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914 lines
36 KiB
914 lines
36 KiB
/* |
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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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|
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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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|
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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 "AC_Avoid.h" |
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#include <AP_AHRS/AP_AHRS.h> // AHRS library |
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#include <AC_Fence/AC_Fence.h> // Failsafe fence library |
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#include <AP_Proximity/AP_Proximity.h> |
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#include <AP_Beacon/AP_Beacon.h> |
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#include <stdio.h> |
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#if APM_BUILD_TYPE(APM_BUILD_Rover) |
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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 avoidance input sources |
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// @Values: 0:None,1:UseFence,2:UseProximitySensor,3:UseFence and UseProximitySensor,4:UseBeaconFence,7:All |
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// @Bitmask: 0:UseFence,1:UseProximitySensor,2:UseBeaconFence |
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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() |
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{ |
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_singleton = this; |
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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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const 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_inclusion_and_exclusion_polygons(kP, accel_cmss_limited, desired_vel_cms, dt); |
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adjust_velocity_inclusion_circles(kP, accel_cmss_limited, desired_vel_cms, dt); |
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adjust_velocity_exclusion_circles(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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const 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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const AP_AHRS &_ahrs = AP::ahrs(); |
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// calculate distance below fence |
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AC_Fence *fence = AP::fence(); |
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if ((_enabled & AC_AVOID_STOP_AT_FENCE) > 0 && fence && (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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AP_Proximity *proximity = AP::proximity(); |
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if (proximity && 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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_last_limit_time = AP_HAL::millis(); |
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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) |
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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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_last_limit_time = AP_HAL::millis(); |
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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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AC_Fence *fence = AP::fence(); |
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if (fence == nullptr) { |
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return; |
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} |
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AC_Fence &_fence = *fence; |
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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 desired speed |
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const float desired_speed = desired_vel_cms.length(); |
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if (is_zero(desired_speed)) { |
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// no avoidance necessary when desired speed is zero |
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return; |
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} |
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const AP_AHRS &_ahrs = AP::ahrs(); |
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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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// 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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// get vehicle distance from home |
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const float dist_from_home = position_xy.length(); |
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if (dist_from_home > fence_radius) { |
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// outside of circular fence, no velocity adjustments |
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return; |
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} |
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// vehicle is inside the circular fence |
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if ((AC_Avoid::BehaviourType)_behavior.get() == BEHAVIOR_SLIDE) { |
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// implement sliding behaviour |
