {
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speed = -vel_xy.length() * 0.01f;
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} else {
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speed = vel_xy.length() * 0.01f;
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}
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}
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// adjust vertical climb rate so vehicle does not break the vertical fence
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void AC_Avoid::adjust_velocity_z(float kP, float accel_cmss, float& climb_rate_cms, float dt)
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{
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// exit immediately if disabled
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if (_enabled == AC_AVOID_DISABLED) {
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return;
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}
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// do not adjust climb_rate if level or descending
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if (climb_rate_cms <= 0.0f) {
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return;
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}
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// limit acceleration
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float accel_cmss_limited = MIN(accel_cmss, AC_AVOID_ACCEL_CMSS_MAX);
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bool limit_alt = false;
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float alt_diff = 0.0f; // distance from altitude limit to vehicle in metres (positive means vehicle is below limit)
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// calculate distance below fence
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if ((_enabled & AC_AVOID_STOP_AT_FENCE) > 0 && (_fence.get_enabled_fences() & AC_FENCE_TYPE_ALT_MAX) > 0) {
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// calculate distance from vehicle to safe altitude
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float veh_alt;
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_ahrs.get_relative_position_D_home(veh_alt);
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// _fence.get_safe_alt_max() is UP, veh_alt is DOWN:
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alt_diff = _fence.get_safe_alt_max() + veh_alt;
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limit_alt = true;
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}
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// calculate distance to (e.g.) optical flow altitude limit
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// AHRS values are always in metres
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float alt_limit;
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float curr_alt;
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if (_ahrs.get_hgt_ctrl_limit(alt_limit) &&
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_ahrs.get_relative_position_D_origin(curr_alt)) {
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// alt_limit is UP, curr_alt is DOWN:
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const float ctrl_alt_diff = alt_limit + curr_alt;
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if (!limit_alt || ctrl_alt_diff < alt_diff) {
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alt_diff = ctrl_alt_diff;
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limit_alt = true;
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}
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}
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// get distance from proximity sensor
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float proximity_alt_diff;
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if (_proximity.get_upward_distance(proximity_alt_diff)) {
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proximity_alt_diff -= _margin;
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if (!limit_alt || proximity_alt_diff < alt_diff) {
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alt_diff = proximity_alt_diff;
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limit_alt = true;
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}
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}
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// limit climb rate
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if (limit_alt) {
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// do not allow climbing if we've breached the safe altitude
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if (alt_diff <= 0.0f) {
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climb_rate_cms = MIN(climb_rate_cms, 0.0f);
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return;
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}
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// limit climb rate
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const float max_speed = get_max_speed(kP, accel_cmss_limited, alt_diff*100.0f, dt);
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climb_rate_cms = MIN(max_speed, climb_rate_cms);
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}
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}
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// adjust roll-pitch to push vehicle away from objects
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// roll and pitch value are in centi-degrees
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void AC_Avoid::adjust_roll_pitch(float &roll, float &pitch, float veh_angle_max)
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{
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// exit immediately if proximity based avoidance is disabled
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if ((_enabled & AC_AVOID_USE_PROXIMITY_SENSOR) == 0 || !_proximity_enabled) {
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return;
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}
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// exit immediately if angle max is zero
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if (_angle_max <= 0.0f || veh_angle_max <= 0.0f) {
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return;
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}
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float roll_positive = 0.0f; // maximum positive roll value
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float roll_negative = 0.0f; // minimum negative roll value
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float pitch_positive = 0.0f; // maximum positive pitch value
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float pitch_negative = 0.0f; // minimum negative pitch value
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// get maximum positive and negative roll and pitch percentages from proximity sensor
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get_proximity_roll_pitch_pct(roll_positive, roll_negative, pitch_positive, pitch_negative);
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// add maximum positive and negative percentages together for roll and pitch, convert to centi-degrees
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Vector2f rp_out((roll_positive + roll_negative) * 4500.0f, (pitch_positive + pitch_negative) * 4500.0f);
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// apply avoidance angular limits
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// the object avoidance lean angle is never more than 75% of the total angle-limit to allow the pilot to override
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const float angle_limit = constrain_float(_angle_max, 0.0f, veh_angle_max * AC_AVOID_ANGLE_MAX_PERCENT);
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float vec_len = rp_out.length();
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if (vec_len > angle_limit) {
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rp_out *= (angle_limit / vec_len);
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}
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// add passed in roll, pitch angles
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rp_out.x += roll;
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rp_out.y += pitch;
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// apply total angular limits
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vec_len = rp_out.length();
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if (vec_len > veh_angle_max) {
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rp_out *= (veh_angle_max / vec_len);
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}
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// return adjusted roll, pitch
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roll = rp_out.x;
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pitch = rp_out.y;
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}
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/*
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* Limits the component of desired_vel_cms in the direction of the unit vector
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* limit_direction to be at most the maximum speed permitted by the limit_distance_cm.
