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@ -60,7 +60,7 @@ AC_Avoid::AC_Avoid(const AP_AHRS& ahrs, const AC_Fence& fence, const AP_Proximit
@@ -60,7 +60,7 @@ AC_Avoid::AC_Avoid(const AP_AHRS& ahrs, const AC_Fence& fence, const AP_Proximit
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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, float dt) |
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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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@ -71,26 +71,26 @@ void AC_Avoid::adjust_velocity(float kP, float accel_cmss, Vector2f &desired_vel
@@ -71,26 +71,26 @@ void AC_Avoid::adjust_velocity(float kP, float accel_cmss, Vector2f &desired_vel
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float accel_cmss_limited = MIN(accel_cmss, AC_AVOID_ACCEL_CMSS_MAX); |
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if ((_enabled & AC_AVOID_STOP_AT_FENCE) > 0) { |
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adjust_velocity_circle_fence(kP, accel_cmss_limited, desired_vel, dt); |
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adjust_velocity_polygon_fence(kP, accel_cmss_limited, desired_vel, dt); |
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adjust_velocity_circle_fence(kP, accel_cmss_limited, desired_vel_cms, dt); |
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adjust_velocity_polygon_fence(kP, accel_cmss_limited, desired_vel_cms, dt); |
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} |
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if ((_enabled & AC_AVOID_STOP_AT_BEACON_FENCE) > 0) { |
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adjust_velocity_beacon_fence(kP, accel_cmss_limited, desired_vel, dt); |
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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, dt); |
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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, float dt) |
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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.x, desired_vel.y); |
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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.x = des_vel_xy.x; |
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desired_vel.y = des_vel_xy.y; |
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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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@ -230,20 +230,20 @@ void AC_Avoid::adjust_roll_pitch(float &roll, float &pitch, float veh_angle_max)
@@ -230,20 +230,20 @@ void AC_Avoid::adjust_roll_pitch(float &roll, float &pitch, float veh_angle_max)
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} |
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/*
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* Limits the component of desired_vel 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. |
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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, const Vector2f& limit_direction, float limit_distance, float dt) const |
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void AC_Avoid::limit_velocity(float kP, float accel_cmss, Vector2f &desired_vel_cms, const Vector2f& limit_direction, float limit_distance_cm, float dt) const |
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{ |
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const float max_speed = get_max_speed(kP, accel_cmss, limit_distance, dt); |
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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 * 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 += limit_direction*(max_speed - speed); |
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desired_vel_cms += limit_direction*(max_speed - speed); |
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} |
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} |
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@ -263,7 +263,7 @@ float AC_Avoid::get_max_speed(float kP, float accel_cmss, float distance_cm, flo
@@ -263,7 +263,7 @@ float AC_Avoid::get_max_speed(float kP, float accel_cmss, float distance_cm, flo
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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, float dt) |
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void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
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{ |
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// exit if circular fence is not enabled
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if ((_fence.get_enabled_fences() & AC_FENCE_TYPE_CIRCLE) == 0) { |
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@ -283,7 +283,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
@@ -283,7 +283,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
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} |
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position_xy *= 100.0f; // m -> cm
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float speed = desired_vel.length(); |
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float speed = desired_vel_cms.length(); |
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// get the fence radius in cm
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const float fence_radius = _fence.get_radius() * 100.0f; |
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// get the margin to the fence in cm
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@ -291,7 +291,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
@@ -291,7 +291,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
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if (!is_zero(speed) && position_xy.length() <= fence_radius) { |
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// Currently inside circular fence
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Vector2f stopping_point = position_xy + desired_vel*(get_stopping_distance(kP, accel_cmss, speed)/speed); |
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Vector2f stopping_point = position_xy + desired_vel_cms*(get_stopping_distance(kP, accel_cmss, speed)/speed); |
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float stopping_point_length = stopping_point.length(); |
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if (stopping_point_length > fence_radius - margin_cm) { |
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// Unsafe desired velocity - will not be able to stop before fence breach
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@ -302,7 +302,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
@@ -302,7 +302,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
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const Vector2f target_direction = target - position_xy; |
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const float distance_to_target = target_direction.length(); |
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const float max_speed = get_max_speed(kP, accel_cmss, distance_to_target, dt); |
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desired_vel = target_direction * (MIN(speed,max_speed) / distance_to_target); |
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desired_vel_cms = target_direction * (MIN(speed,max_speed) / distance_to_target); |
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} else { |
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// shorten vector without adjusting its direction
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Vector2f intersection; |
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@ -310,7 +310,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
@@ -310,7 +310,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
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const float distance_to_target = MAX((intersection - position_xy).length() - margin_cm, 0.0f); |
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const float max_speed = get_max_speed(kP, accel_cmss, distance_to_target, dt); |