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const Vector2f stopping_point = position_xy + desired_vel_cms*(get_stopping_distance(kP, accel_cmss, desired_speed)/desired_speed); |
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const float stopping_point_dist_from_home = stopping_point.length(); |
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if (stopping_point_dist_from_home <= fence_radius - margin_cm) { |
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// stopping before before fence so no need to adjust |
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return; |
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} |
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// unsafe desired velocity - will not be able to stop before reaching margin from fence |
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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_offset = stopping_point * ((fence_radius - margin_cm) / stopping_point_dist_from_home); |
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const Vector2f target_direction = target_offset - position_xy; |
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const float distance_to_target = target_direction.length(); |
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if (is_positive(distance_to_target)) { |
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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(desired_speed,max_speed) / distance_to_target); |
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_last_limit_time = AP_HAL::millis(); |
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} |
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} else { |
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// implement stopping behaviour |
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// calculate stopping point plus a margin so we look forward far enough to intersect with circular fence |
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const Vector2f stopping_point_plus_margin = position_xy + desired_vel_cms*((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, desired_speed))/desired_speed); |
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const float stopping_point_plus_margin_dist_from_home = stopping_point_plus_margin.length(); |
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if (dist_from_home >= fence_radius - margin_cm) { |
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// vehicle has already breached margin around fence |
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// if stopping point is even further from home (i.e. in wrong direction) then adjust speed to zero |
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// otherwise user is backing away from fence so do not apply limits |
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if (stopping_point_plus_margin_dist_from_home >= dist_from_home) { |
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desired_vel_cms.zero(); |
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_last_limit_time = AP_HAL::millis(); |
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} |
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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_plus_margin, Vector2f(0.0f,0.0f), fence_radius - margin_cm, 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 < desired_speed) { |
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desired_vel_cms *= MAX(max_speed, 0.0f) / desired_speed; |
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_last_limit_time = AP_HAL::millis(); |
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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 exclusion polygons |
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*/ |
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void AC_Avoid::adjust_velocity_inclusion_and_exclusion_polygons(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
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{ |
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const AC_Fence *fence = AP::fence(); |
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if (fence == nullptr) { |
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return; |
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} |
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// exit if polygon fences are 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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// iterate through inclusion polygons |
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const uint8_t num_inclusion_polygons = fence->polyfence().get_inclusion_polygon_count(); |
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for (uint8_t i = 0; i < num_inclusion_polygons; i++) { |
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uint16_t num_points; |
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const Vector2f* boundary = fence->polyfence().get_inclusion_polygon(i, num_points); |
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if (num_points < 3) { |
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// ignore exclusion polygons with less than 3 points |
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continue; |
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} |
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// adjust velocity |
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, true, fence->get_margin(), dt, true); |
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} |
