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#include "AP_Proximity_Backend.h" |
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#include "AP_Proximity_Boundary_3D.h" |
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/*
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Constructor.
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This incorporates initialisation as well. |
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*/ |
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AP_Proximity_Boundary_3D::AP_Proximity_Boundary_3D()
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{ |
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// initialise sector edge vector used for building the boundary fence
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init_boundary(); |
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} |
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// initialise the boundary and sector_edge_vector array used for object avoidance
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// should be called if the sector_middle_deg or _sector_width_deg arrays are changed
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void AP_Proximity_Boundary_3D::init_boundary() |
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{ |
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for (uint8_t stack = 0; stack < PROXIMITY_NUM_LAYERS; stack ++) { |
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) { |
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float angle_rad = ((float)_sector_middle_deg[sector]+(PROXIMITY_SECTOR_WIDTH_DEG/2.0f)); |
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float pitch = ((float)_pitch_middle_deg[stack]); |
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_sector_edge_vector[sector][stack].offset_bearing(angle_rad, pitch, 100.0f); |
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_boundary_points[sector][stack] = _sector_edge_vector[sector][stack] * PROXIMITY_BOUNDARY_DIST_DEFAULT; |
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} |
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} |
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} |
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// returns Boundary_Location object consisting of appropriate stack and sector corresponding to the yaw and pitch.
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// Pitch defaults to zero if only yaw is passed to this method
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// Yaw is the horizontal body-frame angle the detected object makes with the vehicle
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// Pitch is the vertical body-frame angle the detected object makes with the vehicle
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boundary_location AP_Proximity_Boundary_3D::get_sector(float yaw, float pitch)
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{
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const uint8_t sector = wrap_360(yaw + (PROXIMITY_SECTOR_WIDTH_DEG * 0.5f)) / 45.0f; |
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const float pitch_degrees = constrain_float(pitch, -75.0f, 74.9f); |
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const uint8_t stack = (pitch_degrees + 75.0f)/PROXIMITY_PITCH_WIDTH_DEG; |
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return boundary_location{sector, stack}; |
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} |
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// Set the actual body-frame angle(yaw), pitch, and distance of the detected object.
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// This method will also mark the sector and stack to be "valid", so this distance can be used for Obstacle Avoidance
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void AP_Proximity_Boundary_3D::set_attributes(const Boundary_Location& bnd_loc, float angle, float pitch, float distance) |
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{
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const uint8_t sector = bnd_loc.sector; |
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const uint8_t stack = bnd_loc.stack; |
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_angle[sector][stack] = angle; |
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_pitch[sector][stack] = pitch; |
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_distance[sector][stack] = distance;
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_distance_valid[sector][stack] = true; |
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} |
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// update boundary points used for object avoidance based on a single sector and pitch distance changing
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// the boundary points lie on the line between sectors meaning two boundary points may be updated based on a single sector's distance changing
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// the boundary point is set to the shortest distance found in the two adjacent sectors, this is a conservative boundary around the vehicle
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void AP_Proximity_Boundary_3D::update_boundary(const Boundary_Location& bnd_loc)
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{ |
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const uint8_t sector = bnd_loc.sector; |
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const uint8_t layer = bnd_loc.stack; |
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// sanity check
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if (sector >= PROXIMITY_NUM_SECTORS) { |
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return; |
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} |
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// find adjacent sector (clockwise)
