/* 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 "AC_Avoidance_config.h" #if AP_AVOIDANCE_ENABLED #include "AC_Avoid.h" #include // AHRS library #include // Failsafe fence library #include #include #include #include #include #if !APM_BUILD_TYPE(APM_BUILD_ArduPlane) #if APM_BUILD_TYPE(APM_BUILD_Rover) # define AP_AVOID_BEHAVE_DEFAULT AC_Avoid::BehaviourType::BEHAVIOR_STOP #else # define AP_AVOID_BEHAVE_DEFAULT AC_Avoid::BehaviourType::BEHAVIOR_SLIDE #endif #if APM_BUILD_COPTER_OR_HELI # define AP_AVOID_ENABLE_Z 1 #endif const AP_Param::GroupInfo AC_Avoid::var_info[] = { // @Param: ENABLE // @DisplayName: Avoidance control enable/disable // @Description: Enabled/disable avoidance input sources // @Bitmask: 0:UseFence,1:UseProximitySensor,2:UseBeaconFence // @User: Standard AP_GROUPINFO_FLAGS("ENABLE", 1, AC_Avoid, _enabled, AC_AVOID_DEFAULT, AP_PARAM_FLAG_ENABLE), // 2 was ANGLE_MAX (in centi-degrees) // @Param{Copter}: DIST_MAX // @DisplayName: Avoidance distance maximum in non-GPS flight modes // @Description: Distance from object at which obstacle avoidance will begin in non-GPS modes // @Units: m // @Range: 1 30 // @User: Standard AP_GROUPINFO_FRAME("DIST_MAX", 3, AC_Avoid, _dist_max_m, AC_AVOID_NONGPS_DIST_MAX_DEFAULT, AP_PARAM_FRAME_COPTER | AP_PARAM_FRAME_HELI | AP_PARAM_FRAME_TRICOPTER), // @Param: MARGIN // @DisplayName: Avoidance distance margin in GPS modes // @Description: Vehicle will attempt to stay at least this distance (in meters) from objects while in GPS modes // @Units: m // @Range: 1 10 // @User: Standard AP_GROUPINFO("MARGIN", 4, AC_Avoid, _margin_m, 2.0f), // @Param{Copter, Rover}: BEHAVE // @DisplayName: Avoidance behaviour // @Description: Avoidance behaviour (slide or stop) // @Values: 0:Slide,1:Stop // @User: Standard AP_GROUPINFO_FRAME("BEHAVE", 5, AC_Avoid, _behavior, AP_AVOID_BEHAVE_DEFAULT, AP_PARAM_FRAME_COPTER | AP_PARAM_FRAME_HELI | AP_PARAM_FRAME_TRICOPTER | AP_PARAM_FRAME_ROVER), // @Param: BACKUP_SPD // @DisplayName: Avoidance maximum horizontal backup speed // @Description: Maximum speed that will be used to back away from obstacles horizontally in position control modes (m/s). Set zero to disable horizontal backup. // @Units: m/s // @Range: 0 2 // @User: Standard AP_GROUPINFO("BACKUP_SPD", 6, AC_Avoid, _backup_speed_max_ne_ms, 0.75f), // @Param{Copter}: ALT_MIN // @DisplayName: Avoidance minimum altitude // @Description: Minimum altitude above which proximity based avoidance will start working. This requires a valid downward facing rangefinder reading to work. Set zero to disable // @Units: m // @Range: 0 6 // @User: Standard AP_GROUPINFO_FRAME("ALT_MIN", 7, AC_Avoid, _alt_min_m, 0.0f, AP_PARAM_FRAME_COPTER | AP_PARAM_FRAME_HELI | AP_PARAM_FRAME_TRICOPTER), // @Param: ACCEL_MAX // @DisplayName: Avoidance maximum acceleration // @Description: Maximum acceleration with which obstacles will be avoided with. Set zero to disable acceleration limits // @Units: m/s/s // @Range: 0 9 // @User: Standard AP_GROUPINFO("ACCEL_MAX", 8, AC_Avoid, _accel_max_mss, 3.0f), // @Param: BACKUP_DZ // @DisplayName: Avoidance deadzone between stopping and backing away from obstacle // @Description: Distance beyond AVOID_MARGIN parameter, after which vehicle will backaway from obstacles. Increase this parameter if you see vehicle going back and forth in front of obstacle. // @Units: m // @Range: 0 2 // @User: Standard AP_GROUPINFO("BACKUP_DZ", 9, AC_Avoid, _backup_deadzone_m, 0.10f), // @Param: BACKZ_SPD // @DisplayName: Avoidance maximum vertical backup speed // @Description: Maximum speed that will be used to back away from obstacles vertically in height control modes (m/s). Set zero to disable vertical backup. // @Units: m/s // @Range: 0 2 // @User: Standard AP_GROUPINFO("BACKZ_SPD", 10, AC_Avoid, _backup_speed_max_u_ms, 0.75), #if AP_AVOIDANCE_ALTHOLD_ENABLED // @Param{Copter}: ANG_MAX // @DisplayName: Avoidance max lean angle in non-GPS flight modes // @Description: Max lean angle used to avoid obstacles while in non-GPS modes. Set to zero to disable lean-based avoidance // @Units: deg // @Increment: 0.1 // @Range: 0 45 // @User: Standard AP_GROUPINFO_FRAME("ANG_MAX", 11, AC_Avoid, _angle_max_deg, 10.0, AP_PARAM_FRAME_COPTER | AP_PARAM_FRAME_HELI | AP_PARAM_FRAME_TRICOPTER), #endif AP_GROUPEND }; /// Constructor AC_Avoid::AC_Avoid() { _singleton = this; AP_Param::setup_object_defaults(this, var_info); } // convert parameters void AC_Avoid::convert_params() { #if AP_AVOIDANCE_ALTHOLD_ENABLED // PARAMETER_CONVERSION - Added: Feb 2026 ahead of ardupilot-4.7 // exit immediately if ANG_MAX has already been configured if (_angle_max_deg.configured()) { return; } // convert ANGLE_MAX (centi-degrees) to ANG_MAX (degrees) const AP_Param::ConversionInfo conversion_info[] = { { 95, 2, AP_PARAM_INT16, "AVOID_ANG_MAX" }, // AVOID_ANGLE_MAX moved to AVOID_ANG_MAX }; AP_Param::convert_old_parameters_scaled(conversion_info, ARRAY_SIZE(conversion_info), 0.01, 0); #endif } /* * This method limits velocity and calculates backaway velocity from various supported fences * Also limits vertical velocity using adjust_velocity_z method */ void AC_Avoid::adjust_velocity_fence(float kP, float accel_cmss, Vector3f &desired_vel_neu_cms, Vector3f &backup_vel_neu_cms, float kP_z, float accel_z_cmss, float dt) { // Only horizontal component needed for most fences, since fences are 2D Vector2f desired_velocity_ne_cms{desired_vel_neu_cms.x, desired_vel_neu_cms.y}; #if AP_FENCE_ENABLED || AP_BEACON_ENABLED // limit acceleration const float accel_limited_cmss = MIN(accel_cmss, AC_AVOID_ACCEL_CMSS_MAX); #endif // maximum component of desired backup velocity in each quadrant Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; #if AP_FENCE_ENABLED if ((_enabled & AC_AVOID_STOP_AT_FENCE) > 0) { // Store velocity needed to back away from fence Vector2f backup_vel_fence_ne_cms; adjust_velocity_circle_fence(kP, accel_limited_cmss, desired_velocity_ne_cms, backup_vel_fence_ne_cms, dt); find_max_quadrant_velocity(backup_vel_fence_ne_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms); // backup_vel_fence_ne_cms is set to zero after each fence in case the velocity is unset from previous methods backup_vel_fence_ne_cms.zero(); adjust_velocity_inclusion_and_exclusion_polygons(kP, accel_limited_cmss, desired_velocity_ne_cms, backup_vel_fence_ne_cms, dt); find_max_quadrant_velocity(backup_vel_fence_ne_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms); backup_vel_fence_ne_cms.zero(); adjust_velocity_inclusion_circles(kP, accel_limited_cmss, desired_velocity_ne_cms, backup_vel_fence_ne_cms, dt); find_max_quadrant_velocity(backup_vel_fence_ne_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms); backup_vel_fence_ne_cms.zero(); adjust_velocity_exclusion_circles(kP, accel_limited_cmss, desired_velocity_ne_cms, backup_vel_fence_ne_cms, dt); find_max_quadrant_velocity(backup_vel_fence_ne_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms); } #endif // AP_FENCE_ENABLED #if AP_BEACON_ENABLED if ((_enabled & AC_AVOID_STOP_AT_BEACON_FENCE) > 0) { // Store velocity needed to back away from beacon fence Vector2f backup_vel_beacon_ne_cms; adjust_velocity_beacon_fence(kP, accel_limited_cmss, desired_velocity_ne_cms, backup_vel_beacon_ne_cms, dt); find_max_quadrant_velocity(backup_vel_beacon_ne_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms); } #endif // AP_BEACON_ENABLED // check for vertical fence float desired_velocity_z_cms = desired_vel_neu_cms.z; float desired_backup_vel_u_cms = 0.0f; adjust_velocity_z(kP_z, accel_z_cmss, desired_velocity_z_cms, desired_backup_vel_u_cms, dt); // Desired backup velocity is sum of maximum velocity component in each quadrant const Vector2f desired_backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; backup_vel_neu_cms = Vector3f{desired_backup_vel_ne_cms.x, desired_backup_vel_ne_cms.y, desired_backup_vel_u_cms}; desired_vel_neu_cms = Vector3f{desired_velocity_ne_cms.x, desired_velocity_ne_cms.y, desired_velocity_z_cms}; } /* * Adjusts the desired velocity so that the vehicle can stop * before the fence/object. * kP, accel_cmss are for the horizontal axis * kP_z, accel_z_cmss are for vertical axis */ void AC_Avoid::adjust_velocity(Vector3f &desired_vel_neu_cms, bool &backing_up, float kP, float accel_cmss, float kP_z, float accel_z_cmss, float dt) { // exit immediately if disabled if (_enabled == AC_AVOID_DISABLED) { return; } // make a copy of input velocity, because desired_vel_neu_cms might be changed const Vector3f desired_vel_original_neu_cms = desired_vel_neu_cms; // limit acceleration const float accel_limited_cmss = MIN(accel_cmss, AC_AVOID_ACCEL_CMSS_MAX); // maximum component of horizontal desired backup velocity in each quadrant Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; float back_vel_up_cms = 0.0f; float back_vel_down_cms = 0.0f; // Avoidance in response to proximity sensor if (proximity_avoidance_enabled() && _proximity_alt_enabled) { // Store velocity needed to back away from physical obstacles Vector3f backup_vel_proximity_neu_cms; adjust_velocity_proximity(kP, accel_limited_cmss, desired_vel_neu_cms, backup_vel_proximity_neu_cms, kP_z,accel_z_cmss, dt); find_max_quadrant_velocity_3D(backup_vel_proximity_neu_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms, back_vel_up_cms, back_vel_down_cms); } // Avoidance in response to various fences Vector3f backup_vel_fence_neu_cms; adjust_velocity_fence(kP, accel_cmss, desired_vel_neu_cms, backup_vel_fence_neu_cms, kP_z, accel_z_cmss, dt); find_max_quadrant_velocity_3D(backup_vel_fence_neu_cms , quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms, back_vel_up_cms, back_vel_down_cms); // Desired backup velocity is sum of maximum velocity component in each quadrant const Vector2f desired_backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; const float desired_backup_vel_u_cms = back_vel_down_cms + back_vel_up_cms; Vector3f desired_backup_vel_neu_cm{desired_backup_vel_ne_cms.x, desired_backup_vel_ne_cms.y, desired_backup_vel_u_cms}; const float backup_speed_max_ne_cms = _backup_speed_max_ne_ms * 100.0; if (!desired_backup_vel_neu_cm.xy().is_zero() && is_positive(backup_speed_max_ne_cms)) { backing_up = true; // Constrain horizontal backing away speed desired_backup_vel_neu_cm.xy().limit_length(backup_speed_max_ne_cms); // let user take control if they are backing away at a greater speed than what we have calculated // this has to be done for x,y,z separately. For eg, user is doing fine in "x" direction but might need backing up in "y". if (!is_zero(desired_backup_vel_neu_cm.x)) { if (is_positive(desired_backup_vel_neu_cm.x)) { desired_vel_neu_cms.x = MAX(desired_vel_neu_cms.x, desired_backup_vel_neu_cm.x); } else { desired_vel_neu_cms.x = MIN(desired_vel_neu_cms.x, desired_backup_vel_neu_cm.x); } } if (!is_zero(desired_backup_vel_neu_cm.y)) { if (is_positive(desired_backup_vel_neu_cm.y)) { desired_vel_neu_cms.y = MAX(desired_vel_neu_cms.y, desired_backup_vel_neu_cm.y); } else { desired_vel_neu_cms.y = MIN(desired_vel_neu_cms.y, desired_backup_vel_neu_cm.y); } } } const float backup_speed_max_u_cms = _backup_speed_max_u_ms * 100.0; if (!is_zero(desired_backup_vel_neu_cm.z) && is_positive(backup_speed_max_u_cms)) { backing_up = true; // Constrain vertical backing away speed desired_backup_vel_neu_cm.z = constrain_float(desired_backup_vel_neu_cm.z, -backup_speed_max_u_cms, backup_speed_max_u_cms); if (!is_zero(desired_backup_vel_neu_cm.z)) { if (is_positive(desired_backup_vel_neu_cm.z)) { desired_vel_neu_cms.z = MAX(desired_vel_neu_cms.z, desired_backup_vel_neu_cm.z); } else { desired_vel_neu_cms.z = MIN(desired_vel_neu_cms.z, desired_backup_vel_neu_cm.z); } } } // limit acceleration limit_accel_NEU_cm(desired_vel_original_neu_cms, desired_vel_neu_cms, dt); if (desired_vel_original_neu_cms != desired_vel_neu_cms) { _last_limit_time = AP_HAL::millis(); } #if HAL_LOGGING_ENABLED if (limits_active()) { // log at not more than 10hz (adjust_velocity method can be potentially called at 400hz!) uint32_t now = AP_HAL::millis(); if ((now - _last_log_ms) > 100) { _last_log_ms = now; Write_SimpleAvoidance(true, desired_vel_original_neu_cms, desired_vel_neu_cms, backing_up); } } else { // avoidance isn't active anymore // log once so that it registers in logs if (_last_log_ms) { Write_SimpleAvoidance(false, desired_vel_original_neu_cms, desired_vel_neu_cms, backing_up); // this makes sure logging won't run again till it is active _last_log_ms = 0; } } #endif } /* * Limit acceleration so that change of velocity output by avoidance library is controlled * This helps reduce jerks and sudden movements in the vehicle */ void AC_Avoid::limit_accel_NEU_cm(const Vector3f &original_vel_neu_cms, Vector3f &modified_vel_neu_cms, float dt) { if (original_vel_neu_cms == modified_vel_neu_cms || is_zero(_accel_max_mss) || !is_positive(dt)) { // we can't limit accel if any of these conditions are true return; } if (AP_HAL::millis() - _last_limit_time > AC_AVOID_ACCEL_TIMEOUT_MS) { // reset this velocity because its been a long time since avoidance was active _prev_avoid_vel_neu_cms = original_vel_neu_cms; } // acceleration demanded by avoidance const Vector3f accel_neu_cmss = (modified_vel_neu_cms - _prev_avoid_vel_neu_cms)/dt; // max accel in cm const float accel_max_cmss = _accel_max_mss * 100.0f; if (accel_neu_cmss.length() > accel_max_cmss) { // pull back on the acceleration const Vector3f accel_direction_neu = accel_neu_cmss.normalized(); modified_vel_neu_cms = (accel_direction_neu * accel_max_cmss) * dt + _prev_avoid_vel_neu_cms; } _prev_avoid_vel_neu_cms = modified_vel_neu_cms; return; } // This method is used in most Rover modes and not in Copter // adjust desired horizontal speed so that the vehicle stops before the fence or object // accel (maximum acceleration/deceleration) is in m/s/s // heading is in radians // speed is in m/s // kP should be zero for linear response, non-zero for non-linear response void AC_Avoid::adjust_speed(float kP, float accel_mss, float heading_rad, float &speed_ms, float dt) { // convert heading and speed into velocity vector Vector3f vel_neu_cms{ cosf(heading_rad) * speed_ms * 100.0f, sinf(heading_rad) * speed_ms * 100.0f, 0.0f }; bool backing_up = false; adjust_velocity(vel_neu_cms, backing_up, kP, accel_mss * 100.0f, 0, 0, dt); const Vector2f vel_ne_cms{vel_neu_cms.x, vel_neu_cms.y}; if (backing_up) { // back up if (fabsf(wrap_180(degrees(vel_ne_cms.angle())) - degrees(heading_rad)) > 90.0f) { // Big difference between the direction of velocity vector and actual heading therefore we need to reverse the direction speed_ms = -vel_ne_cms.length() * 0.01f; } else { speed_ms = vel_ne_cms.length() * 