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// iterate through exclusion polygons |
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const uint8_t num_exclusion_polygons = fence->polyfence().get_exclusion_polygon_count(); |
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for (uint8_t i = 0; i < num_exclusion_polygons; i++) { |
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uint16_t num_points; |
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const Vector2f* boundary = fence->polyfence().get_exclusion_polygon(i, num_points); |
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if (num_points < 3) { |
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// ignore exclusion polygons with less than 3 points |
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continue; |
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} |
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// adjust velocity |
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, true, fence->get_margin(), dt, false); |
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} |
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} |
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/* |
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* Adjusts the desired velocity for the inclusion circles |
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*/ |
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void AC_Avoid::adjust_velocity_inclusion_circles(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
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{ |
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const AC_Fence *fence = AP::fence(); |
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if (fence == nullptr) { |
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return; |
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} |
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// return immediately if no inclusion circles |
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const uint8_t num_circles = fence->polyfence().get_inclusion_circle_count(); |
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if (num_circles == 0) { |
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return; |
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} |
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// exit if polygon fences are 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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// get desired speed |
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const float desired_speed = desired_vel_cms.length(); |
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if (is_zero(desired_speed)) { |
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// no avoidance necessary when desired speed is zero |
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return; |
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} |
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// get vehicle position |
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Vector2f position_NE; |
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if (!AP::ahrs().get_relative_position_NE_origin(position_NE)) { |
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// do not limit velocity if we don't have a position estimate |
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return; |
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} |
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position_NE = position_NE * 100.0f; // m to cm |
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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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|
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// get stopping distance as an offset from the vehicle |
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Vector2f stopping_offset; |
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switch ((AC_Avoid::BehaviourType)_behavior.get()) { |
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case BEHAVIOR_SLIDE: |
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stopping_offset = desired_vel_cms*(get_stopping_distance(kP, accel_cmss, desired_speed)/desired_speed); |
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break; |
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case BEHAVIOR_STOP: |
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// calculate stopping point plus a margin so we look forward far enough to intersect with circular fence |
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stopping_offset = desired_vel_cms*((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, desired_speed))/desired_speed); |
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break; |
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} |
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// iterate through inclusion circles |
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for (uint8_t i = 0; i < num_circles; i++) { |
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Vector2f center_pos_cm; |
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float radius; |
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if (fence->polyfence().get_inclusion_circle(i, center_pos_cm, radius)) { |
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// get position relative to circle's center |
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const Vector2f position_NE_rel = (position_NE - center_pos_cm); |
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|
