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@ -283,7 +283,7 @@ void AC_WPNav::shift_wp_origin_to_current_pos() |
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} |
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} |
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// get current and target locations
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// get current and target locations
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const Vector3f curr_pos = _inav.get_position(); |
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const Vector3f &curr_pos = _inav.get_position(); |
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const Vector3f pos_target = _pos_control.get_pos_target(); |
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const Vector3f pos_target = _pos_control.get_pos_target(); |
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// calculate difference between current position and target
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// calculate difference between current position and target
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@ -321,7 +321,7 @@ bool AC_WPNav::advance_wp_target_along_track(float dt) |
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bool reached_leash_limit = false; // true when track has reached leash limit and we need to slow down the target point
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bool reached_leash_limit = false; // true when track has reached leash limit and we need to slow down the target point
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// get current location
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// get current location
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Vector3f curr_pos = _inav.get_position(); |
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const Vector3f &curr_pos = _inav.get_position(); |
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// calculate terrain adjustments
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// calculate terrain adjustments
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float terr_offset = 0.0f; |
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float terr_offset = 0.0f; |
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@ -470,7 +470,7 @@ bool AC_WPNav::advance_wp_target_along_track(float dt) |
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float AC_WPNav::get_wp_distance_to_destination() const |
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float AC_WPNav::get_wp_distance_to_destination() const |
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{ |
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{ |
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// get current location
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// get current location
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Vector3f curr = _inav.get_position(); |
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const Vector3f &curr = _inav.get_position(); |
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return norm(_destination.x-curr.x,_destination.y-curr.y); |
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return norm(_destination.x-curr.x,_destination.y-curr.y); |
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} |
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} |
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@ -830,7 +830,7 @@ bool AC_WPNav::advance_spline_target_along_track(float dt) |
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calculate_wp_leash_length(); |
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calculate_wp_leash_length(); |
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// get current location
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// get current location
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Vector3f curr_pos = _inav.get_position(); |
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const Vector3f &curr_pos = _inav.get_position(); |
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// get terrain altitude offset for origin and current position (i.e. change in terrain altitude from a position vs ekf origin)
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// get terrain altitude offset for origin and current position (i.e. change in terrain altitude from a position vs ekf origin)
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float terr_offset = 0.0f; |
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float terr_offset = 0.0f; |
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