0.01f; } return; } // No need to back up so adjust speed towards zero if needed if (is_negative(speed_ms)) { speed_ms = -vel_ne_cms.length() * 0.01f; } else { speed_ms = vel_ne_cms.length() * 0.01f; } } // adjust vertical climb rate so vehicle does not break the vertical fence void AC_Avoid::adjust_velocity_z(float kP, float accel_cmss, float& climb_rate_cms, float dt) { float backup_speed_cms = 0.0f; adjust_velocity_z(kP, accel_cmss, climb_rate_cms, backup_speed_cms, dt); if (!is_zero(backup_speed_cms)) { if (is_negative(backup_speed_cms)) { climb_rate_cms = MIN(climb_rate_cms, backup_speed_cms); } else { climb_rate_cms = MAX(climb_rate_cms, backup_speed_cms); } } } // adjust vertical climb rate so vehicle does not break the vertical fence void AC_Avoid::adjust_velocity_z(float kP, float accel_cmss, float& climb_rate_cms, float& backup_speed_cms, float dt) { #ifdef AP_AVOID_ENABLE_Z // exit immediately if disabled if (_enabled == AC_AVOID_DISABLED) { return; } // do not adjust climb_rate if level if (is_zero(climb_rate_cms)) { return; } const AP_AHRS &_ahrs = AP::ahrs(); // limit acceleration const float accel_limited_cmss = MIN(accel_cmss, AC_AVOID_ACCEL_CMSS_MAX); bool limit_min_alt = false; bool limit_max_alt = false; float max_alt_diff_m = 0.0f; // distance from altitude limit to vehicle in metres (positive means vehicle is below limit) float min_alt_diff_m = 0.0f; #if AP_FENCE_ENABLED // calculate distance below fence AC_Fence *fence = AP::fence(); if ((_enabled & AC_AVOID_STOP_AT_FENCE) > 0 && fence) { // calculate distance from vehicle to safe altitude if ((fence->get_enabled_fences() & AC_FENCE_TYPE_ALT_MIN) > 0) { float veh_alt_m; if (fence->get_alt_in_alt_min_frame_m(veh_alt_m)) { // fence.get_safe_alt_min_m() is UP, veh_alt_m is UP: min_alt_diff_m = veh_alt_m - fence->get_safe_alt_min_m(); limit_min_alt = true; } } if ((fence->get_enabled_fences() & AC_FENCE_TYPE_ALT_MAX) > 0) { float veh_alt_m; if (fence->get_alt_in_alt_max_frame_m(veh_alt_m)) { // fence.get_safe_alt_max_m() is UP, veh_alt_m is UP: max_alt_diff_m = fence->get_safe_alt_max_m() - veh_alt_m; limit_max_alt = true; } } } #endif // calculate distance to (e.g.) optical flow altitude limit // AHRS values are always in metres float alt_limit_m; float curr_alt_m; if (_ahrs.get_hgt_ctrl_limit(alt_limit_m) && _ahrs.get_relative_position_D_origin_float(curr_alt_m)) { // alt_limit_m is UP, curr_alt_m is DOWN: const float ctrl_alt_diff_m = alt_limit_m + curr_alt_m; if (!limit_max_alt || ctrl_alt_diff_m < max_alt_diff_m) { max_alt_diff_m = ctrl_alt_diff_m; limit_max_alt = true; } } #if HAL_PROXIMITY_ENABLED // get distance from proximity sensor float proximity_alt_diff_m; AP_Proximity *proximity = AP::proximity(); if (proximity && proximity_avoidance_enabled() && proximity->get_upward_distance(proximity_alt_diff_m)) { proximity_alt_diff_m -= _margin_m; if (!limit_max_alt || proximity_alt_diff_m < max_alt_diff_m) { max_alt_diff_m = proximity_alt_diff_m; limit_max_alt = true; } } #endif // limit climb rate if (limit_max_alt || limit_min_alt) { const float max_back_spd_cms = _backup_speed_max_u_ms * 100.0; // do not allow climbing if we've breached the safe altitude if (max_alt_diff_m <= 0.0f && limit_max_alt) { climb_rate_cms = MIN(climb_rate_cms, 0.0f); // also calculate backup speed that will get us back to safe altitude if (is_positive(max_back_spd_cms)) { backup_speed_cms = -1*(get_max_speed(kP, accel_limited_cmss, -max_alt_diff_m * 100.0f, dt)); // Constrain to max backup speed backup_speed_cms = MAX(backup_speed_cms, -max_back_spd_cms); } return; // do not allow descending if we've breached the safe altitude } else if (min_alt_diff_m <= 0.0f && limit_min_alt) { climb_rate_cms = MAX(climb_rate_cms, 0.0f); // also calculate backup speed that will get us back to safe altitude if (is_positive(max_back_spd_cms)) { backup_speed_cms = get_max_speed(kP, accel_limited_cmss, -min_alt_diff_m * 100.0f, dt); // Constrain to max backup speed backup_speed_cms = MIN(backup_speed_cms, max_back_spd_cms); } return; } // limit climb rate if (limit_max_alt) { const float max_alt_max_speed_cms = get_max_speed(kP, accel_limited_cmss, max_alt_diff_m * 100.0f, dt); climb_rate_cms = MIN(max_alt_max_speed_cms, climb_rate_cms); } if (limit_min_alt) { const float max_alt_min_speed = get_max_speed(kP, accel_limited_cmss, min_alt_diff_m * 100.0f, dt); climb_rate_cms = MAX(-max_alt_min_speed, climb_rate_cms); } } #endif } #if AP_AVOIDANCE_ALTHOLD_ENABLED // adjust roll-pitch to push vehicle away from objects // roll and pitch value are in radians // veh_angle_max_rad is the user defined maximum lean angle for the vehicle in radians void AC_Avoid::adjust_roll_pitch_rad(float &roll_rad, float &pitch_rad, float veh_angle_max_rad) const { // exit immediately if proximity based avoidance is disabled if (!proximity_avoidance_enabled()) { return; } // exit immediately if angle max is zero if (_angle_max_deg <= 0.0f || veh_angle_max_rad <= 0.0f) { return; } float roll_positive_norm = 0.0f; // maximum positive roll value float roll_negative_norm = 0.0f; // minimum negative roll value float pitch_positive_norm = 0.0f; // maximum positive pitch value float pitch_negative_norm = 0.0f; // minimum negative pitch value // get maximum positive and negative roll and pitch percentages from proximity sensor get_proximity_roll_pitch_norm(roll_positive_norm, roll_negative_norm, pitch_positive_norm, pitch_negative_norm); // add maximum positive and negative percentages together for roll and pitch, convert to radians Vector2f rp_out_rad((roll_positive_norm + roll_negative_norm) * radians(45.0), (pitch_positive_norm + pitch_negative_norm) * radians(45.0)); // apply avoidance angular limits // the object avoidance lean angle is never more than 75% of the total angle-limit to allow the pilot to override const float angle_limit_rad = constrain_float(radians(_angle_max_deg), 0.0f, veh_angle_max_rad * AC_AVOID_ANGLE_MAX_PERCENT); float vec_length_rad = rp_out_rad.length(); if (vec_length_rad > angle_limit_rad) { rp_out_rad *= (angle_limit_rad / vec_length_rad); } // add passed in roll, pitch angles rp_out_rad.x += roll_rad; rp_out_rad.y += pitch_rad; // apply total angular limits vec_length_rad = rp_out_rad.length(); if (vec_length_rad > veh_angle_max_rad) { rp_out_rad *= (veh_angle_max_rad / vec_length_rad); } // return adjusted roll, pitch roll_rad = rp_out_rad.x; pitch_rad = rp_out_rad.y; } #endif // AP_AVOIDANCE_ALTHOLD_ENABLED /* * Note: This method is used to limit velocity horizontally only * Limits the component of desired_vel in the direction of the unit vector * limit_direction_ne to be at most the maximum speed permitted by the limit_distance. * * The function is unit-agnostic — accel, desired_vel_ne, and limit_direction_ne * must all use the same base unit (e.g. m, cm) for correct scaling. * * Uses velocity adjustment idea from Randy's second email on this thread: * https://groups.google.com/forum/#!searchin/drones-discuss/obstacle/drones-discuss/QwUXz__WuqY/qo3G8iTLSJAJ */ void AC_Avoid::limit_velocity_NE(float kP, float accel, Vector2f &desired_vel_ne, const Vector2f& limit_direction_ne, float limit_distance, float dt) const { const float max_speed = get_max_speed(kP, accel, limit_distance, dt); // project onto limit direction const float speed = desired_vel_ne * limit_direction_ne; if (speed > max_speed) { // subtract difference between desired speed and maximum acceptable speed desired_vel_ne += limit_direction_ne * (max_speed - speed); } } /* * Note: This method is used to limit velocity horizontally and vertically given a 3D desired velocity vector * Limits the component of desired_vel_neu in the direction of the obstacle_vector_neu based on the passed value of "margin" * * The function is unit-agnostic — accel, desired_vel_neu, obstacle_vector_neu, margin, and accel_u * must all use the same base unit (e.g. m, cm) for correct scaling. */ void AC_Avoid::limit_velocity_NEU(float kP, float accel, Vector3f &desired_vel_neu, const Vector3f& obstacle_vector_neu, float margin, float kP_z, float accel_u, float dt) const { if (desired_vel_neu.is_zero()) { // nothing to limit return; } // create a margin length vector in the direction of desired_vel_cms // this will create larger margin towards the direction vehicle is travelling in const Vector3f margin_vector_neu = desired_vel_neu.normalized() * margin; const Vector2f limit_direction_ne{obstacle_vector_neu.x, obstacle_vector_neu.y}; if (!limit_direction_ne.is_zero()) { const float distance_from_fence_xy = MAX((limit_direction_ne.length() - Vector2f{margin_vector_neu.x, margin_vector_neu.y}.length()), 0.0f); Vector2f velocity_ne{desired_vel_neu.x, desired_vel_neu.y}; limit_velocity_NE(kP, accel, velocity_ne, limit_direction_ne.normalized(), distance_from_fence_xy, dt); desired_vel_neu.x = velocity_ne.x; desired_vel_neu.y = velocity_ne.y; } if (is_zero(desired_vel_neu.z) || is_zero(obstacle_vector_neu.z)) { // nothing to limit vertically if desired_vel_cms.z is zero // if obstacle_vector_neu.z is zero then the obstacle is probably horizontally located, and we can move vertically return; } if (is_positive(desired_vel_neu.z) != is_positive(obstacle_vector_neu.z)) { // why limit velocity vertically when we are going the opposite direction return; } // to check if Z velocity changes const float velocity_original_u = desired_vel_neu.z; const float speed_u = fabsf(desired_vel_neu.z); // obstacle_vector_neu.z and margin_vector_neu.z should be in same direction as checked above const float dist_u = MAX(fabsf(obstacle_vector_neu.z) - fabsf(margin_vector_neu.z), 0.0f); if (is_zero(dist_u)) { // eliminate any vertical velocity desired_vel_neu.z = 0.0f; } else { const float max_z_speed = get_max_speed(kP_z, accel_u, dist_u, dt); desired_vel_neu.z = MIN(max_z_speed, speed_u); } // make sure the direction of the Z velocity did not change // we are only limiting speed here, not changing directions // check if original z velocity is positive or negative if (is_negative(velocity_original_u)) { desired_vel_neu.z = desired_vel_neu.z * -1.0f; } } /* * Compute the back away horizontal velocity required to avoid breaching margin * INPUT: This method requires the breach in margin distance (back_distance_cm), direction towards the breach (limit_direction) * It then calculates the desired backup velocity and passes it on to "find_max_quadrant_velocity" method to distribute the velocity vectors into respective quadrants * OUTPUT: The method then outputs four velocities (quad1/2/3/4_back_vel_cms), which correspond to the maximum horizontal desired backup velocity in each quadrant */ void AC_Avoid::calc_backup_velocity_2D(float kP, float accel_cmss, Vector2f &quad1_back_vel_cms, Vector2f &quad2_back_vel_cms, Vector2f &quad3_back_vel_cms, Vector2f &quad4_back_vel_cms, float back_distance_cm, Vector2f limit_direction, float dt) const { if (limit_direction.is_zero()) { // protect against divide by zero return; } // speed required to move away the exact distance that we have breached the margin with const float back_speed_cms = get_max_speed(kP, 0.4f * accel_cmss, fabsf(back_distance_cm), dt); // direction to the obstacle limit_direction.normalize(); // move in the opposite direction with the required speed Vector2f back_direction_vel_cms = limit_direction * (-back_speed_cms); // divide the vector into quadrants, find maximum velocity component in each quadrant find_max_quadrant_velocity(back_direction_vel_cms, quad1_back_vel_cms, quad2_back_vel_cms, quad3_back_vel_cms, quad4_back_vel_cms); } /* * Compute the back away velocity required to avoid breaching margin, including vertical component * min_z_vel is <= 0, and stores the greatest velocity in the downwards direction * max_z_vel is >= 0, and stores the greatest velocity in the upwards direction * eventually max_z_vel + min_z_vel will give the final desired Z backaway velocity */ void AC_Avoid::calc_backup_velocity_3D(float kP, float accel_cmss, Vector2f &quad1_back_vel_cms, Vector2f &quad2_back_vel_cms, Vector2f &quad3_back_vel_cms, Vector2f &quad4_back_vel_cms, float back_distance_cms, Vector3f limit_direction_neu, float kp_z, float accel_z_cmss, float back_distance_u_cm, float& min_vel_u_cms, float& max_vel_u_cms, float dt) const { // backup horizontally if (is_positive(back_distance_cms)) { Vector2f limit_direction_ne{limit_direction_neu.x, limit_direction_neu.y}; calc_backup_velocity_2D(kP, accel_cmss, quad1_back_vel_cms, quad2_back_vel_cms, quad3_back_vel_cms, quad4_back_vel_cms, back_distance_cms, limit_direction_ne, dt); } // backup vertically if (!is_zero(back_distance_u_cm)) { float back_speed_z_cms = get_max_speed(kp_z, 0.4f * accel_z_cmss, fabsf(back_distance_u_cm), dt); // Down is positive if (is_positive(back_distance_u_cm)) { back_speed_z_cms *= -1.0f; } // store the z backup speed into min or max z if possible if (back_speed_z_cms < min_vel_u_cms) { min_vel_u_cms = back_speed_z_cms; } if (back_speed_z_cms > max_vel_u_cms) { max_vel_u_cms = back_speed_z_cms; } } } /* * Calculate maximum velocity vector that can be formed in each quadrant * This method takes the desired backup velocity, and four other velocities corresponding to each quadrant * The desired velocity is then fit into one of the 4 quadrant velocities as per the sign of its components * This ensures that if we have multiple backup velocities, we can get the maximum of all of those velocities in each quadrant */ void AC_Avoid::find_max_quadrant_velocity(Vector2f &desired_vel, Vector2f &quad1_vel, Vector2f &quad2_vel, Vector2f &quad3_vel, Vector2f &quad4_vel) const { if (desired_vel.is_zero()) { return; } // first quadrant: +ve x, +ve y direction if (is_positive(desired_vel.x) && is_positive(desired_vel.y)) { quad1_vel = Vector2f{MAX(quad1_vel.x, desired_vel.x), MAX(quad1_vel.y,desired_vel.y)}; } // second quadrant: -ve x, +ve y direction if (is_negative(desired_vel.x) && is_positive(desired_vel.y)) { quad2_vel = Vector2f{MIN(quad2_vel.x, desired_vel.x), MAX(quad2_vel.y,desired_vel.y)}; } // third quadrant: -ve x, -ve y direction if (is_negative(desired_vel.x) && is_negative(desired_vel.y)) { quad3_vel = Vector2f{MIN(quad3_vel.x, desired_vel.x), MIN(quad3_vel.y,desired_vel.y)}; } // fourth quadrant: +ve x, -ve y direction if (is_positive(desired_vel.x) && is_negative(desired_vel.y)) { quad4_vel = Vector2f{MAX(quad4_vel.x, desired_vel.x), MIN(quad4_vel.y,desired_vel.y)}; } } /* Calculate maximum velocity vector that can be formed in each quadrant and separately store max & min of vertical components */ void AC_Avoid::find_max_quadrant_velocity_3D(Vector3f &desired_vel, Vector2f &quad1_vel, Vector2f &quad2_vel, Vector2f &quad3_vel, Vector2f &quad4_vel, float &max_z_vel, float &min_z_vel) const { // split into horizontal and vertical components Vector2f velocity_ne{desired_vel.x, desired_vel.y}; find_max_quadrant_velocity(velocity_ne, quad1_vel, quad2_vel, quad3_vel, quad4_vel); // store maximum and minimum of z if (is_positive(desired_vel.z) && (desired_vel.z > max_z_vel)) { max_z_vel = desired_vel.z; } if (is_negative(desired_vel.z) && (desired_vel.z < min_z_vel)) { min_z_vel = desired_vel.z; } } /* * Computes the speed such that the stopping distance * of the vehicle will be exactly the input distance. */ float AC_Avoid::get_max_speed(float kP, float accel, float distance, float dt) const { if (is_zero(kP)) { return safe_sqrt(2.0f * distance * accel); } else { return sqrt_controller(distance, kP, accel, dt); } } #if AP_FENCE_ENABLED /* * Adjusts the desired velocity for the circular fence. */ void AC_Avoid::adjust_velocity_circle_fence(float kP, float accel_cmss, Vector2f &desired_vel_ne_cms, Vector2f &backup_vel_ne_cms, float dt) { AC_Fence *fence = AP::fence(); if (fence == nullptr) { return; } AC_Fence &_fence = *fence; // exit if circular fence is not enabled if ((_fence.get_enabled_fences() & AC_FENCE_TYPE_CIRCLE) == 0) { return; } // exit if the circular fence has already been breached if ((_fence.get_breaches() & AC_FENCE_TYPE_CIRCLE) != 0) { return; } // get desired speed const float desired_speed_cms = desired_vel_ne_cms.length(); if (is_zero(desired_speed_cms)) { // no avoidance necessary when desired speed is zero return; } const AP_AHRS &_ahrs = AP::ahrs(); // get position as a 2D offset from ahrs home Vector2f position_ne_cm; if (!_ahrs.get_relative_position_NE_home(position_ne_cm)) { // we have no idea where we are.... return; } position_ne_cm *= 100.0f; // m -> cm // get the fence radius in cm const float fence_radius_cm = _fence.get_radius_m() * 100.0f; // get the margin to the fence in cm const float margin_cm = _fence.get_margin_ne_m() * 100.0f; if (margin_cm > fence_radius_cm) { return; } // get vehicle distance from home const float dist_from_home_cm = position_ne_cm.length(); if (dist_from_home_cm > fence_radius_cm) { // outside of circular fence, no velocity adjustments return; } const float distance_to_boundary_cm = fence_radius_cm - dist_from_home_cm; // for backing away Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; // back away if vehicle has breached margin if (is_negative(distance_to_boundary_cm - margin_cm)) { calc_backup_velocity_2D(kP, accel_cmss, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms, margin_cm - distance_to_boundary_cm, position_ne_cm, dt); } // desired backup velocity is sum of maximum velocity component in each quadrant backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; // vehicle is inside the circular fence switch (_behavior) { case BEHAVIOR_SLIDE: { // implement sliding behaviour const Vector2f stopping_point_ne_cm = position_ne_cm + desired_vel_ne_cms * (get_stopping_distance(kP, accel_cmss, desired_speed_cms) / desired_speed_cms); const float stopping_point_dist_from_home_ne_cm = stopping_point_ne_cm.length(); if (stopping_point_dist_from_home_ne_cm <= fence_radius_cm - margin_cm) { // stopping before before fence so no need to adjust return; } // unsafe desired velocity - will not be able to stop before reaching margin from fence // Project stopping point radially onto fence boundary // Adjusted velocity will point towards this projected point at a safe speed const Vector2f target_offset_ne_cm = stopping_point_ne_cm * ((fence_radius_cm - margin_cm) / stopping_point_dist_from_home_ne_cm); const Vector2f target_direction_ne_cm = target_offset_ne_cm - position_ne_cm; const float distance_to_target_cm = target_direction_ne_cm.length(); if (is_positive(distance_to_target_cm)) { const float max_speed_cms = get_max_speed(kP, accel_cmss, distance_to_target_cm, dt); desired_vel_ne_cms = target_direction_ne_cm * (MIN(desired_speed_cms,max_speed_cms) / distance_to_target_cm); } break; } case (BEHAVIOR_STOP): { // implement stopping behaviour // calculate stopping point plus a margin so we look forward far enough to intersect with circular fence const Vector2f stopping_point_plus_margin_ne_cm = position_ne_cm + desired_vel_ne_cms*((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, desired_speed_cms))/desired_speed_cms); const float stopping_point_plus_margin_dist_from_home_cm = stopping_point_plus_margin_ne_cm.length(); if (dist_from_home_cm >= fence_radius_cm - margin_cm) { // vehicle has already breached margin around fence // if stopping point is even further from home (i.e. in wrong direction) then adjust speed to zero // otherwise user is backing away from fence so do not apply limits if (stopping_point_plus_margin_dist_from_home_cm >= dist_from_home_cm) { desired_vel_ne_cms.zero(); } } else { // shorten vector without adjusting its direction Vector2f intersection_ne_cm; if (Vector2f::circle_segment_intersection(position_ne_cm, stopping_point_plus_margin_ne_cm, Vector2f(0.0f,0.0f), fence_radius_cm - margin_cm, intersection_ne_cm)) { const float distance_to_target_cm = (intersection_ne_cm - position_ne_cm).length(); const float max_speed_cms = get_max_speed(kP, accel_cmss, distance_to_target_cm, dt); if (max_speed_cms < desired_speed_cms) { desired_vel_ne_cms *= MAX(max_speed_cms, 0.0f) / desired_speed_cms; } } } break; } } } /* * Adjusts the desired velocity for the exclusion polygons */ void AC_Avoid::adjust_velocity_inclusion_and_exclusion_polygons(float kP, float accel_cmss, Vector2f &desired_vel_ne_cms, Vector2f &backup_vel_ne_cms, float dt) { const AC_Fence *fence = AP::fence(); if (fence == nullptr) { return; } // exit if polygon fences are not enabled if ((fence->get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) { return; } // for backing away Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; // iterate through inclusion polygons const uint8_t num_inclusion_polygons = fence->polyfence().get_inclusion_polygon_count(); for (uint8_t i = 0; i < num_inclusion_polygons; i++) { uint16_t num_points; const Vector2f* boundary = fence->polyfence().get_inclusion_polygon(i, num_points); Vector2f backup_vel_inc_ne_cms; // adjust velocity adjust_velocity_polygon(kP, accel_cmss, desired_vel_ne_cms, backup_vel_inc_ne_cms, boundary, num_points, fence->get_margin_ne_m(), dt, true); find_max_quadrant_velocity(backup_vel_inc_ne_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms); } // iterate through exclusion polygons const uint8_t num_exclusion_polygons = fence->polyfence().get_exclusion_polygon_count(); for (uint8_t i = 0; i < num_exclusion_polygons; i++) { uint16_t num_points; const Vector2f* boundary = fence->polyfence().get_exclusion_polygon(i, num_points); Vector2f backup_vel_exc_ne_cms; // adjust velocity adjust_velocity_polygon(kP, accel_cmss, desired_vel_ne_cms, backup_vel_exc_ne_cms, boundary, num_points, fence->get_margin_ne_m(), dt, false); find_max_quadrant_velocity(backup_vel_exc_ne_cms, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms); } // desired backup velocity is sum of maximum velocity component in each quadrant backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; } /* * Adjusts the desired velocity for the inclusion circles */ void AC_Avoid::adjust_velocity_inclusion_circles(float kP, float accel_cmss, Vector2f &desired_vel_ne_cms, Vector2f &backup_vel_ne_cms, float