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uint8_t next_sector = sector + 1; |
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if (next_sector >= PROXIMITY_NUM_SECTORS) { |
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next_sector = 0; |
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} |
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// boundary point lies on the line between the two sectors at the shorter distance found in the two sectors
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float shortest_distance = PROXIMITY_BOUNDARY_DIST_DEFAULT; |
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if (_distance_valid[sector][layer] && _distance_valid[next_sector][layer]) { |
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shortest_distance = MIN(_distance[sector][layer], _distance[next_sector][layer]); |
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} else if (_distance_valid[sector][layer]) { |
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shortest_distance = _distance[sector][layer]; |
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} else if (_distance_valid[next_sector][layer]) { |
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shortest_distance = _distance[next_sector][layer]; |
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} |
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if (shortest_distance < PROXIMITY_BOUNDARY_DIST_MIN) { |
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shortest_distance = PROXIMITY_BOUNDARY_DIST_MIN; |
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} |
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_boundary_points[sector][layer] = _sector_edge_vector[sector][layer] * shortest_distance; |
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// if the next sector (clockwise) has an invalid distance, set boundary to create a cup like boundary
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if (!_distance_valid[next_sector][layer]) { |
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_boundary_points[next_sector][layer] = _sector_edge_vector[next_sector][layer] * shortest_distance; |
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} |
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// repeat for edge between sector and previous sector
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uint8_t prev_sector = (sector == 0) ? PROXIMITY_NUM_SECTORS-1 : sector-1; |
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shortest_distance = PROXIMITY_BOUNDARY_DIST_DEFAULT; |
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if (_distance_valid[prev_sector][layer] && _distance_valid[sector][layer]) { |
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shortest_distance = MIN(_distance[prev_sector][layer], _distance[sector][layer]); |
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} else if (_distance_valid[prev_sector][layer]) { |
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shortest_distance = _distance[prev_sector][layer]; |
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} else if (_distance_valid[sector][layer]) { |
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shortest_distance = _distance[sector][layer]; |
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} |
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_boundary_points[prev_sector][layer] = _sector_edge_vector[prev_sector][layer] * shortest_distance; |
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// if the sector counter-clockwise from the previous sector has an invalid distance, set boundary to create a cup like boundary
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uint8_t prev_sector_ccw = (prev_sector == 0) ? PROXIMITY_NUM_SECTORS - 1 : prev_sector - 1; |
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if (!_distance_valid[prev_sector_ccw][layer]) { |
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_boundary_points[prev_sector_ccw][layer] = _sector_edge_vector[prev_sector_ccw][layer] * shortest_distance; |
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} |
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} |
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// Reset this location, specified by Boundary_Location object, back to default
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// i.e Distance is marked as not-valid, and set to a large number.
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void AP_Proximity_Boundary_3D::reset_sector(const Boundary_Location& bnd_loc) |
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{ |
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_distance[bnd_loc.sector][bnd_loc.stack] = DISTANCE_MAX; |
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_distance_valid[bnd_loc.sector][bnd_loc.stack] = false; |
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} |
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// Reset all horizontal sectors
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// i.e Distance is marked as not-valid, and set to a large number for all horizontal sectors.
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void AP_Proximity_Boundary_3D::reset_all_horizontal_sectors() |
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{ |
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for (uint8_t i=0; i < PROXIMITY_NUM_SECTORS; i++) { |
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const Boundary_Location bnd_loc{i}; |
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reset_sector(bnd_loc); |
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} |
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} |
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// Reset all stacks and sectors
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// i.e Distance is marked as not-valid, and set to a large number for all stacks and sectors.
