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/*
This program is free software : you can redistribute it and / or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation , either version 3 of the License , or
( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program . If not , see < http : //www.gnu.org/licenses/>.
*/
# 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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const float OA_BENDYRULER_LOOKAHEAD_DEFAULT = 15.0f ;
const float OA_BENDYRULER_RATIO_DEFAULT = 1.5f ;
const int16_t OA_BENDYRULER_ANGLE_DEFAULT = 75 ;
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const int16_t OA_BENDYRULER_BEARING_INC = 5 ; // check every 5 degrees around vehicle
const float OA_BENDYRULER_LOOKAHEAD_STEP2_RATIO = 1.0f ; // step2's lookahead length as a ratio of step1's lookahead length
const float OA_BENDYRULER_LOOKAHEAD_STEP2_MIN = 2.0f ; // step2 checks at least this many meters past step1's location
const float OA_BENDYRULER_LOOKAHEAD_PAST_DEST = 2.0f ; // lookahead length will be at least this many meters past the destination
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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const AP_Param : : GroupInfo AP_OABendyRuler : : var_info [ ] = {
// @Param: LOOKAHEAD
// @DisplayName: Object Avoidance look ahead distance maximum
// @Description: Object Avoidance will look this many meters ahead of vehicle
// @Units: m
// @Range: 1 100
// @Increment: 1
// @User: Standard
AP_GROUPINFO ( " LOOKAHEAD " , 1 , AP_OABendyRuler , _lookahead , OA_BENDYRULER_LOOKAHEAD_DEFAULT ) ,
// @Param: CONT_RATIO
// @DisplayName: Obstacle Avoidance margin ratio for BendyRuler to change bearing significantly
// @Description: BendyRuler will avoid changing bearing unless ratio of previous margin from obstacle (or fence) to present calculated margin is atleast this much.
// @Range: 1.1 2
// @Increment: 0.1
// @User: Standard
AP_GROUPINFO ( " CONT_RATIO " , 2 , AP_OABendyRuler , _bendy_ratio , OA_BENDYRULER_RATIO_DEFAULT ) ,
// @Param: CONT_ANGLE
// @DisplayName: BendyRuler's bearing change resistance threshold angle
// @Description: BendyRuler will resist changing current bearing if the change in bearing is over this angle
// @Range: 20 180
// @Increment: 5
// @User: Standard
AP_GROUPINFO ( " CONT_ANGLE " , 3 , AP_OABendyRuler , _bendy_angle , OA_BENDYRULER_ANGLE_DEFAULT ) ,
AP_GROUPEND
} ;
AP_OABendyRuler : : AP_OABendyRuler ( )
{
AP_Param : : setup_object_defaults ( this , var_info ) ;
_bearing_prev = FLT_MAX ;
}
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// run background task to find best path and update avoidance_results
// returns true and updates origin_new and destination_new if a best path has been found
bool AP_OABendyRuler : : update ( const Location & current_loc , const Location & destination , const Vector2f & ground_speed_vec , Location & origin_new , Location & destination_new )
{
// bendy ruler always sets origin to current_loc
origin_new = current_loc ;
// calculate bearing and distance to final destination
const float bearing_to_dest = current_loc . get_bearing_to ( destination ) * 0.01f ;
const float distance_to_dest = current_loc . get_distance ( destination ) ;
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// make sure user has set a meaningful value for _lookahead
_lookahead = MAX ( _lookahead , 1.0f ) ;
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// lookahead distance is adjusted dynamically based on avoidance results
_current_lookahead = constrain_float ( _current_lookahead , _lookahead * 0.5f , _lookahead ) ;
// calculate lookahead dist and time for step1. distance can be slightly longer than
// the distance to the destination to allow room to dodge after reaching the destination
const float lookahead_step1_dist = MIN ( _current_lookahead , distance_to_dest + OA_BENDYRULER_LOOKAHEAD_PAST_DEST ) ;
// calculate lookahead dist for step2
const float lookahead_step2_dist = _current_lookahead * OA_BENDYRULER_LOOKAHEAD_STEP2_RATIO ;
// get ground course
float ground_course_deg ;
if ( ground_speed_vec . length_squared ( ) < OA_BENDYRULER_LOW_SPEED_SQUARED ) {
// with zero ground speed use vehicle's heading
ground_course_deg = AP : : ahrs ( ) . yaw_sensor * 0.01f ;
} else {
ground_course_deg = degrees ( ground_speed_vec . angle ( ) ) ;
}
// check OA_BEARING_INC definition allows checking in all directions
static_assert ( 360 % OA_BENDYRULER_BEARING_INC = = 0 , " check 360 is a multiple of OA_BEARING_INC " ) ;
// search in OA_BENDYRULER_BEARING_INC degree increments around the vehicle alternating left
// and right. For each direction check if vehicle would avoid all obstacles
float best_bearing = bearing_to_dest ;
bool have_best_bearing = false ;
float best_margin = - FLT_MAX ;
float best_margin_bearing = best_bearing ;