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// if we are outside this circle do not limit velocity for this circle |
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const float dist_sq_cm = position_NE_rel.length_squared(); |
|
const float radius_cm = (radius * 100.0f); |
|
if (dist_sq_cm > sq(radius_cm)) { |
|
continue; |
|
} |
|
|
|
switch ((AC_Avoid::BehaviourType)_behavior.get()) { |
|
case BEHAVIOR_SLIDE: { |
|
// implement sliding behaviour |
|
const Vector2f stopping_point = position_NE_rel + stopping_offset; |
|
const float stopping_point_dist = stopping_point.length(); |
|
if (is_zero(stopping_point_dist) || (stopping_point_dist <= (radius_cm - margin_cm))) { |
|
// stopping before before fence so no need to adjust for this circle |
|
continue; |
|
} |
|
// unsafe desired velocity - will not be able to stop before reaching margin from fence |
|
// project stopping point radially onto fence boundary |
|
// adjusted velocity will point towards this projected point at a safe speed |
|
const Vector2f target_offset = stopping_point * ((radius_cm - margin_cm) / stopping_point_dist); |
|
const Vector2f target_direction = target_offset - position_NE_rel; |
|
const float distance_to_target = target_direction.length(); |
|
if (is_positive(distance_to_target)) { |
|
const float max_speed = get_max_speed(kP, accel_cmss, distance_to_target, dt); |
|
desired_vel_cms = target_direction * (MIN(desired_speed,max_speed) / distance_to_target); |
|
} |
|
} |
|
break; |
|
case BEHAVIOR_STOP: { |
|
// implement stopping behaviour |
|
const Vector2f stopping_point_plus_margin = position_NE_rel + stopping_offset; |
|
const float dist_cm = safe_sqrt(dist_sq_cm); |
|
if (dist_cm >= radius_cm - margin_cm) { |
|
// vehicle has already breached margin around fence |
|
// if stopping point is even further from center (i.e. in wrong direction) then adjust speed to zero |
|
// otherwise user is backing away from fence so do not apply limits |
|
if (stopping_point_plus_margin.length() >= dist_cm) { |
|
desired_vel_cms.zero(); |
|
return; |
|
} |
|
} else { |
|
// shorten vector without adjusting its direction |
|
Vector2f intersection; |
|
if (Vector2f::circle_segment_intersection(position_NE_rel, stopping_point_plus_margin, Vector2f(0.0f,0.0f), radius_cm - margin_cm, intersection)) { |
|
const float distance_to_target = MAX((intersection - position_NE_rel).length() - margin_cm, 0.0f); |
|
const float max_speed = get_max_speed(kP, accel_cmss, distance_to_target, dt); |
|
if (max_speed < desired_speed) { |
|
desired_vel_cms *= MAX(max_speed, 0.0f) / desired_speed; |
|
} |
|
} |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
* Adjusts the desired velocity for the exclusion circles |
|
*/ |
|
void AC_Avoid::adjust_velocity_exclusion_circles(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
|
{ |
|
const AC_Fence *fence = AP::fence(); |
|
if (fence == nullptr) { |
|
return; |
|
} |
|
|
|
// return immediately if no inclusion circles |
|
const uint8_t num_circles = fence->polyfence().get_exclusion_circle_count(); |
|
if (num_circles == 0) { |
|
return; |
|
} |
|
|
|
// exit if polygon fences are not enabled |
|
if ((fence->get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) { |
|
return; |
|
} |
|
|
|
// get desired speed |
|
const float desired_speed = desired_vel_cms.length(); |
|
if (is_zero(desired_speed)) { |
|
// no avoidance necessary when desired speed is zero |
|
return; |
|
} |
|
|
|
// get vehicle position |
|
Vector2f position_NE; |
|
if (!AP::ahrs().get_relative_position_NE_origin(position_NE)) { |
|
// do not limit velocity if we don't have a position estimate |
|
return; |
|
} |
|
position_NE = position_NE * 100.0f; // m to cm |
|
|
|
// get the margin to the fence in cm |
|
const float margin_cm = fence->get_margin() * 100.0f; |
|
|
|
// calculate stopping distance as an offset from the vehicle (only used for BEHAVIOR_STOP) |
|
// add a margin so we look forward far enough to intersect with circular fence |
|
Vector2f stopping_offset; |
|
if ((AC_Avoid::BehaviourType)_behavior.get() == BEHAVIOR_STOP) { |
|
stopping_offset = desired_vel_cms*((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, desired_speed))/desired_speed); |
|
} |
|
|
|
// iterate through exclusion circles |
|
for (uint8_t i = 0; i < num_circles; i++) { |
|
Vector2f center_pos_cm; |
|
float radius; |
|
if (fence->polyfence().get_exclusion_circle(i, center_pos_cm, radius)) { |
|
// get position relative to circle's center |
|
const Vector2f position_NE_rel = (position_NE - center_pos_cm); |
|
|
|
// if we are inside this circle do not limit velocity for this circle |
|
const float dist_sq_cm = position_NE_rel.length_squared(); |
|
const float radius_cm = (radius * 100.0f); |
|
if (dist_sq_cm < sq(radius_cm)) { |
|
continue; |
|
} |
|
|
|
switch ((AC_Avoid::BehaviourType)_behavior.get()) { |
|
case BEHAVIOR_SLIDE: { |
|
// vector from current position to circle's center |
|
Vector2f limit_direction = center_pos_cm - position_NE; |
|
if (limit_direction.is_zero()) { |
|
// vehicle is exactly on circle center so do not limit velocity |
|
continue; |
|
} |
|
// calculate distance to edge of circle |
|
const float limit_distance_cm = limit_direction.length() - radius_cm; |
|
if (!is_positive(limit_distance_cm)) { |
|
// vehicle is within circle so do not limit velocity |
|
continue; |
|
} |
|
// vehicle is outside the circle, adjust velocity to stay outside |
|
limit_direction.normalize(); |
|
limit_velocity(kP, accel_cmss, desired_vel_cms, limit_direction, MAX(limit_distance_cm - margin_cm, 0.0f), dt); |
|
} |
|