dt) { const AC_Fence *fence = AP::fence(); if (fence == nullptr) { return; } // return immediately if no inclusion circles const uint8_t num_circles = fence->polyfence().get_inclusion_circle_count(); if (num_circles == 0) { return; } // exit if polygon fences are not enabled if ((fence->get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) { return; } // get vehicle position Vector2f position_ne_cm; if (!AP::ahrs().get_relative_position_NE_origin_float(position_ne_cm)) { // do not limit velocity if we don't have a position estimate return; } position_ne_cm = position_ne_cm * 100.0f; // m to cm // get the margin to the fence in cm const float margin_cm = fence->get_margin_ne_m() * 100.0f; // get desired speed const float desired_speed_cms = desired_vel_ne_cms.length(); // get stopping distance as an offset from the vehicle Vector2f stopping_offset_ne_cm; if (!is_zero(desired_speed_cms)) { switch (_behavior) { case BEHAVIOR_SLIDE: stopping_offset_ne_cm = desired_vel_ne_cms * (get_stopping_distance(kP, accel_cmss, desired_speed_cms) / desired_speed_cms); break; case BEHAVIOR_STOP: // calculate stopping point plus a margin so we look forward far enough to intersect with circular fence stopping_offset_ne_cm = desired_vel_ne_cms * ((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, desired_speed_cms)) / desired_speed_cms); break; } } // for backing away Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; // iterate through inclusion circles for (uint8_t i = 0; i < num_circles; i++) { Vector2f center_pos_ne_cm; float radius_m; if (fence->polyfence().get_inclusion_circle(i, center_pos_ne_cm, radius_m)) { // get position relative to circle's center const Vector2f position_rel_ne_cm = (position_ne_cm - center_pos_ne_cm); // if we are outside this circle do not limit velocity for this circle const float dist_sq_cm = position_rel_ne_cm.length_squared(); const float radius_cm = (radius_m * 100.0f); if (dist_sq_cm > sq(radius_cm)) { continue; } const float radius_with_margin_cm = radius_cm - margin_cm; if (is_negative(radius_with_margin_cm)) { return; } const float margin_breach_cm = radius_with_margin_cm - safe_sqrt(dist_sq_cm); // back away if vehicle has breached margin if (is_negative(margin_breach_cm)) { calc_backup_velocity_2D(kP, accel_cmss, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms, margin_breach_cm, position_rel_ne_cm, dt); } if (is_zero(desired_speed_cms)) { // no avoidance necessary when desired speed is zero continue; } switch (_behavior) { case BEHAVIOR_SLIDE: { // implement sliding behaviour const Vector2f stopping_point_ne_cm = position_rel_ne_cm + stopping_offset_ne_cm; const float stopping_point_dist_cm = stopping_point_ne_cm.length(); if (is_zero(stopping_point_dist_cm) || (stopping_point_dist_cm <= (radius_cm - margin_cm))) { // stopping before before fence so no need to adjust for this circle continue; } // unsafe desired velocity - will not be able to stop before reaching margin from fence // project stopping point radially onto fence boundary // adjusted velocity will point towards this projected point at a safe speed const Vector2f target_offset_ne_cm = stopping_point_ne_cm * ((radius_cm - margin_cm) / stopping_point_dist_cm); const Vector2f target_direction_ne_cm = target_offset_ne_cm - position_rel_ne_cm; const float distance_to_target_cm = target_direction_ne_cm.length(); if (is_positive(distance_to_target_cm)) { const float max_speed_cms = get_max_speed(kP, accel_cmss, distance_to_target_cm, dt); desired_vel_ne_cms = target_direction_ne_cm * (MIN(desired_speed_cms, max_speed_cms) / distance_to_target_cm); } } break; case BEHAVIOR_STOP: { // implement stopping behaviour const Vector2f stopping_point_plus_margin_ne_cm = position_rel_ne_cm + stopping_offset_ne_cm; const float dist_cm = safe_sqrt(dist_sq_cm); if (dist_cm >= radius_cm - margin_cm) { // vehicle has already breached margin around fence // if stopping point is even further from center (i.e. in wrong direction) then adjust speed to zero // otherwise user is backing away from fence so do not apply limits if (stopping_point_plus_margin_ne_cm.length() >= dist_cm) { desired_vel_ne_cms.zero(); // desired backup velocity is sum of maximum velocity component in each quadrant backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; return; } } else { // shorten vector without adjusting its direction Vector2f intersection_ne_cm; if (Vector2f::circle_segment_intersection(position_rel_ne_cm, stopping_point_plus_margin_ne_cm, Vector2f(0.0f,0.0f), radius_cm - margin_cm, intersection_ne_cm)) { const float distance_to_target_cm = (intersection_ne_cm - position_rel_ne_cm).length(); const float max_speed_cms = get_max_speed(kP, accel_cmss, distance_to_target_cm, dt); if (max_speed_cms < desired_speed_cms) { desired_vel_ne_cms *= MAX(max_speed_cms, 0.0f) / desired_speed_cms; } } } } break; } } } // desired backup velocity is sum of maximum velocity component in each quadrant backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; } /* * Adjusts the desired velocity for the exclusion circles */ void AC_Avoid::adjust_velocity_exclusion_circles(float kP, float accel_cmss, Vector2f &desired_vel_ne_cms, Vector2f &backup_vel_ne_cms, float dt) { const AC_Fence *fence = AP::fence(); if (fence == nullptr) { return; } // return immediately if no inclusion circles const uint8_t num_circles = fence->polyfence().get_exclusion_circle_count(); if (num_circles == 0) { return; } // exit if polygon fences are not enabled if ((fence->get_enabled_fences() & AC_FENCE_TYPE_POLYGON) == 0) { return; } // get vehicle position Vector2f position_ne_cm; if (!AP::ahrs().get_relative_position_NE_origin_float(position_ne_cm)) { // do not limit velocity if we don't have a position estimate return; } position_ne_cm = position_ne_cm * 100.0f; // m to cm // get the margin to the fence in cm const float margin_cm = fence->get_margin_ne_m() * 100.0f; // for backing away Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; // get desired speed const float desired_speed_cms = desired_vel_ne_cms.length(); // calculate stopping distance as an offset from the vehicle (only used for BEHAVIOR_STOP) // add a margin so we look forward far enough to intersect with circular fence Vector2f stopping_offset_ne_cm; if (!is_zero(desired_speed_cms)) { if ((AC_Avoid::BehaviourType)_behavior.get() == BEHAVIOR_STOP) { stopping_offset_ne_cm = desired_vel_ne_cms * ((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, desired_speed_cms)) / desired_speed_cms); } } // iterate through exclusion circles for (uint8_t i = 0; i < num_circles; i++) { Vector2f center_pos_ne_cm; float radius_m; if (fence->polyfence().get_exclusion_circle(i, center_pos_ne_cm, radius_m)) { // get position relative to circle's center const Vector2f position_rel_ne_cm = (position_ne_cm - center_pos_ne_cm); // if we are inside this circle do not limit velocity for this circle const float dist_sq_cm = position_rel_ne_cm.length_squared(); const float radius_cm = (radius_m * 100.0f); if (radius_cm < margin_cm) { return; } if (dist_sq_cm < sq(radius_cm)) { continue; } const Vector2f vector_to_center_ne_cm = center_pos_ne_cm - position_ne_cm; const float dist_to_boundary_cm = vector_to_center_ne_cm.length() - radius_cm; // back away if vehicle has breached margin if (is_negative(dist_to_boundary_cm - margin_cm)) { calc_backup_velocity_2D(kP, accel_cmss, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms, margin_cm - dist_to_boundary_cm, vector_to_center_ne_cm, dt); } if (is_zero(desired_speed_cms)) { // no avoidance necessary when desired speed is zero continue; } switch (_behavior) { case BEHAVIOR_SLIDE: { // vector from current position to circle's center Vector2f limit_direction_ne_cm = vector_to_center_ne_cm; if (limit_direction_ne_cm.is_zero()) { // vehicle is exactly on circle center so do not limit velocity continue; } // calculate distance to edge of circle const float limit_distance_cm = limit_direction_ne_cm.length() - radius_cm; if (!is_positive(limit_distance_cm)) { // vehicle is within circle so do not limit velocity continue; } // vehicle is outside the circle, adjust velocity to stay outside limit_direction_ne_cm.normalize(); limit_velocity_NE(kP, accel_cmss, desired_vel_ne_cms, limit_direction_ne_cm, MAX(limit_distance_cm - margin_cm, 0.0f), dt); } break; case BEHAVIOR_STOP: { // implement stopping behaviour const Vector2f stopping_point_plus_margin_ne_cm = position_rel_ne_cm + stopping_offset_ne_cm; const float dist_cm = safe_sqrt(dist_sq_cm); if (dist_cm < radius_cm + margin_cm) { // vehicle has already breached margin around fence // if stopping point is closer to center (i.e. in wrong direction) then adjust speed to zero // otherwise user is backing away from fence so do not apply limits if (stopping_point_plus_margin_ne_cm.length() <= dist_cm) { desired_vel_ne_cms.zero(); backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; return; } } else { // shorten vector without adjusting its direction Vector2f intersection_ne_cm; if (Vector2f::circle_segment_intersection(position_rel_ne_cm, stopping_point_plus_margin_ne_cm, Vector2f(0.0f,0.0f), radius_cm + margin_cm, intersection_ne_cm)) { const float distance_to_target_cm = (intersection_ne_cm - position_rel_ne_cm).length(); const float max_speed_cms = get_max_speed(kP, accel_cmss, distance_to_target_cm, dt); if (max_speed_cms < desired_speed_cms) { desired_vel_ne_cms *= MAX(max_speed_cms, 0.0f) / desired_speed_cms; } } } } break; } } } // desired backup velocity is sum of maximum velocity component in each quadrant backup_vel_ne_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; } #endif // AP_FENCE_ENABLED #if AP_BEACON_ENABLED /* * Adjusts the desired velocity for the beacon fence. */ void AC_Avoid::adjust_velocity_beacon_fence(float kP, float accel_cmss, Vector2f &desired_vel_ne_cms, Vector2f &backup_vel_ne_cms, float dt) { AP_Beacon *_beacon = AP::beacon(); // exit if the beacon is not present if (_beacon == nullptr) { return; } // get boundary from beacons uint16_t num_points = 0; const Vector2f* boundary = _beacon->get_boundary_points(num_points); if ((boundary == nullptr) || (num_points == 0)) { return; } // adjust velocity using beacon float margin_m = 0; #if AP_FENCE_ENABLED if (AP::fence()) { margin_m = AP::fence()->get_margin_ne_m(); } #endif adjust_velocity_polygon(kP, accel_cmss, desired_vel_ne_cms, backup_vel_ne_cms, boundary, num_points, margin_m, dt, true); } #endif // AP_BEACON_ENABLED /* * Adjusts the desired velocity based on output from the proximity sensor */ void AC_Avoid::adjust_velocity_proximity(float kP, float accel_cmss, Vector3f &desired_vel_neu_cms, Vector3f &backup_vel_neu_cms, float kP_z, float accel_u_cmss, float dt) { #if HAL_PROXIMITY_ENABLED // exit immediately if proximity sensor is not present AP_Proximity *proximity = AP::proximity(); if (!proximity) { return; } AP_Proximity &_proximity = *proximity; // get total number of obstacles const uint8_t obstacle_num = _proximity.get_obstacle_count(); if (obstacle_num == 0) { // no obstacles return; } const AP_AHRS &_ahrs = AP::ahrs(); // for backing away Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; float max_back_vel_u_cms = 0.0f; float min_back_vel_u_cms = 0.0f; // rotate velocity vector from earth frame to body-frame since obstacles are in body-frame const Vector2f desired_vel_body_ne_cms = _ahrs.earth_to_body2D(Vector2f{desired_vel_neu_cms.x, desired_vel_neu_cms.y}); // safe_vel_ne_cms will be adjusted to stay away from Proximity Obstacles Vector3f safe_vel_neu_cms = Vector3f{desired_vel_body_ne_cms.x, desired_vel_body_ne_cms.y, desired_vel_neu_cms.z}; const Vector3f safe_vel_orig_neu_cms = safe_vel_neu_cms; // calc margin in cm const float margin_cm = MAX(_margin_m * 100.0f, 0.0f); Vector3f stopping_point_plus_margin_neu_cm; if (!desired_vel_neu_cms.is_zero()) { // only used for "stop mode". Pre-calculating the stopping point here makes sure we do not need to repeat the calculations under iterations. const float speed_cms = safe_vel_neu_cms.length(); stopping_point_plus_margin_neu_cm = safe_vel_neu_cms * ((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, speed_cms)) / speed_cms); } for (uint8_t i = 0; i deadzone_cm) { // this vector will help us decide how much we have to back away horizontally and vertically const Vector3f margin_vector_neu_cm = vector_to_obstacle_neu.normalized() * breach_dist_cm; const float xy_back_dist = margin_vector_neu_cm.xy().length(); const float z_back_dist = margin_vector_neu_cm.z; calc_backup_velocity_3D(kP, accel_cmss, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms, xy_back_dist, vector_to_obstacle_neu, kP_z, accel_u_cmss, z_back_dist, min_back_vel_u_cms, max_back_vel_u_cms, dt); } } if (desired_vel_neu_cms.is_zero()) { // cannot limit velocity if there is nothing to limit // backing up (if needed) has already been done continue; } switch (_behavior) { case BEHAVIOR_SLIDE: { Vector3f limit_direction_neu{vector_to_obstacle_neu}; // distance to closest point const float limit_distance_cm = limit_direction_neu.length(); if (is_zero(limit_distance_cm)) { // We are exactly on the edge, this should ideally never be possible // i.e. do not adjust velocity. continue; } // Adjust velocity to not violate margin. limit_velocity_NEU(kP, accel_cmss, safe_vel_neu_cms, limit_direction_neu, margin_cm, kP_z, accel_u_cmss, dt); break; } case BEHAVIOR_STOP: { // vector from current position to obstacle Vector3f limit_direction_neu; // find closest point with line segment // also see if the vehicle will "roughly" intersect the boundary with the projected stopping point const bool intersect = _proximity.closest_point_from_segment_to_obstacle(i, Vector3f{}, stopping_point_plus_margin_neu_cm, limit_direction_neu); if (intersect) { // the vehicle is intersecting the plane formed by the boundary // distance to the closest point from the stopping point float limit_distance_cm = limit_direction_neu.length(); if (is_zero(limit_distance_cm)) { // We are exactly on the edge, this should ideally never be possible // i.e. do not adjust velocity. return; } if (limit_distance_cm <= margin_cm) { // we are within the margin so stop vehicle safe_vel_neu_cms.zero(); } else { // vehicle inside the given edge, adjust velocity to not violate this edge limit_velocity_NEU(kP, accel_cmss, safe_vel_neu_cms, limit_direction_neu, margin_cm, kP_z, accel_u_cmss, dt); } break; } } } } // desired backup velocity is sum of maximum velocity component in each quadrant const Vector2f desired_back_vel_cms_xy = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; const float desired_back_vel_cms_z = max_back_vel_u_cms + min_back_vel_u_cms; if (safe_vel_neu_cms == safe_vel_orig_neu_cms && desired_back_vel_cms_xy.is_zero() && is_zero(desired_back_vel_cms_z)) { // proximity avoidance did nothing, no point in doing the calculations below. Return early backup_vel_neu_cms.zero(); return; } // set modified desired velocity vector and back away velocity vector // vectors were in body-frame, rotate resulting vector back to earth-frame const Vector2f safe_vel_ne_cms = _ahrs.body_to_earth2D(Vector2f{safe_vel_neu_cms.x, safe_vel_neu_cms.y}); desired_vel_neu_cms = Vector3f{safe_vel_ne_cms.x, safe_vel_ne_cms.y, safe_vel_neu_cms.z}; const Vector2f backup_vel_ne_cms = _ahrs.body_to_earth2D(desired_back_vel_cms_xy); backup_vel_neu_cms = Vector3f{backup_vel_ne_cms.x, backup_vel_ne_cms.y, desired_back_vel_cms_z}; #endif // HAL_PROXIMITY_ENABLED } /* * Adjusts the desired velocity for the polygon fence. */ void AC_Avoid::adjust_velocity_polygon(float kP, float accel_cmss, Vector2f &desired_vel_cms, Vector2f &backup_vel_ne_cms, const Vector2f* boundary, uint16_t num_points, float margin, float dt, bool stay_inside) { // exit if there are no points if (boundary == nullptr || num_points == 0) { return; } const AP_AHRS &_ahrs = AP::ahrs(); // do not adjust velocity if vehicle is outside the polygon fence Vector2f position_ne_cm; if (!_ahrs.get_relative_position_NE_origin_float(position_ne_cm)) { // boundary is in earth frame but we have no idea // where we are return; } position_ne_cm = position_ne_cm * 100.0f; // m to cm // return if we have already breached polygon const bool inside_polygon = !Polygon_outside(position_ne_cm, boundary, num_points); if (inside_polygon != stay_inside) { return; } // Safe_vel will be adjusted to remain within fence. // We need a separate vector in case adjustment fails, // e.g. if we are exactly on the boundary. Vector2f safe_vel_ne_cms(desired_vel_cms); Vector2f desired_back_vel_cms; // calc margin in cm const float margin_cm = MAX(margin * 100.0f, 0.0f); // for stopping const float speed = safe_vel_ne_cms.length(); Vector2f stopping_point_plus_margin_ne_cm; if (!desired_vel_cms.is_zero()) { stopping_point_plus_margin_ne_cm = position_ne_cm + safe_vel_ne_cms*((2.0f + margin_cm + get_stopping_distance(kP, accel_cmss, speed))/speed); } // for backing away Vector2f quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms; for (uint16_t i=0; i= num_points) { j = 0; } // end points of current edge Vector2f start = boundary[j]; Vector2f end = boundary[i]; Vector2f vector_to_boundary_ne_cm = Vector2f::closest_point(position_ne_cm, start, end) - position_ne_cm; // back away if vehicle has breached margin if (is_negative(vector_to_boundary_ne_cm.length() - margin_cm)) { calc_backup_velocity_2D(kP, accel_cmss, quad_1_back_vel_ne_cms, quad_2_back_vel_ne_cms, quad_3_back_vel_ne_cms, quad_4_back_vel_ne_cms, margin_cm - vector_to_boundary_ne_cm.length(), vector_to_boundary_ne_cm, dt); } // exit immediately if no desired velocity if (desired_vel_cms.is_zero()) { continue; } switch (_behavior) { case (BEHAVIOR_SLIDE): { // vector from current position to closest point on current edge Vector2f limit_direction_ne_cm = vector_to_boundary_ne_cm; // distance to closest point const float limit_distance_cm = limit_direction_ne_cm.length(); if (is_zero(limit_distance_cm)) { // We are exactly on the edge - treat this as a fence breach. // i.e. do not adjust velocity. return; } // We are strictly inside the given edge. // Adjust velocity to not violate this edge. limit_direction_ne_cm /= limit_distance_cm; limit_velocity_NE(kP, accel_cmss, safe_vel_ne_cms, limit_direction_ne_cm, MAX(limit_distance_cm - margin_cm, 0.0f), dt); break; } case (BEHAVIOR_STOP): { // find intersection_ne_cm with line segment Vector2f intersection_ne_cm; if (Vector2f::segment_intersection(position_ne_cm, stopping_point_plus_margin_ne_cm, start, end, intersection_ne_cm)) { // vector from current position to point on current edge Vector2f limit_direction_ne_cm = intersection_ne_cm - position_ne_cm; const float limit_distance_cm = limit_direction_ne_cm.length(); if (is_zero(limit_distance_cm)) { // We are exactly on the edge - treat this as a fence breach. // i.e. do not adjust velocity. return; } if (limit_distance_cm <= margin_cm) { // we are within the margin so stop vehicle safe_vel_ne_cms.zero(); } else { // vehicle inside the given edge, adjust velocity to not violate this edge limit_direction_ne_cm /= limit_distance_cm; limit_velocity_NE(kP, accel_cmss, safe_vel_ne_cms, limit_direction_ne_cm, MAX(limit_distance_cm - margin_cm, 0.0f), dt); } } break; } } } // desired backup velocity is sum of maximum velocity component in each quadrant desired_back_vel_cms = quad_1_back_vel_ne_cms + quad_2_back_vel_ne_cms + quad_3_back_vel_ne_cms + quad_4_back_vel_ne_cms; // set modified desired velocity vector or back away velocity vector desired_vel_cms = safe_vel_ne_cms; backup_vel_ne_cms = desired_back_vel_cms; } /* * Computes distance required to stop, given current speed. * * Implementation copied from AC_PosControl. */ float AC_Avoid::get_stopping_distance(float kP, float accel_cmss, float speed_cms) const { // avoid divide by zero by using current position if the velocity is below 10cm/s, kP is very low or acceleration is zero if (accel_cmss <= 0.0f || is_zero(speed_cms)) { return 0.0f; } // handle linear deceleration if (kP <= 0.0f) { return 0.5f * sq(speed_cms) / accel_cmss; } // calculate distance within which we can stop // accel_cmss/kP is the point at which velocity switches from linear to sqrt if (speed_cms < accel_cmss/kP) { return speed_cms/kP; } else { // accel_cmss/(2.0f*kP*kP) is the distance at which we switch from linear to sqrt response return accel_cmss/(2.0f*kP*kP) + (speed_cms*speed_cms)/(2.0f*accel_cmss); } } #if AP_AVOIDANCE_ALTHOLD_ENABLED // convert distance (in meters) to a lean percentage (in 0~1 range) for use in manual flight modes float AC_Avoid::distance_m_to_lean_norm(float dist_m) const { // ignore objects beyond DIST_MAX if (dist_m < 0.0f || dist_m >= _dist_max_m || _dist_max_m <= 0.0f) { return 0.0f; } // inverted but linear response return 1.0f - (dist_m / _dist_max_m); } // returns the maximum positive and negative roll and pitch percentages (in -1 ~ +1 range) based on the proximity sensor void AC_Avoid::get_proximity_roll_pitch_norm(float &roll_positive_norm, float &roll_negative_norm, float &pitch_positive_norm, float &pitch_negative_norm) const { #if HAL_PROXIMITY_ENABLED AP_Proximity *proximity = AP::proximity(); if (proximity == nullptr) { return; } AP_Proximity &_proximity = *proximity; const uint8_t obj_count = _proximity.get_object_count(); // if no objects return if (obj_count == 0) { return; } // calculate maximum roll, pitch values from objects for (uint8_t i=0; i 0.0f) { roll_positive_norm = MAX(roll_positive_norm, roll_norm); } else if (roll_norm < 0.0f) { roll_negative_norm = MIN(roll_negative_norm, roll_norm); } if (pitch_norm > 0.0f) { pitch_positive_norm = MAX(pitch_positive_norm, pitch_norm); } else if (pitch_norm < 0.0f) { pitch_negative_norm = MIN(pitch_negative_norm, pitch_norm); } } } } #endif // HAL_PROXIMITY_ENABLED } #endif // AP_AVOIDANCE_ALTHOLD_ENABLED // singleton instance AC_Avoid *AC_Avoid::_singleton; namespace AP { AC_Avoid *ac_avoid() { return AC_Avoid::get_singleton(); } } #endif // !APM_BUILD_TYPE(APM_BUILD_ArduPlane) #endif // AP_AVOIDANCE_ENABLED