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293 lines
12 KiB
293 lines
12 KiB
#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(); |
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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() |
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{ |
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) { |
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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[layer]); |
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_sector_edge_vector[layer][sector].offset_bearing(angle_rad, pitch, 100.0f); |
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_boundary_points[layer][sector] = _sector_edge_vector[layer][sector] * PROXIMITY_BOUNDARY_DIST_DEFAULT; |
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} |
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} |
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} |
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// returns face corresponding to the provided yaw and (optionally) pitch |
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// pitch is the vertical body-frame angle (in degrees) to the obstacle (0=directly ahead, 90 is above the vehicle?) |
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// yaw is the horizontal body-frame angle (in degrees) to the obstacle (0=directly ahead of the vehicle, 90 is to the right of the vehicle) |
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AP_Proximity_Boundary_3D::Face AP_Proximity_Boundary_3D::get_face(float pitch, float yaw) const |
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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_limited = constrain_float(pitch, -75.0f, 74.9f); |
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const uint8_t layer = (pitch_limited + 75.0f)/PROXIMITY_PITCH_WIDTH_DEG; |
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return Face(layer, sector); |
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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 layer to be "valid", so this distance can be used for Obstacle Avoidance |
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void AP_Proximity_Boundary_3D::set_face_attributes(Face face, float angle, float pitch, float distance) |
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{ |
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if (!face.valid()) { |
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return; |
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} |
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_angle[face.layer][face.sector] = angle; |
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_pitch[face.layer][face.sector] = pitch; |
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_distance[face.layer][face.sector] = distance; |
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_distance_valid[face.layer][face.sector] = true; |
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// update boundary used for simple avoidance |
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update_boundary(face); |
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} |
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// add a distance to the boundary if it is shorter than any other provided distance since the last time the boundary was reset |
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// pitch and yaw are in degrees, distance is in meters |
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void AP_Proximity_Boundary_3D::add_distance(float pitch, float yaw, float distance) |
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{ |
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Face face = get_face(pitch, yaw); |
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if (!_distance_valid[face.layer][face.sector] || (distance < _distance[face.layer][face.sector])) { |
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_distance[face.layer][face.sector] = distance; |
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_distance_valid[face.layer][face.sector] = true; |
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} |
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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 Face face) |
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{ |
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// sanity check |
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if (!face.valid()) { |
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return; |
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} |
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const uint8_t layer = face.layer; |
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const uint8_t sector = face.sector; |
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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[layer][sector] && _distance_valid[layer][next_sector]) { |
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shortest_distance = MIN(_distance[layer][sector], _distance[layer][next_sector]); |
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} else if (_distance_valid[layer][sector]) { |
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shortest_distance = _distance[layer][sector]; |
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} else if (_distance_valid[layer][next_sector]) { |
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shortest_distance = _distance[layer][next_sector]; |
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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[layer][sector] = _sector_edge_vector[layer][sector] * 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[layer][next_sector]) { |
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_boundary_points[layer][next_sector] = _sector_edge_vector[layer][next_sector] * 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[layer][prev_sector] && _distance_valid[layer][sector]) { |
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shortest_distance = MIN(_distance[layer][prev_sector], _distance[layer][sector]); |
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} else if (_distance_valid[layer][prev_sector]) { |
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shortest_distance = _distance[layer][prev_sector]; |
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} else if (_distance_valid[layer][sector]) { |
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shortest_distance = _distance[layer][sector]; |
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} |
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_boundary_points[layer][prev_sector] = _sector_edge_vector[layer][prev_sector] * 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[layer][prev_sector_ccw]) { |
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_boundary_points[layer][prev_sector_ccw] = _sector_edge_vector[layer][prev_sector_ccw] * shortest_distance; |
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} |
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} |
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// update middle layer boundary points |
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void AP_Proximity_Boundary_3D::update_middle_boundary() |
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{ |
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) { |
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update_boundary(Face(PROXIMITY_MIDDLE_LAYER, sector)); |
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} |
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} |
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// reset boundary. marks all distances as invalid |
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void AP_Proximity_Boundary_3D::reset() |
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{ |
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for (uint8_t layer=0; layer < PROXIMITY_NUM_LAYERS; layer++) { |
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for (uint8_t sector=0; sector < PROXIMITY_NUM_SECTORS; sector++) { |
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_distance_valid[layer][sector] = false; |
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} |
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} |
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} |
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// Reset this location, specified by Face 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_face(Face face) |
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{ |
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if (!face.valid()) { |
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return; |
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} |
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_distance_valid[face.layer][face.sector] = false; |
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// update simple avoidance boundary |
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update_boundary(face); |
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} |
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// get distance for a face. returns true on success and fills in distance argument with distance in meters |
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bool AP_Proximity_Boundary_3D::get_distance(Face face, float &distance) const |
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{ |
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if (!face.valid()) { |
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return false; |
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} |
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if (_distance_valid[face.layer][face.sector]) { |
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distance = _distance[face.layer][face.sector]; |
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return true; |
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} |
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return false; |
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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 at least 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 layer=0; layer<PROXIMITY_NUM_LAYERS; layer++) { |
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for (uint8_t sector=0; sector<PROXIMITY_NUM_SECTORS; sector++ ) { |
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if (_distance_valid[layer][sector]) { |
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_active_layer[layer] = 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 layer and sector |
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// This is packed into a Boundary Location object and returned |
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AP_Proximity_Boundary_3D::Face AP_Proximity_Boundary_3D::convert_obstacle_num_to_face(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 layer = 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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layer = 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 AP_Proximity_Boundary_3D::Face(layer, sector); |
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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 layer 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 layer |
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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 AP_Proximity_Boundary_3D::Face face = convert_obstacle_num_to_face(obstacle_num); |
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const uint8_t sector_end = face.sector; |
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uint8_t sector_start = face.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[face.layer][sector_start]; |
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const Vector3f end = _boundary_points[face.layer][sector_end]; |
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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 layer 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 layer |
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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 AP_Proximity_Boundary_3D::Face face = convert_obstacle_num_to_face(obstacle_num); |
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const uint8_t sector_end = face.sector; |
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uint8_t sector_start = face.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[face.layer][sector_start]; |
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const Vector3f end = _boundary_points[face.layer][sector_end]; |
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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 closest_found = false; |
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uint8_t closest_sector = 0; |
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uint8_t closest_layer = 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 layer=PROXIMITY_MIDDLE_LAYER; layer<PROXIMITY_NUM_LAYERS; layer++) { |
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for (uint8_t sector=0; sector<PROXIMITY_NUM_SECTORS; sector++) { |
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if (_distance_valid[layer][sector]) { |
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if (!closest_found || (_distance[layer][sector] < _distance[closest_layer][closest_sector])) { |
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closest_layer = layer; |
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closest_sector = sector; |
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closest_found = true; |
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} |
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} |
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} |
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} |
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if (closest_found) { |
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angle_deg = _angle[closest_layer][closest_sector]; |
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distance = _distance[closest_layer][closest_sector]; |
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} |
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return closest_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[PROXIMITY_MIDDLE_LAYER][object_number]) { |
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angle_deg = _angle[PROXIMITY_MIDDLE_LAYER][object_number]; |
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distance = _distance[PROXIMITY_MIDDLE_LAYER][object_number]; |
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return true; |
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} |
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return false; |
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}
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