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void AP_Proximity_Boundary_3D::reset_all_sectors_and_stacks() |
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{ |
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for (uint8_t j=0; j < PROXIMITY_NUM_LAYERS; j++) { |
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for (uint8_t i=0; i < PROXIMITY_NUM_SECTORS; i++) { |
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const Boundary_Location bnd_loc{i, j}; |
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reset_sector(bnd_loc); |
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} |
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} |
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} |
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// get the total number of obstacles
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// this method iterates through the entire 3-D boundary and checks which layer has atleast one valid distance
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uint8_t AP_Proximity_Boundary_3D::get_obstacle_count() |
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{ |
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uint8_t obstacle_count = 0; |
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// reset entire array to false
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memset(_active_layer, 0, sizeof(_active_layer)); |
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// check if this layer has atleast one valid sector
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for (uint8_t j=0; j<PROXIMITY_NUM_LAYERS; j++) { |
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for (uint8_t i=0; i<PROXIMITY_NUM_SECTORS; i++ ) { |
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if (_distance_valid[i][j]) { |
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_active_layer[j] = true; |
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obstacle_count += PROXIMITY_NUM_SECTORS; |
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break; |
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} |
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} |
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} |
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return obstacle_count; |
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} |
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// Converts obstacle_num passed from avoidance library into appropriate stack and sector
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// This is packed into a Boundary Location object and returned
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boundary_location AP_Proximity_Boundary_3D::convert_obstacle_num_to_boundary_loc(uint8_t obstacle_num) const |
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{ |
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const uint8_t active_layer = obstacle_num / PROXIMITY_NUM_SECTORS; |
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uint8_t layer_count = 0; |
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uint8_t stack = 0; |
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for (uint8_t i=0; i < PROXIMITY_NUM_LAYERS; i++) { |
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if (_active_layer[i]) { |
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layer_count++; |
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} |
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if (layer_count == (active_layer + 1)) { |
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stack = i; |
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break; |
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} |
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} |
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const uint8_t sector = obstacle_num % PROXIMITY_NUM_SECTORS; |
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return boundary_location{sector, stack}; |
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} |
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// WARNING: This requires get_obstacle_count() to be called before calling this method
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// Appropriate stack and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given stack
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// Then returns the closest point on this line from vehicle, in body-frame.
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// Used by GPS based Simple Avoidance
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void AP_Proximity_Boundary_3D::get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_obstacle) const |
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{
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const boundary_location bnd_loc = convert_obstacle_num_to_boundary_loc(obstacle_num); |
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const uint8_t sector_end = bnd_loc.sector; |
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uint8_t sector_start = bnd_loc.sector + 1; |
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if (sector_start >= PROXIMITY_NUM_SECTORS) { |
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sector_start = 0; |
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} |
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const Vector3f start = _boundary_points[sector_start][bnd_loc.stack]; |
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const Vector3f end = _boundary_points[sector_end][bnd_loc.stack]; |
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vec_to_obstacle = Vector3f::closest_point_between_line_and_point(start, end, Vector3f{0.0f, 0.0f, 0.0f}); |
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} |
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// WARNING: This requires get_obstacle_count() to be called before calling this method
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// Appropriate stack and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given stack
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// Then returns the closest point on this line from the segment that was passed, in body-frame.
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// Used by GPS based Simple Avoidance - for "brake mode"
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float AP_Proximity_Boundary_3D::distance_to_obstacle(uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const |
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{
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const boundary_location bnd_loc = convert_obstacle_num_to_boundary_loc(obstacle_num); |
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const uint8_t sector_end = bnd_loc.sector; |
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uint8_t sector_start = bnd_loc.sector + 1; |
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if (sector_start >= PROXIMITY_NUM_SECTORS) { |
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sector_start = 0; |
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} |
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const Vector3f start = _boundary_points[sector_start][bnd_loc.stack]; |
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const Vector3f end = _boundary_points[sector_end][bnd_loc.stack]; |
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return Vector3f::segment_to_segment_dist(seg_start, seg_end, start, end, closest_point); |
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} |
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// get distance and angle to closest object (used for pre-arm check)
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// returns true on success, false if no valid readings
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bool AP_Proximity_Boundary_3D::get_closest_object(float& angle_deg, float &distance) const |
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{ |
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bool sector_found = false; |
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uint8_t sector = 0; |
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uint8_t stack = 0; |
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// check boundary for shortest distance
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// only check for middle layers and higher
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// lower layers might contain ground, which will give false pre-arm failure