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*
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* Uses velocity adjustment idea from Randy's second email on this thread:
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* https://groups.google.com/forum/#!searchin/drones-discuss/obstacle/drones-discuss/QwUXz__WuqY/qo3G8iTLSJAJ
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*/
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void AC_Avoid::limit_velocity(float kP, float accel_cmss, Vector2f &desired_vel_cms, const Vector2f& limit_direction, float limit_distance_cm, float dt) const
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{
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const float max_speed = get_max_speed(kP, accel_cmss, limit_distance_cm, dt);
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// project onto limit direction
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const float speed = desired_vel_cms * limit_direction;
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if (speed > max_speed) {
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// subtract difference between desired speed and maximum acceptable speed
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desired_vel_cms += limit_direction*(max_speed - speed);
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}
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}
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/*
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* Computes the speed such that the stopping distance
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* of the vehicle will be exactly the input distance.
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*/
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float AC_Avoid::get_max_speed(float kP, float accel_cmss, float distance_cm, float dt) const
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{
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if (is_zero(kP)) {
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return safe_sqrt(2.0f * distance_cm * accel_cmss);
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} else {
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return AC_AttitudeControl::sqrt_controller(distance_cm, kP, accel_cmss, dt);
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}
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}
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/*
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* Adjusts the desired velocity for the circular fence.
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*/
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void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt)
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{
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// exit if circular fence is not enabled
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if ((_fence.get_enabled_fences() & AC_FENCE_TYPE_CIRCLE) == 0) {
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return;
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}
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// exit if the circular fence has already been breached
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if ((_fence.get_breaches() & AC_FENCE_TYPE_CIRCLE) != 0) {
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return;
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}
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// get position as a 2D offset from ahrs home
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Vector2f position_xy;
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if (!_ahrs.get_relative_position_NE_home(position_xy)) {
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// we have no idea where we are....
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return;
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}
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position_xy *= 100.0f; // m -> cm
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float speed = desired_vel_cms.length();
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// get the fence radius in cm
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const float fence_radius = _fence.get_radius() * 100.0f;
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// get the margin to the fence in cm
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const float margin_cm = _fence.get_margin() * 100.0f;
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if (!is_zero(speed) && position_xy.length() <= fence_radius) {
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// Currently inside circular fence
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Vector2f stopping_point = position_xy + desired_vel_cms*(get_stopping_distance(kP, accel_cmss, speed)/speed);
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float stopping_point_length = stopping_point.length();
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if (stopping_point_length > fence_radius - margin_cm) {
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// Unsafe desired velocity - will not be able to stop before fence breach
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if ((AC_Avoid::BehaviourType)_behavior.get() == BEHAVIOR_SLIDE) {
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// Project stopping point radially onto fence boundary
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// Adjusted velocity will point towards this projected point at a safe speed
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const Vector2f target = stopping_point * ((fence_radius - margin_cm) / stopping_point_length);
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const Vector2f target_direction = target - position_xy;
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const float distance_to_target = target_direction.length();
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const float max_speed = get_max_speed(kP, accel_cmss, distance_to_target, dt);
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desired_vel_cms = target_direction * (MIN(speed,max_speed) / distance_to_target);
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} else {
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// shorten vector without adjusting its direction
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Vector2f intersection;
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if (Vector2f::circle_segment_intersection(position_xy, stopping_point, Vector2f(0.0f,0.0f), fence_radius, intersection)) {
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const float distance_to_target = MAX((intersection - position_xy).length() - margin_cm, 0.0f);
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const float max_speed = get_max_speed(kP, accel_cmss, distance_to_target, dt);
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if (max_speed < speed) {
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desired_vel_cms *= MAX(max_speed, 0.0f) / speed;
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}
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}
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}
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}
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}
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}
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/*
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* Adjusts the desired velocity for the polygon fence.
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*/
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void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt)
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{
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// exit if the polygon fence is not enabled
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if ((_fence.get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) {
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return;
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}
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// exit if the polygon fence has already been breached
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if ((_fence.get_breaches() & AC_FENCE_TYPE_POLYGON) != 0) {
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return;
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}
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// exit immediately if no desired velocity
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if (desired_vel_cms.is_zero()) {
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return;
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}
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// get polygon boundary
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// Note: first point in list is the return-point (which copter does not use)
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uint16_t num_points;
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Vector2f* boundary = _fence.get_polygon_points(num_points);
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// adjust velocity using polygon
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, true, _fence.get_margin(), dt);
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}
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/*
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* Adjusts the desired velocity for the beacon fence.
