/**************************************************************************** * * Copyright (c) 2018 PX4 Development Team. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in * the documentation and/or other materials provided with the * distribution. * 3. Neither the name PX4 nor the names of its contributors may be * used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS * OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN * ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * ****************************************************************************/ /** * @file FlightAutoLine.cpp */ #include "FlightTaskAutoLine.hpp" #include using namespace matrix; #define SIGMA_SINGLE_OP 0.000001f #define SIGMA_NORM 0.001f bool FlightTaskAutoLine::activate() { bool ret = FlightTaskAuto::activate(); _reset(); return ret; } bool FlightTaskAutoLine::update() { bool follow_line = _type == WaypointType::loiter || _type == WaypointType::position; bool follow_line_prev = _type_previous == WaypointType::loiter || _type_previous == WaypointType::position; // Altitude above ground from home or if not present // the negation of the current position _alt_above_ground = -_position(2); if (_sub_home_position->get().valid_alt) { _alt_above_ground = -_position(2) + _sub_home_position->get().z; } // 1st time that vehicle starts to follow line. Reset all setpoints to current vehicle state. if (follow_line && !follow_line_prev) { _reset(); } // The only time a thrust set-point is sent out is during // idle. Hence, reset thrust set-point to NAN in case the // vehicle exits idle. if (_type_previous == WaypointType::idle) { _thrust_setpoint = Vector3f(NAN, NAN, NAN); } if (_type == WaypointType::idle) { _generateIdleSetpoints(); } else if (_type == WaypointType::land) { _generateLandSetpoints(); } else if (follow_line) { _generateSetpoints(); } else if (_type == WaypointType::takeoff) { _generateTakeoffSetpoints(); } else if (_type == WaypointType::velocity) { _generateVelocitySetpoints(); } // For now yaw-setpoint comes directly form triplets. // TODO: In the future, however, yaw should be set in this // task based on flag: yaw along path, yaw based on gimbal, yaw // same as home yaw ... _yaw_setpoint = _yaw_wp; // update previous type _type_previous = _type; return true; } void FlightTaskAutoLine::_reset() { // Set setpoints equal current state. _velocity_setpoint = _velocity; _position_setpoint = _position; _destination = _target; _origin = _prev_wp; _speed_at_target = 0.0f; } void FlightTaskAutoLine::_generateIdleSetpoints() { // Send zero thrust setpoint */ _position_setpoint = Vector3f(NAN, NAN, NAN); // Don't require any position/velocity setpoints _velocity_setpoint = Vector3f(NAN, NAN, NAN); _thrust_setpoint.zero(); } void FlightTaskAutoLine::_generateLandSetpoints() { // Keep xy-position and go down with landspeed. */ _position_setpoint = Vector3f(_target(0), _target(1), NAN); _velocity_setpoint = Vector3f(Vector3f(NAN, NAN, _land_speed.get())); } void FlightTaskAutoLine::_generateTakeoffSetpoints() { // Takeoff is completely defined by target position. */ _position_setpoint = _target; _velocity_setpoint = Vector3f(NAN, NAN, NAN); } void FlightTaskAutoLine::_generateVelocitySetpoints() { // TODO: Remove velocity force logic from navigator, since // navigator should only send out waypoints. _position_setpoint = Vector3f(NAN, NAN, _position(2)); Vector2f vel_sp_xy = Vector2f(&_velocity(0)).unit_or_zero() * _mc_cruise_speed; _velocity_setpoint = Vector3f(vel_sp_xy(0), vel_sp_xy(1), NAN); } void FlightTaskAutoLine::_generateSetpoints() { _updateInternalWaypoints(); _generateAltitudeSetpoints(); _generateXYsetpoints(); } void FlightTaskAutoLine::_updateInternalWaypoints() { // The internal Waypoints might differ from previous_wp and target. The cases where it differs: // 1. The vehicle already passed the target -> go straight to target // 2. The vehicle is more than cruise speed in front of previous waypoint -> go straight to previous waypoint // 3. The vehicle is more than cruise speed from track -> go straight to closest point on track // // If a new target is available, then the speed at the target is computed from the angle previous-target-next. // Adjust destination and origin based on current vehicle state. Vector2f u_prev_to_target = Vector2f(&(_target - _prev_wp)(0)).unit_or_zero(); Vector2f pos_to_target = Vector2f(&(_target - _position)(0)); Vector2f prev_to_pos = Vector2f(&(_position - _prev_wp)(0)); Vector2f closest_pt = Vector2f(&_prev_wp(0)) + u_prev_to_target * (prev_to_pos * u_prev_to_target); if (u_prev_to_target * pos_to_target < 