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if (max_speed < speed) { |
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desired_vel *= MAX(max_speed, 0.0f) / speed; |
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desired_vel_cms *= MAX(max_speed, 0.0f) / speed; |
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} |
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} |
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} |
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@ -321,7 +321,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
@@ -321,7 +321,7 @@ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f
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/*
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* Adjusts the desired velocity for the polygon fence. |
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*/ |
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void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2f &desired_vel, float dt) |
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void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
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{ |
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// exit if the polygon fence is not enabled
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if ((_fence.get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) { |
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@ -334,7 +334,7 @@ void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2
@@ -334,7 +334,7 @@ void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2
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} |
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// exit immediately if no desired velocity
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if (desired_vel.is_zero()) { |
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if (desired_vel_cms.is_zero()) { |
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return; |
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} |
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@ -344,13 +344,13 @@ void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2
@@ -344,13 +344,13 @@ void AC_Avoid::adjust_velocity_polygon_fence(float kP, float accel_cmss, Vector2
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Vector2f* boundary = _fence.get_polygon_points(num_points); |
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// adjust velocity using polygon
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adjust_velocity_polygon(kP, accel_cmss, desired_vel, boundary, num_points, true, _fence.get_margin(), dt); |
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, true, _fence.get_margin(), dt); |
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} |
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/*
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* Adjusts the desired velocity for the beacon fence. |
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*/ |
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void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f &desired_vel, float dt) |
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void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
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{ |
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// exit if the beacon is not present
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if (_beacon == nullptr) { |
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@ -358,7 +358,7 @@ void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f
@@ -358,7 +358,7 @@ void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f
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} |
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// exit immediately if no desired velocity
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if (desired_vel.is_zero()) { |
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if (desired_vel_cms.is_zero()) { |
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return; |
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} |
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@ -370,13 +370,13 @@ void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f
@@ -370,13 +370,13 @@ void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f
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} |
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// adjust velocity using beacon
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adjust_velocity_polygon(kP, accel_cmss, desired_vel, boundary, num_points, true, _fence.get_margin(), dt); |
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, true, _fence.get_margin(), dt); |
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} |
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/*
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* Adjusts the desired velocity based on output from the proximity sensor |
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*/ |
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void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector2f &desired_vel, float dt) |
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void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector2f &desired_vel_cms, float dt) |
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{ |
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// exit immediately if proximity sensor is not present
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if (_proximity.get_status() != AP_Proximity::Proximity_Good) { |
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@ -384,20 +384,20 @@ void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector2f &d
@@ -384,20 +384,20 @@ void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector2f &d
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} |
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// exit immediately if no desired velocity
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if (desired_vel.is_zero()) { |
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if (desired_vel_cms.is_zero()) { |
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return; |
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} |
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// get boundary from proximity sensor
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uint16_t num_points; |
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const Vector2f *boundary = _proximity.get_boundary_points(num_points); |
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adjust_velocity_polygon(kP, accel_cmss, desired_vel, boundary, num_points, false, _margin, dt); |
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adjust_velocity_polygon(kP, accel_cmss, desired_vel_cms, boundary, num_points, false, _margin, dt); |
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} |
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/*
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* Adjusts the desired velocity for the polygon fence. |
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*/ |
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void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &desired_vel, const Vector2f* boundary, uint16_t num_points, bool earth_frame, float margin, float dt) |
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void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &desired_vel_cms, const Vector2f* boundary, uint16_t num_points, bool earth_frame, float margin, float dt) |
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{ |
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// exit if there are no points
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if (boundary == nullptr || num_points == 0) { |
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@ -422,12 +422,12 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
@@ -422,12 +422,12 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
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// Safe_vel will be adjusted to remain within fence.