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*/
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void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt)
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{
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// exit if the beacon is not present
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if (_beacon == nullptr) {
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return;
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}
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// exit immediately if no desired velocity
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if (desired_vel_cms.is_zero()) {
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return;
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}
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// get boundary from beacons
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uint16_t num_points;
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const Vector2f* boundary = _beacon->get_boundary_points(num_points);
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if (boundary == nullptr || num_points == 0) {
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return;
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}
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// adjust velocity using beacon
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, true, _fence.get_margin(), dt);
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}
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/*
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* Adjusts the desired velocity based on output from the proximity sensor
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*/
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void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt)
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{
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// exit immediately if proximity sensor is not present
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if (_proximity.get_status() != AP_Proximity::Proximity_Good) {
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return;
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}
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// exit immediately if no desired velocity
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if (desired_vel_cms.is_zero()) {
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return;
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}
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// get boundary from proximity sensor
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uint16_t num_points;
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const Vector2f *boundary = _proximity.get_boundary_points(num_points);
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, false, _margin, dt);
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}
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/*
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* Adjusts the desired velocity for the polygon fence.
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*/
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void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &desired_vel_cms, const Vector2f* boundary, uint16_t num_points, bool earth_frame, float margin, float dt)
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{
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// exit if there are no points
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if (boundary == nullptr || num_points == 0) {
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return;
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}
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// do not adjust velocity if vehicle is outside the polygon fence
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Vector2f position_xy;
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if (earth_frame) {
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if (!_ahrs.get_relative_position_NE_origin(position_xy)) {
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// boundary is in earth frame but we have no idea
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// where we are
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return;
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}
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position_xy = position_xy * 100.0f; // m to cm
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}
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if (_fence.boundary_breached(position_xy, num_points, boundary)) {
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return;
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}
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// Safe_vel will be adjusted to remain within fence.
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// We need a separate vector in case adjustment fails,
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// e.g. if we are exactly on the boundary.
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Vector2f safe_vel(desired_vel_cms);
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// if boundary points are in body-frame, rotate velocity vector from earth frame to body-frame
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if (!earth_frame) {
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safe_vel.x = desired_vel_cms.y * _ahrs.sin_yaw() + desired_vel_cms.x * _ahrs.cos_yaw(); // right
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safe_vel.y = desired_vel_cms.y * _ahrs.cos_yaw() - desired_vel_cms.x * _ahrs.sin_yaw(); // forward
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}
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// calc margin in cm
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float margin_cm = MAX(margin * 100.0f, 0.0f);
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// for stopping
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float speed = safe_vel.length();
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Vector2f stopping_point = position_xy + safe_vel*((2.0f + get_stopping_distance(kP, accel_cmss, speed))/speed);
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uint16_t i, j;
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for (i = 1, j = num_points-1; i < num_points; j = i++) {
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// end points of current edge
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Vector2f start = boundary[j];
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Vector2f end = boundary[i];
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if ((AC_Avoid::BehaviourType)_behavior.get() == BEHAVIOR_SLIDE) {
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// vector from current position to closest point on current edge
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Vector2f limit_direction = Vector2f::closest_point(position_xy, start, end) - position_xy;
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// distance to closest point
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const float limit_distance_cm = limit_direction.length();
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if (!is_zero(limit_distance_cm)) {
|
|
// We are strictly inside the given edge.
|
|
// Adjust velocity to not violate this edge.
|
|
limit_direction /= limit_distance_cm;
|
|
limit_velocity(kP, accel_cmss, safe_vel, limit_direction, MAX(limit_distance_cm - margin_cm, 0.0f), dt);
|
|
} else {
|
|
// We are exactly on the edge - treat this as a fence breach.
|
|
// i.e. do not adjust velocity.
|
|
return;
|
|
}
|
|
} else {
|
|
// find intersection with line segment
|
|
Vector2f intersection;
|
|
if (Vector2f::segment_intersection(position_xy, stopping_point, start, end, intersection)) {
|
|
// vector from current position to point on current edge
|
|
Vector2f limit_direction = intersection - position_xy;
|
|
const float limit_distance_cm = limit_direction.length();
|
|
if (!is_zero(limit_distance_cm)) {
|
|
if (limit_distance_cm <= margin_cm) {
|
|
// we are within the margin so stop vehicle
|
|
safe_vel.zero();
|
|
} else {
|
|
// vehicle inside the given edge, adjust velocity to not violate this edge
|
|
limit_direction /= limit_distance_cm;
|
|
limit_velocity(kP, accel_cmss, safe_vel, limit_direction, MAX(limit_distance_cm - margin_cm, 0.0f), dt);
|
|
}
|
|
} else {
|
|
// We are exactly on the edge - treat this as a fence breach.