break; |
|
case BEHAVIOR_STOP: { |
|
// implement stopping behaviour |
|
const Vector2f stopping_point_plus_margin = position_NE_rel + stopping_offset; |
|
const float dist_cm = safe_sqrt(dist_sq_cm); |
|
if (dist_cm < radius_cm + margin_cm) { |
|
// vehicle has already breached margin around fence |
|
// if stopping point is closer to center (i.e. in wrong direction) then adjust speed to zero |
|
// otherwise user is backing away from fence so do not apply limits |
|
if (stopping_point_plus_margin.length() <= dist_cm) { |
|
desired_vel_cms.zero(); |
|
return; |
|
} |
|
} else { |
|
// shorten vector without adjusting its direction |
|
Vector2f intersection; |
|
if (Vector2f::circle_segment_intersection(position_NE_rel, stopping_point_plus_margin, Vector2f(0.0f,0.0f), radius_cm + margin_cm, intersection)) { |
|
const float distance_to_target = MAX((intersection - position_NE_rel).length() - margin_cm, 0.0f); |
|
const float max_speed = get_max_speed(kP, accel_cmss, distance_to_target, dt); |
|
if (max_speed < desired_speed) { |
|
desired_vel_cms *= MAX(max_speed, 0.0f) / desired_speed; |
|
} |
|
} |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
* Adjusts the desired velocity for the beacon fence. |
|
*/ |
|
void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
|
{ |
|
AP_Beacon *_beacon = AP::beacon(); |
|
|
|
// exit if the beacon is not present |
|
if (_beacon == nullptr) { |
|
return; |
|
} |
|
|
|
// get boundary from beacons |
|
uint16_t num_points = 0; |
|
const Vector2f* boundary = _beacon->get_boundary_points(num_points); |
|
if ((boundary == nullptr) || (num_points == 0)) { |
|
return; |
|
} |
|
|
|
// adjust velocity using beacon |
|
float margin = 0; |
|
if (AP::fence()) { |
|
margin = AP::fence()->get_margin(); |
|
} |
|
adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, true, margin, dt, true); |
|
} |
|
|
|
/* |
|
* Adjusts the desired velocity based on output from the proximity sensor |
|
*/ |
|
void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
|
{ |
|
// exit immediately if proximity sensor is not present |
|
AP_Proximity *proximity = AP::proximity(); |
|
if (!proximity) { |
|
return; |
|
} |
|
|
|
AP_Proximity &_proximity = *proximity; |
|
|
|
if (_proximity.get_status() != AP_Proximity::Status::Good) { |
|
return; |
|
} |
|
|
|
// get boundary from proximity sensor |
|
uint16_t num_points = 0; |
|
const Vector2f *boundary = _proximity.get_boundary_points(num_points); |
|
adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, false, _margin, dt, true); |
|
} |
|
|
|
/* |
|
* Adjusts the desired velocity for the polygon fence. |
|
*/ |
|
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, bool stay_inside) |
|
{ |
|
// exit if there are no points |
|
if (boundary == nullptr || num_points == 0) { |
|
return; |
|
} |
|
|
|
// exit immediately if no desired velocity |
|
if (desired_vel_cms.is_zero()) { |
|
return; |
|
} |
|
|
|
const AP_AHRS &_ahrs = AP::ahrs(); |
|
|
|
// do not adjust velocity if vehicle is outside the polygon fence |
|
Vector2f position_xy; |
|
if (earth_frame) { |
|
if (!_ahrs.get_relative_position_NE_origin(position_xy)) { |
|
// boundary is in earth frame but we have no idea |
|
// where we are |
|
return; |
|
} |
|
position_xy = position_xy * 100.0f; // m to cm |
|
} |
|
|
|
// return if we have already breached polygon |
|
const bool inside_polygon = !Polygon_outside(position_xy, boundary, num_points); |
|
if (inside_polygon != stay_inside) { |
|
return; |
|
} |
|
|
|
// Safe_vel will be adjusted to remain within fence. |
|
// We need a separate vector in case adjustment fails, |
|
// e.g. if we are exactly on the boundary. |
|
Vector2f safe_vel(desired_vel_cms); |
|
|
|
// if boundary points are in body-frame, rotate velocity vector from earth frame to body-frame |
|
if (!earth_frame) { |
|
safe_vel.x = desired_vel_cms.y * _ahrs.sin_yaw() + desired_vel_cms.x * _ahrs.cos_yaw(); // right |
|
safe_vel.y = desired_vel_cms.y * _ahrs.cos_yaw() - desired_vel_cms.x * _ahrs.sin_yaw(); // forward |
|
} |
|
|
|
// calc margin in cm |
|
const float margin_cm = MAX(margin * 100.0f, 0.0f); |
|
|
|
// for stopping |
|
const float speed = safe_vel.length(); |
|
const Vector2f stopping_point_plus_margin = position_xy + safe_vel*((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, speed))/speed); |
|
|
|
for (uint16_t i=0; i<num_points; i++) { |
|
uint16_t j = i+1; |
|
if (j >= num_points) { |
|
j = 0; |
|
} |
|
// end points of current edge |
|
Vector2f start = boundary[j]; |
|
Vector2f end = boundary[i]; |
|
if ((AC_Avoid::BehaviourType)_behavior.get() == BEHAVIOR_SLIDE) { |
|
// vector from current position to closest point on current edge |
|
Vector2f limit_direction = Vector2f::closest_point(position_xy, start, end) - position_xy; |
|
// distance to closest point |
|
const float limit_distance_cm = limit_direction.length(); |
|
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_plus_margin, 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) |
|
{ |
|
AP_Proximity *proximity = AP::proximity(); |
|
if (proximity == nullptr) { |
|
return; |
|
} |
|
AP_Proximity &_proximity = *proximity; |
|
|
|
// exit immediately if proximity sensor is not present |
|
if (_proximity.get_status() != AP_Proximity::Status::Good) { |
|
return; |
|
} |
|
|
|
const 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); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
// singleton instance |
|
AC_Avoid *AC_Avoid::_singleton; |
|
|
|
namespace AP { |
|
|
|
AC_Avoid *ac_avoid() |
|
{ |
|
return AC_Avoid::get_singleton(); |
|
} |
|
|
|
}
|
|
|