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for (uint8_t j=PROXIMITY_MIDDLE_LAYER; j<PROXIMITY_NUM_LAYERS; j++) { |
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for (uint8_t i=0; i<PROXIMITY_NUM_SECTORS; i++) { |
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if (_distance_valid[i][j]) { |
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if (!sector_found || (_distance[i][j] < _distance[sector][stack])) { |
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sector = i; |
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stack = j; |
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sector_found = true; |
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} |
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} |
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} |
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} |
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if (sector_found) { |
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angle_deg = _angle[sector][stack]; |
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distance = _distance[sector][stack]; |
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} |
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return sector_found; |
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} |
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// get number of objects, used for non-GPS avoidance
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uint8_t AP_Proximity_Boundary_3D::get_horizontal_object_count() const |
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{ |
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return PROXIMITY_NUM_SECTORS; |
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} |
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// get an object's angle and distance, used for non-GPS avoidance
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// returns false if no angle or distance could be returned for some reason
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bool AP_Proximity_Boundary_3D::get_horizontal_object_angle_and_distance(uint8_t object_number, float& angle_deg, float &distance) const |
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{ |
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if (object_number < PROXIMITY_NUM_SECTORS && _distance_valid[object_number][PROXIMITY_MIDDLE_LAYER]) { |
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angle_deg = _angle[object_number][PROXIMITY_MIDDLE_LAYER]; |
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distance = _distance[object_number][PROXIMITY_MIDDLE_LAYER]; |
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return true; |
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} |
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return false; |
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} |
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/*
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/ |
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#pragma once |
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#define PROXIMITY_NUM_SECTORS 8 // number of sectors
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#define PROXIMITY_NUM_LAYERS 5 // num of stacks in a sector
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#define PROXIMITY_MIDDLE_LAYER 2 // middle stack
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#define PROXIMITY_PITCH_WIDTH_DEG 30 // width between each stack in degrees
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#define PROXIMITY_SECTOR_WIDTH_DEG 45.0f // width of sectors in degrees
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#define PROXIMITY_BOUNDARY_DIST_MIN 0.6f // minimum distance for a boundary point. This ensures the object avoidance code doesn't think we are outside the boundary.
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#define PROXIMITY_BOUNDARY_DIST_DEFAULT 100 // if we have no data for a sector, boundary is placed 100m out
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#define DISTANCE_MAX 999999.0f // arbritary "large" distance
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class AP_Proximity_Boundary_3D
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{
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public: |
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// constructor. This incorporates initialisation as well.
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AP_Proximity_Boundary_3D(); |
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// This class is used to store the stack and sector as a single packet to access and modify the 3-D boundary
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class Boundary_Location |
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{
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public: |
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// constructor when both stack and sector are passed
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Boundary_Location(uint8_t Sector, uint8_t Stack) { sector = Sector; stack = Stack; } |
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// constructor defaults to "middle(horizontal) layer" if only sector is passed
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Boundary_Location(uint8_t Sector) { sector = Sector; stack = PROXIMITY_MIDDLE_LAYER; } |
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uint8_t stack; // vertical "steps" on the 3D Boundary
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uint8_t sector; // horizontal "steps" on the 3D Boundary
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};
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// returns Boundary_Location object consisting of appropriate stack and sector
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// corresponding to the yaw and pitch.
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// Pitch defaults to zero if only yaw is passed to this method
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// Yaw is the horizontal body-frame angle the detected object makes with the vehicle
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// Pitch is the vertical body-frame angle the detected object makes with the vehicle
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Boundary_Location get_sector(float yaw, float pitch = 0.0f); |
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// Set the actual body-frame angle(yaw), pitch, and distance of the detected object.
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// This method will also mark the sector and stack to be "valid"
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// This distance can then be used for Obstacle Avoidance
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void set_attributes(const Boundary_Location& bnd_loc, float angle, float pitch, float distance); |
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// Set the actual body-frame angle(yaw), pitch, and distance of the detected object.
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// This method will also mark the sector and stack to be "valid",
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// This distance can then be used for Obstacle Avoidance
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// Assume detected obstacle is horizontal (zero pitch), if no pitch is passed
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void set_attributes(const Boundary_Location& bnd_loc, float angle, float distance) { set_attributes(bnd_loc, angle, 0.0f, distance); } |
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// update boundary points used for object avoidance based on a single sector and pitch distance changing
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// the boundary points lie on the line between sectors meaning two boundary points may be updated based on a single sector's distance changing
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// the boundary point is set to the shortest distance found in the two adjacent sectors, this is a conservative boundary around the vehicle
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void update_boundary(const Boundary_Location& bnd_loc); |
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// Reset this location, specified by Boundary_Location object, back to default
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// i.e Distance is marked as not-valid, and set to a large number.
