/* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "AP_OABendyRuler.h" #include #include #include #include const int16_t OA_BENDYRULER_BEARING_INC = 5; // check every 5 degrees around vehicle const float OA_BENDYRULER_LOOKAHEAD_STEP2_RATIO = 1.0f; // step2's lookahead length as a ratio of step1's lookahead length const float OA_BENDYRULER_LOOKAHEAD_STEP2_MIN = 2.0f; // step2 checks at least this many meters past step1's location const float OA_BENDYRULER_LOOKAHEAD_PAST_DEST = 2.0f; // lookahead length will be at least this many meters past the destination const float OA_BENDYRULER_LOW_SPEED_SQUARED = (0.2f * 0.2f); // when ground course is below this speed squared, vehicle's heading will be used // run background task to find best path and update avoidance_results // returns true and updates origin_new and destination_new if a best path has been found bool AP_OABendyRuler::update(const Location& current_loc, const Location& destination, const Vector2f &ground_speed_vec, Location &origin_new, Location &destination_new) { // bendy ruler always sets origin to current_loc origin_new = current_loc; // calculate bearing and distance to final destination const float bearing_to_dest = current_loc.get_bearing_to(destination) * 0.01f; const float distance_to_dest = current_loc.get_distance(destination); // lookahead distance is adjusted dynamically based on avoidance results _current_lookahead = constrain_float(_current_lookahead, _lookahead * 0.5f, _lookahead); // calculate lookahead dist and time for step1. distance can be slightly longer than // the distance to the destination to allow room to dodge after reaching the destination const float lookahead_step1_dist = MIN(_current_lookahead, distance_to_dest + OA_BENDYRULER_LOOKAHEAD_PAST_DEST); // calculate lookahead dist for step2 const float lookahead_step2_dist = _current_lookahead * OA_BENDYRULER_LOOKAHEAD_STEP2_RATIO; // get ground course float ground_course_deg; if (ground_speed_vec.length_squared() < OA_BENDYRULER_LOW_SPEED_SQUARED) { // with zero ground speed use vehicle's heading ground_course_deg = AP::ahrs().yaw_sensor * 0.01f; } else { ground_course_deg = degrees(ground_speed_vec.angle()); } // check OA_BEARING_INC definition allows checking in all directions static_assert(360 % OA_BENDYRULER_BEARING_INC == 0, "check 360 is a multiple of OA_BEARING_INC"); // search in OA_BENDYRULER_BEARING_INC degree increments around the vehicle alternating left // and right. For each direction check if vehicle would avoid all obstacles float best_bearing = bearing_to_dest; bool have_best_bearing = false; float best_margin = -FLT_MAX; float best_margin_bearing = best_bearing; for (uint8_t i = 0; i <= (170 / OA_BENDYRULER_BEARING_INC); i++) { for (uint8_t bdir = 0; bdir <= 1; bdir++) { // skip duplicate check of bearing straight towards destination if ((i==0) && (bdir > 0)) { continue; } // bearing that we are probing const float bearing_delta = i * OA_BENDYRULER_BEARING_INC * (bdir == 0 ? -1.0f : 1.0f); const float bearing_test = wrap_180(bearing_to_dest + bearing_delta); // ToDo: add effective groundspeed calculations using airspeed // ToDo: add prediction of vehicle's position change as part of turn to desired heading // test location is projected from current location at test bearing Location test_loc = current_loc; test_loc.offset_bearing(bearing_test, lookahead_step1_dist); // calculate margin from fence for this scenario float margin = calc_avoidance_margin(current_loc, test_loc); if (margin > best_margin) { best_margin_bearing = bearing_test; best_margin = margin; } if (margin > _margin_max) { // this bearing avoids obstacles out to the lookahead_step1_dist // now check in there is a clear path in three directions towards the destination if (!have_best_bearing) { best_bearing = bearing_test; have_best_bearing = true; } else if (fabsf(wrap_180(ground_course_deg - bearing_test)) < fabsf(wrap_180(ground_course_deg - best_bearing))) { // replace bearing with one that is closer to our current ground course best_bearing = bearing_test; } // perform second stage test in three directions looking for obstacles const float test_bearings[] { 0.0f, 45.0f, -45.0f }; const float bearing_to_dest2 = test_loc.get_bearing_to(destination) * 0.01f; float distance2 = constrain_float(lookahead_step2_dist, OA_BENDYRULER_LOOKAHEAD_STEP2_MIN, test_loc.get_distance(destination)); for (uint8_t j = 0; j < ARRAY_SIZE(test_bearings); j++) { float bearing_test2 = wrap_180(bearing_to_dest2 + test_bearings[j]); Location test_loc2 = test_loc; test_loc2.offset_bearing(bearing_test2, distance2); // calculate minimum margin to fence and obstacles for this scenario float margin2 = calc_avoidance_margin(test_loc, test_loc2); if (margin2 > _margin_max) { // all good, now project in the chosen direction by the full distance destination_new = current_loc; destination_new.offset_bearing(bearing_test, distance_to_dest); _current_lookahead = MIN(_lookahead, _current_lookahead * 1.1f); // if the chosen direction is directly towards the destination turn off