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// We need a separate vector in case adjustment fails,
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// e.g. if we are exactly on the boundary.
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Vector2f safe_vel(desired_vel); |
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Vector2f safe_vel(desired_vel_cms); |
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// if boundary points are in body-frame, rotate velocity vector from earth frame to body-frame
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if (!earth_frame) { |
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safe_vel.x = desired_vel.y * _ahrs.sin_yaw() + desired_vel.x * _ahrs.cos_yaw(); // right
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safe_vel.y = desired_vel.y * _ahrs.cos_yaw() - desired_vel.x * _ahrs.sin_yaw(); // forward
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safe_vel.x = desired_vel_cms.y * _ahrs.sin_yaw() + desired_vel_cms.x * _ahrs.cos_yaw(); // right
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safe_vel.y = desired_vel_cms.y * _ahrs.cos_yaw() - desired_vel_cms.x * _ahrs.sin_yaw(); // forward
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} |
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// calc margin in cm
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@ -446,12 +446,12 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
@@ -446,12 +446,12 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
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// vector from current position to closest point on current edge
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Vector2f limit_direction = Vector2f::closest_point(position_xy, start, end) - position_xy; |
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// distance to closest point
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const float limit_distance = limit_direction.length(); |
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if (!is_zero(limit_distance)) { |
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const float limit_distance_cm = limit_direction.length(); |
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if (!is_zero(limit_distance_cm)) { |
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// We are strictly inside the given edge.
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// Adjust velocity to not violate this edge.
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limit_direction /= limit_distance; |
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limit_velocity(kP, accel_cmss, safe_vel, limit_direction, MAX(limit_distance - margin_cm,0.0f), dt); |
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limit_direction /= limit_distance_cm; |
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limit_velocity(kP, accel_cmss, safe_vel, limit_direction, MAX(limit_distance_cm - margin_cm, 0.0f), dt); |
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} else { |
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// We are exactly on the edge - treat this as a fence breach.
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// i.e. do not adjust velocity.
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@ -463,15 +463,15 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
@@ -463,15 +463,15 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
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if (Vector2f::segment_intersection(position_xy, stopping_point, start, end, intersection)) { |
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// vector from current position to point on current edge
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Vector2f limit_direction = intersection - position_xy; |
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const float limit_distance = limit_direction.length(); |
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if (!is_zero(limit_distance)) { |
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if (limit_distance <= margin_cm) { |
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const float limit_distance_cm = limit_direction.length(); |
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if (!is_zero(limit_distance_cm)) { |
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if (limit_distance_cm <= margin_cm) { |
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// we are within the margin so stop vehicle
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safe_vel.zero(); |
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} else { |
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// vehicle inside the given edge, adjust velocity to not violate this edge
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limit_direction /= limit_distance; |
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limit_velocity(kP, accel_cmss, safe_vel, limit_direction, MAX(limit_distance - margin_cm, 0.0f), dt); |
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limit_direction /= limit_distance_cm; |
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limit_velocity(kP, accel_cmss, safe_vel, limit_direction, MAX(limit_distance_cm - margin_cm, 0.0f), dt); |
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} |
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} else { |
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// We are exactly on the edge - treat this as a fence breach.
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@ -484,11 +484,11 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
@@ -484,11 +484,11 @@ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &des
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// set modified desired velocity vector
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if (earth_frame) { |
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desired_vel = safe_vel; |
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desired_vel_cms = safe_vel; |
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} else { |
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// if points were in body-frame, rotate resulting vector back to earth-frame
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desired_vel.x = safe_vel.x * _ahrs.cos_yaw() - safe_vel.y * _ahrs.sin_yaw(); |
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desired_vel.y = safe_vel.x * _ahrs.sin_yaw() + safe_vel.y * _ahrs.cos_yaw(); |
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desired_vel_cms.x = safe_vel.x * _ahrs.cos_yaw() - safe_vel.y * _ahrs.sin_yaw(); |
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desired_vel_cms.y = safe_vel.x * _ahrs.sin_yaw() + safe_vel.y * _ahrs.cos_yaw(); |
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} |
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} |
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