/*
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;
}