avoidance const bool active = (i != 0 || j != 0); AP::logger().Write_OABendyRuler(active, bearing_to_dest, margin, destination, destination_new); return active; } } } } } float chosen_bearing; if (have_best_bearing) { // none of the directions tested were OK for 2-step checks. Choose the direction // that was best for the first step chosen_bearing = best_bearing; _current_lookahead = MIN(_lookahead, _current_lookahead * 1.05f); } else { // none of the possible paths had a positive margin. Choose // the one with the highest margin chosen_bearing = best_margin_bearing; _current_lookahead = MAX(_lookahead * 0.5f, _current_lookahead * 0.9f); } // calculate new target based on best effort destination_new = current_loc; destination_new.offset_bearing(chosen_bearing, distance_to_dest); // log results AP::logger().Write_OABendyRuler(true, chosen_bearing, best_margin, destination, destination_new); return true; } // calculate minimum distance between a segment and any obstacle float AP_OABendyRuler::calc_avoidance_margin(const Location &start, const Location &end) { float circular_fence_margin; if (!calc_margin_from_circular_fence(start, end, circular_fence_margin)) { circular_fence_margin = FLT_MAX; } float polygon_fence_margin; if (!calc_margin_from_polygon_fence(start, end, polygon_fence_margin)) { polygon_fence_margin = FLT_MAX; } float proximity_margin; if (!calc_margin_from_object_database(start, end, proximity_margin)) { proximity_margin = FLT_MAX; } // return smallest margin from any obstacle return MIN(MIN(circular_fence_margin, polygon_fence_margin), proximity_margin); } // calculate minimum distance between a path and the circular fence (centered on home) // on success returns true and updates margin bool AP_OABendyRuler::calc_margin_from_circular_fence(const Location &start, const Location &end, float &margin) { // exit immediately if polygon fence is not enabled const AC_Fence *fence = AC_Fence::get_singleton(); if (fence == nullptr) { return false; } if ((fence->get_enabled_fences() & AC_FENCE_TYPE_CIRCLE) == 0) { return false; } // calculate start and end point's distance from home const Location &ahrs_home = AP::ahrs().get_home(); const float start_dist_sq = ahrs_home.get_distance_NE(start).length_squared(); const float end_dist_sq = ahrs_home.get_distance_NE(end).length_squared(); // get circular fence radius const float fence_radius = fence->get_radius(); // margin is fence radius minus the longer of start or end distance margin = fence_radius - sqrtf(MAX(start_dist_sq, end_dist_sq)); return true; } // calculate minimum distance between a path and the polygon fence // on success returns true and updates margin bool AP_OABendyRuler::calc_margin_from_polygon_fence(const Location &start, const Location &end, float &margin) { // exit immediately if polygon fence is not enabled const AC_Fence *fence = AC_Fence::get_singleton(); if (fence == nullptr) { return false; } if (((fence->get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) || !fence->is_polygon_valid()) { return false; } // get polygon boundary uint16_t num_points; const Vector2f* boundary = fence->get_boundary_points(num_points); if (num_points < 3) { // this should have already been checked by is_polygon_valid() but just in case return false; } // convert start and end to offsets from EKF origin Vector2f start_NE, end_NE; if (!start.get_vector_xy_from_origin_NE(start_NE) || !end.get_vector_xy_from_origin_NE(end_NE)) { return false; } // if outside the fence margin is the closest distance but with negative sign const float sign = Polygon_outside(start_NE, boundary, num_points) ? -1.0f : 1.0f; // calculate min distance (in meters) from line to polygon margin = sign * Polygon_closest_distance_line(boundary, num_points, start_NE, end_NE) * 0.01f; return true; } // calculate minimum distance between a path and proximity sensor obstacles // on success returns true and updates margin bool AP_OABendyRuler::calc_margin_from_object_database(const Location &start, const Location &end, float &margin) { #if !HAL_MINIMIZE_FEATURES // exit immediately if db is empty AP_OADatabase *oaDb = AP::oadatabase(); if (oaDb == nullptr || !oaDb->healthy()) { return false; } // convert start and end to offsets (in cm) from EKF origin Vector2f start_NE, end_NE; if (!start.get_vector_xy_from_origin_NE(start_NE) || !end.get_vector_xy_from_origin_NE(end_NE)) { return false; } // check each obstacle's distance from segment float smallest_margin = FLT_MAX; for (uint16_t i=0; idatabase_count(); i++) { // convert obstacle's location to offset (in cm) from EKF origin Vector2f point; if (!oaDb->get_item(i).loc.get_vector_xy_from_origin_NE(point)) { continue; } // margin is distance between line segment and obstacle minus obstacle's radius const float m = Vector2f::closest_distance_between_line_and_point(start_NE, end_NE, point) * 0.01f - oaDb->get_accuracy(); if (m < smallest_margin) { smallest_margin = m; } } // return smallest margin if (smallest_margin < FLT_MAX) { margin = smallest_margin; return true; } #endif return false; }