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void reset_sector(const Boundary_Location& bnd_loc); |
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// Reset all horizontal sectors
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void reset_all_horizontal_sectors(); |
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// Reset all stacks and sectors
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void reset_all_sectors_and_stacks(); |
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// Get values given the stack and sector as a Boundary_Location object
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float get_angle(const Boundary_Location& bnd_loc) const { return _angle[bnd_loc.sector][bnd_loc.stack]; } |
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float get_pitch(const Boundary_Location& bnd_loc) const { return _pitch[bnd_loc.sector][bnd_loc.stack]; } |
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float get_distance(const Boundary_Location& bnd_loc) const { return _distance[bnd_loc.sector][bnd_loc.stack]; } |
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bool check_distance_valid(const Boundary_Location& bnd_loc) const { return _distance_valid[bnd_loc.sector][bnd_loc.stack]; } |
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// Get the total number of obstacles
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// This method iterates through the entire 3-D boundary and checks which layer has atleast one valid distance
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uint8_t get_obstacle_count(); |
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// WARNING: This requires get_obstacle_count() to be called before calling this method
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// Appropriate stack and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given stack
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// Then returns the closest point on this line from vehicle, in body-frame.
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void get_obstacle(uint8_t obstacle_num, Vector3f& vec_to_boundary) const; |
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// WARNING: This requires get_obstacle_count() to be called before calling this method
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// Appropriate stack and sector are found from the passed obstacle_num
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// This function then draws a line between this sector, and sector + 1 at the given stack
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// Then returns the closest point on this line from the segment that was passed, in body-frame.
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// Used by GPS based Simple Avoidance - for "brake mode"
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float distance_to_obstacle(uint8_t obstacle_num, const Vector3f& seg_start, const Vector3f& seg_end, Vector3f& closest_point) const; |
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// get distance and angle to closest object (used for pre-arm check)
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// returns true on success, false if no valid readings
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bool get_closest_object(float& angle_deg, float &distance) const; |
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// get number of objects, angle and distance - used for non-GPS avoidance
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uint8_t get_horizontal_object_count() const; |
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bool get_horizontal_object_angle_and_distance(uint8_t object_number, float& angle_deg, float &distance) const; |
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// sectors
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const uint16_t _sector_middle_deg[PROXIMITY_NUM_SECTORS] {0, 45, 90, 135, 180, 225, 270, 315}; // middle angle of each sector
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// layers
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const int16_t _pitch_middle_deg[PROXIMITY_NUM_LAYERS] {-60, -30, 0, 30, 60}; |
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private: |
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// initialise the boundary and sector_edge_vector array used for object avoidance
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void init_boundary(); |
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// Converts obstacle_num passed from avoidance library into appropriate stack and sector
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// This is packed into a Boundary Location object and returned
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Boundary_Location convert_obstacle_num_to_boundary_loc(uint8_t obstacle_num) const; |
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Vector3f _sector_edge_vector[PROXIMITY_NUM_SECTORS][PROXIMITY_NUM_LAYERS]; |
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Vector3f _boundary_points[PROXIMITY_NUM_SECTORS][PROXIMITY_NUM_LAYERS]; |
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// sensor data
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float _angle[PROXIMITY_NUM_SECTORS][PROXIMITY_NUM_LAYERS]; // angle to closest object within each sector and stack
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float _pitch[PROXIMITY_NUM_SECTORS][PROXIMITY_NUM_LAYERS]; // pitch to the closest object within each sector and stack
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float _distance[PROXIMITY_NUM_SECTORS][PROXIMITY_NUM_LAYERS]; // distance to closest object within each sector and stack
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bool _distance_valid[PROXIMITY_NUM_SECTORS][PROXIMITY_NUM_LAYERS]; // true if a valid distance received for each sector and stack
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bool _active_layer[PROXIMITY_NUM_LAYERS]; // layers which have atleast one valid distance are marked true
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}; |
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typedef AP_Proximity_Boundary_3D::Boundary_Location boundary_location; |
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Reference in new issue