|
|
// i.e. do not adjust velocity.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// set modified desired velocity vector
|
|
if (earth_frame) {
|
|
desired_vel_cms = safe_vel;
|
|
} else {
|
|
// if points were in body-frame, rotate resulting vector back to earth-frame
|
|
desired_vel_cms.x = safe_vel.x * _ahrs.cos_yaw() - safe_vel.y * _ahrs.sin_yaw();
|
|
desired_vel_cms.y = safe_vel.x * _ahrs.sin_yaw() + safe_vel.y * _ahrs.cos_yaw();
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Computes distance required to stop, given current speed.
|
|
*
|
|
* Implementation copied from AC_PosControl.
|
|
*/
|
|
float AC_Avoid::get_stopping_distance(float kP, float accel_cmss, float speed_cms) const
|
|
{
|
|
// avoid divide by zero by using current position if the velocity is below 10cm/s, kP is very low or acceleration is zero
|
|
if (accel_cmss <= 0.0f || is_zero(speed_cms)) {
|
|
return 0.0f;
|
|
}
|
|
|
|
// handle linear deceleration
|
|
if (kP <= 0.0f) {
|
|
return 0.5f * sq(speed_cms) / accel_cmss;
|
|
}
|
|
|
|
// calculate distance within which we can stop
|
|
// accel_cmss/kP is the point at which velocity switches from linear to sqrt
|
|
if (speed_cms < accel_cmss/kP) {
|
|
return speed_cms/kP;
|
|
} else {
|
|
// accel_cmss/(2.0f*kP*kP) is the distance at which we switch from linear to sqrt response
|
|
return accel_cmss/(2.0f*kP*kP) + (speed_cms*speed_cms)/(2.0f*accel_cmss);
|
|
}
|
|
}
|
|
|
|
// convert distance (in meters) to a lean percentage (in 0~1 range) for use in manual flight modes
|
|
float AC_Avoid::distance_to_lean_pct(float dist_m)
|
|
{
|
|
// ignore objects beyond DIST_MAX
|
|
if (dist_m < 0.0f || dist_m >= _dist_max || _dist_max <= 0.0f) {
|
|
return 0.0f;
|
|
}
|
|
// inverted but linear response
|
|
return 1.0f - (dist_m / _dist_max);
|
|
}
|
|
|
|
// returns the maximum positive and negative roll and pitch percentages (in -1 ~ +1 range) based on the proximity sensor
|
|
void AC_Avoid::get_proximity_roll_pitch_pct(float &roll_positive, float &roll_negative, float &pitch_positive, float &pitch_negative)
|
|
{
|
|
// exit immediately if proximity sensor is not present
|
|
if (_proximity.get_status() != AP_Proximity::Proximity_Good) {
|
|
return;
|
|
}
|
|
|
|
uint8_t obj_count = _proximity.get_object_count();
|
|
|
|
// if no objects return
|
|
if (obj_count == 0) {
|
|
return;
|
|
}
|
|
|
|
// calculate maximum roll, pitch values from objects
|
|
for (uint8_t i=0; i<obj_count; i++) {
|
|
float ang_deg, dist_m;
|
|
if (_proximity.get_object_angle_and_distance(i, ang_deg, dist_m)) {
|
|
if (dist_m < _dist_max) {
|
|
// convert distance to lean angle (in 0 to 1 range)
|
|
const float lean_pct = distance_to_lean_pct(dist_m);
|
|
// convert angle to roll and pitch lean percentages
|
|
const float angle_rad = radians(ang_deg);
|
|
const float roll_pct = -sinf(angle_rad) * lean_pct;
|
|
const float pitch_pct = cosf(angle_rad) * lean_pct;
|
|
// update roll, pitch maximums
|
|
if (roll_pct > 0.0f) {
|
|
roll_positive = MAX(roll_positive, roll_pct);
|
|
} else if (roll_pct < 0.0f) {
|
|
roll_negative = MIN(roll_negative, roll_pct);
|
|
}
|
|
if (pitch_pct > 0.0f) {
|
|
pitch_positive = MAX(pitch_positive, pitch_pct);
|
|
} else if (pitch_pct < 0.0f) {
|
|
pitch_negative = MIN(pitch_negative, pitch_pct);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|