for ( uint8_t i = 0 ; i < = ( 170 / OA_BENDYRULER_BEARING_INC ) ; i + + ) {
for ( uint8_t bdir = 0 ; bdir < = 1 ; bdir + + ) {
// skip duplicate check of bearing straight towards destination
if ( ( i = = 0 ) & & ( bdir > 0 ) ) {
continue ;
}
// bearing that we are probing
const float bearing_delta = i * OA_BENDYRULER_BEARING_INC * ( bdir = = 0 ? - 1.0f : 1.0f ) ;
const float bearing_test = wrap_180 ( bearing_to_dest + bearing_delta ) ;
// ToDo: add effective groundspeed calculations using airspeed
// ToDo: add prediction of vehicle's position change as part of turn to desired heading
// test location is projected from current location at test bearing
Location test_loc = current_loc ;
test_loc . offset_bearing ( bearing_test , lookahead_step1_dist ) ;
// calculate margin from fence for this scenario
float margin = calc_avoidance_margin ( current_loc , test_loc ) ;
if ( margin > best_margin ) {
best_margin_bearing = bearing_test ;
best_margin = margin ;
}
if ( margin > _margin_max ) {
// this bearing avoids obstacles out to the lookahead_step1_dist
// now check in there is a clear path in three directions towards the destination
if ( ! have_best_bearing ) {
best_bearing = bearing_test ;
have_best_bearing = true ;
} else if ( fabsf ( wrap_180 ( ground_course_deg - bearing_test ) ) <
fabsf ( wrap_180 ( ground_course_deg - best_bearing ) ) ) {
// replace bearing with one that is closer to our current ground course
best_bearing = bearing_test ;
}
// perform second stage test in three directions looking for obstacles
const float test_bearings [ ] { 0.0f , 45.0f , - 45.0f } ;
const float bearing_to_dest2 = test_loc . get_bearing_to ( destination ) * 0.01f ;
float distance2 = constrain_float ( lookahead_step2_dist , OA_BENDYRULER_LOOKAHEAD_STEP2_MIN , test_loc . get_distance ( destination ) ) ;
for ( uint8_t j = 0 ; j < ARRAY_SIZE ( test_bearings ) ; j + + ) {
float bearing_test2 = wrap_180 ( bearing_to_dest2 + test_bearings [ j ] ) ;
Location test_loc2 = test_loc ;
test_loc2 . offset_bearing ( bearing_test2 , distance2 ) ;
// calculate minimum margin to fence and obstacles for this scenario
float margin2 = calc_avoidance_margin ( test_loc , test_loc2 ) ;
if ( margin2 > _margin_max ) {
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// if the chosen direction is directly towards the destination avoidance can be turned off
const bool active = ( i ! = 0 | | j ! = 0 ) ;
float final_bearing = bearing_test ;
float final_margin = margin ;
// check if we need ignore test_bearing and continue on previous bearing
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 ) ;
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// all good, now project in the chosen direction by the full distance
destination_new = current_loc ;
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destination_new . offset_bearing ( final_bearing , distance_to_dest ) ;
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_current_lookahead = MIN ( _lookahead , _current_lookahead * 1.1f ) ;
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AP : : logger ( ) . Write_OABendyRuler ( active , bearing_to_dest , ignore_bearing_change , final_margin , destination , destination_new ) ;
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return active ;
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}
}
}
}
}
float chosen_bearing ;
if ( have_best_bearing ) {
// none of the directions tested were OK for 2-step checks. Choose the direction
// that was best for the first step
chosen_bearing = best_bearing ;
_current_lookahead = MIN ( _lookahead , _current_lookahead * 1.05f ) ;
} else {
// none of the possible paths had a positive margin. Choose
// the one with the highest margin
chosen_bearing = best_margin_bearing ;
_current_lookahead = MAX ( _lookahead * 0.5f , _current_lookahead * 0.9f ) ;
}
// calculate new target based on best effort
destination_new = current_loc ;
destination_new . offset_bearing ( chosen_bearing , distance_to_dest ) ;
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// log results
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AP : : logger ( ) . Write_OABendyRuler ( true , chosen_bearing , false , best_margin , destination , destination_new ) ;
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return true ;
}
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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
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 .
It has the tendency to move the vehicle back and forth , if the margin obtained is even slightly better in the newer iteration .
Therefore , this method attempts to avoid changing direction of the vehicle by more than _bendy_angle degrees ,
unless the new margin is atleast _bendy_ratio times better than the margin with previously calculated bearing .
We return true if we have resisted the change and will follow the last calculated bearing .
