#pragma once #include #include #include #include // Inertial Navigation library #include // Position control library // loiter maximum velocities and accelerations #define AC_CIRCLE_RADIUS_DEFAULT 1000.0f // radius of the circle in cm that the vehicle will fly #define AC_CIRCLE_RATE_DEFAULT 20.0f // turn rate in deg/sec. Positive to turn clockwise, negative for counter clockwise #define AC_CIRCLE_ANGULAR_ACCEL_MIN 2.0f // angular acceleration should never be less than 2deg/sec class AC_Circle { public: /// Constructor AC_Circle(const AP_InertialNav& inav, const AP_AHRS_View& ahrs, AC_PosControl& pos_control); /// init - initialise circle controller setting center specifically /// caller should set the position controller's x,y and z speeds and accelerations before calling this void init(const Vector3f& center); /// init - initialise circle controller setting center using stopping point and projecting out based on the copter's heading /// caller should set the position controller's x,y and z speeds and accelerations before calling this void init(); /// set_circle_center in cm from home void set_center(const Vector3f& center) { _center = center; } /// get_circle_center in cm from home const Vector3f& get_center() const { return _center; } /// get_radius - returns radius of circle in cm float get_radius() { return _radius; } /// set_radius - sets circle radius in cm void set_radius(float radius_cm) { _radius = radius_cm; } /// set_circle_rate - set circle rate in degrees per second void set_rate(float deg_per_sec); /// get_angle_total - return total angle in radians that vehicle has circled float get_angle_total() const { return _angle_total; } /// update - update circle controller void update(); /// get desired roll, pitch which should be fed into stabilize controllers float get_roll() const { return _pos_control.get_roll(); } float get_pitch() const { return _pos_control.get_pitch(); } float get_yaw() const { return _yaw; } // get_closest_point_on_circle - returns closest point on the circle // circle's center should already have been set // closest point on the circle will be placed in result // result's altitude (i.e. z) will be set to the circle_center's altitude // if vehicle is at the center of the circle, the edge directly behind vehicle will be returned void get_closest_point_on_circle(Vector3f &result); /// get horizontal distance to loiter target in cm float get_distance_to_target() const { return _pos_control.get_distance_to_target(); } /// get bearing to target in centi-degrees int32_t get_bearing_to_target() const { return _pos_control.get_bearing_to_target(); } static const struct AP_Param::GroupInfo var_info[]; private: // calc_velocities - calculate angular velocity max and acceleration based on radius and rate // this should be called whenever the radius or rate are changed // initialises the yaw and current position around the circle // init_velocity should be set true if vehicle is just starting circle void calc_velocities(bool init_velocity); // init_start_angle - sets the starting angle around the circle and initialises the angle_total // if use_heading is true the vehicle's heading will be used to init the angle causing minimum yaw movement // if use_heading is false the vehicle's position from the center will be used to initialise the angle void init_start_angle(bool use_heading); // flags structure struct circle_flags { uint8_t panorama : 1; // true if we are doing a panorama } _flags; // references to inertial nav and ahrs libraries const AP_InertialNav& _inav; const AP_AHRS_View& _ahrs; AC_PosControl& _pos_control; // parameters AP_Float _radius; // maximum horizontal speed in cm/s during missions AP_Float _rate; // rotation speed in deg/sec // internal variables Vector3f _center; // center of circle in cm from home float _yaw; // yaw heading (normally towards circle center) float _angle; // current angular position around circle in radians (0=directly north of the center of the circle) float _angle_total; // total angle traveled in radians float _angular_vel; // angular velocity in radians/sec float _angular_vel_max; // maximum velocity in radians/sec float _angular_accel; // angular acceleration in radians/sec/sec };