*/
bool AP_OABendyRuler : : resist_bearing_change ( const Location & destination , const Location & current_loc , bool active , float bearing_test , float lookahead_step1_dist , float margin , Location & prev_dest , float & prev_bearing , float & final_bearing , float & final_margin ) const
{
bool resisted_change = false ;
// see if there was a change in destination, if so, do not resist changing bearing
bool dest_change = false ;
if ( ! destination . same_latlon_as ( prev_dest ) ) {
dest_change = true ;
prev_dest = destination ;
}
// 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
if ( active & & ! dest_change & & is_positive ( _bendy_ratio ) ) {
// check the change in bearing between freshly calculated and previous stored BendyRuler bearing
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 ) ;
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 ;
}
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// calculate minimum distance between a segment and any obstacle
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float AP_OABendyRuler : : calc_avoidance_margin ( const Location & start , const Location & end ) const
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{
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float margin_min = FLT_MAX ;
float latest_margin ;
if ( calc_margin_from_circular_fence ( start , end , latest_margin ) ) {
margin_min = MIN ( margin_min , latest_margin ) ;
}
if ( calc_margin_from_object_database ( start , end , latest_margin ) ) {
margin_min = MIN ( margin_min , latest_margin ) ;
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}
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if ( calc_margin_from_inclusion_and_exclusion_polygons ( start , end , latest_margin ) ) {
margin_min = MIN ( margin_min , latest_margin ) ;
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}
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if ( calc_margin_from_inclusion_and_exclusion_circles ( start , end , latest_margin ) ) {
margin_min = MIN ( margin_min , latest_margin ) ;
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}
// return smallest margin from any obstacle
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return margin_min ;
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}
// calculate minimum distance between a path and the circular fence (centered on home)
// on success returns true and updates margin
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bool AP_OABendyRuler : : calc_margin_from_circular_fence ( const Location & start , const Location & end , float & margin ) const
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{
// 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 ( ) ;
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// get circular fence radius + margin
const float fence_radius_plus_margin = fence - > get_radius ( ) - fence - > get_margin ( ) ;
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// margin is fence radius minus the longer of start or end distance
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margin = fence_radius_plus_margin - sqrtf ( MAX ( start_dist_sq , end_dist_sq ) ) ;
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return true ;
}
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// calculate minimum distance between a path and all inclusion and exclusion polygons
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// on success returns true and updates margin
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bool AP_OABendyRuler : : calc_margin_from_inclusion_and_exclusion_polygons ( const Location & start , const Location & end , float & margin ) const
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{
const AC_Fence * fence = AC_Fence : : get_singleton ( ) ;
if ( fence = = nullptr ) {
return false ;
}
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// exclusion polygons enabled along with polygon fences
if ( ( fence - > get_enabled_fences ( ) & AC_FENCE_TYPE_POLYGON ) = = 0 ) {
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return false ;
}
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// 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 ) ) {
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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 ;
}
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// 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 ) ;
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// 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 ) ;
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// 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 ;
}
// calculate minimum distance between a path and all inclusion and exclusion circles
// on success returns true and updates margin
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bool AP_OABendyRuler : : calc_margin_from_inclusion_and_exclusion_circles ( const Location & start , const Location & end , float & margin ) const
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{
// 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 ;
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}
// calculate minimum distance between a path and proximity sensor obstacles
// on success returns true and updates margin
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bool AP_OABendyRuler : : calc_margin_from_object_database ( const Location & start , const Location & end , float & margin ) const
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{
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// exit immediately if db is empty
AP_OADatabase * oaDb = AP : : oadatabase ( ) ;
if ( oaDb = = nullptr | | ! oaDb - > healthy ( ) ) {
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return false ;
}
// convert start and end to offsets (in cm) from EKF origin
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Vector3f start_NEU , end_NEU ;
if ( ! start . get_vector_from_origin_NEU ( start_NEU ) | | ! end . get_vector_from_origin_NEU ( end_NEU ) ) {
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return false ;
}
// check each obstacle's distance from segment
float smallest_margin = FLT_MAX ;
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for ( uint16_t i = 0 ; i < oaDb - > database_count ( ) ; i + + ) {
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const AP_OADatabase : : OA_DbItem & item = oaDb - > get_item ( i ) ;
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const Vector3f point_cm = item . pos * 100.0f ;
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// margin is distance between line segment and obstacle minus obstacle's radius
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const float m = Vector3f : : closest_distance_between_line_and_point ( start_NEU , end_NEU , point_cm ) * 0.01f - item . radius ;
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if ( m < smallest_margin ) {
smallest_margin = m ;
}
}
// return smallest margin
if ( smallest_margin < FLT_MAX ) {
margin = smallest_margin ;
return true ;
}
return false ;
}