0.0f) { // Target is behind. */ if (_current_state != State::target_behind) { _destination = _target; _origin = _position; _current_state = State::target_behind; float angle = 2.0f; _speed_at_target = 0.0f; // angle = cos(x) + 1.0 // angle goes from 0 to 2 with 0 = large angle, 2 = small angle: 0 = PI ; 2 = PI*0 if (Vector2f(&(_destination - _next_wp)(0)).length() > 0.001f && (Vector2f(&(_destination - _origin)(0)).length() > _nav_rad.get())) { angle = Vector2f(&(_destination - _origin)(0)).unit_or_zero() * Vector2f(&(_destination - _next_wp)(0)).unit_or_zero() + 1.0f; _speed_at_target = _getVelocityFromAngle(angle); } } } else if (u_prev_to_target * prev_to_pos < 0.0f && prev_to_pos.length() > _mc_cruise_speed) { // Current position is more than cruise speed in front of previous setpoint. if (_current_state != State::previous_infront) { _destination = _prev_wp; _origin = _position; _current_state = State::previous_infront; float angle = 2.0f; _speed_at_target = 0.0f; // angle = cos(x) + 1.0 // angle goes from 0 to 2 with 0 = large angle, 2 = small angle: 0 = PI ; 2 = PI*0 if (Vector2f(&(_destination - _next_wp)(0)).length() > 0.001f && (Vector2f(&(_destination - _origin)(0)).length() > _nav_rad.get())) { angle = Vector2f(&(_destination - _origin)(0)).unit_or_zero() * Vector2f(&(_destination - _next_wp)(0)).unit_or_zero() + 1.0f; _speed_at_target = _getVelocityFromAngle(angle); } } } else if (Vector2f(Vector2f(&_position(0)) - closest_pt).length() > _mc_cruise_speed) { // Vehicle is more than cruise speed off track. if (_current_state != State::offtrack) { _destination = matrix::Vector3f(closest_pt(0), closest_pt(1), _target(2)); _origin = _position; _current_state = State::offtrack; float angle = 2.0f; _speed_at_target = 0.0f; // angle = cos(x) + 1.0 // angle goes from 0 to 2 with 0 = large angle, 2 = small angle: 0 = PI ; 2 = PI*0 if (Vector2f(&(_destination - _next_wp)(0)).length() > 0.001f && (Vector2f(&(_destination - _origin)(0)).length() > _nav_rad.get())) { angle = Vector2f(&(_destination - _origin)(0)).unit_or_zero() * Vector2f(&(_destination - _next_wp)(0)).unit_or_zero() + 1.0f; _speed_at_target = _getVelocityFromAngle(angle); } } } else { if ((_target - _destination).length() > 0.01f) { // A new target is available. Update speed at target.*/ _destination = _target; _origin = _prev_wp; _current_state = State::none; float angle = 2.0f; _speed_at_target = 0.0f; // angle = cos(x) + 1.0 // angle goes from 0 to 2 with 0 = large angle, 2 = small angle: 0 = PI ; 2 = PI*0 if (Vector2f(&(_destination - _next_wp)(0)).length() > 0.001f && (Vector2f(&(_destination - _origin)(0)).length() > _nav_rad.get())) { angle = Vector2f(&(_destination - _origin)(0)).unit_or_zero() * Vector2f(&(_destination - _next_wp)(0)).unit_or_zero() + 1.0f; _speed_at_target = _getVelocityFromAngle(angle); } } } } void FlightTaskAutoLine::_generateXYsetpoints() { Vector2f pos_sp_to_dest = Vector2f(&(_target - _position_setpoint)(0)); const bool has_reached_altitude = fabsf(_destination(2) - _position(2)) < _nav_rad.get(); if ((_speed_at_target < 0.001f && pos_sp_to_dest.length() < _nav_rad.get()) || (!has_reached_altitude && pos_sp_to_dest.length() < _nav_rad.get())) { // Vehicle reached target in xy and no passing required. Lock position */ _position_setpoint(0) = _destination(0); _position_setpoint(1) = _destination(1); _velocity_setpoint(0) = _velocity_setpoint(1) = 0.0f; } else { // Get various path specific vectors. */ Vector2f u_prev_to_dest = Vector2f(&(_destination - _origin)(0)).unit_or_zero(); Vector2f prev_to_pos(&(_position - _origin)(0)); Vector2f closest_pt = Vector2f(&_origin(0)) + u_prev_to_dest * (prev_to_pos * u_prev_to_dest); Vector2f closest_to_dest = Vector2f(&(_destination - _position)(0)); Vector2f prev_to_dest = Vector2f(&(_destination - _origin)(0)); float speed_sp_track = _mc_cruise_speed; float speed_sp_prev_track = math::max(Vector2f(&_velocity_setpoint(0)) * u_prev_to_dest, 0.0f); // Distance to target when brake should occur. The assumption is made that // 1.5 * cruising speed is enough to break. float target_threshold = 1.5f * _mc_cruise_speed; float speed_threshold = _mc_cruise_speed; const float threshold_max = target_threshold; if (target_threshold > 0.5f * prev_to_dest.length()) { // Target threshold cannot be more than distance from previous to target target_threshold = 0.5f * prev_to_dest.length(); } // Compute maximum speed at target threshold */ if (threshold_max > _nav_rad.get()) { float m = (_mc_cruise_speed - _speed_at_target) / (threshold_max - _nav_rad.get()); speed_threshold = m * (target_threshold - _nav_rad.get()) + _speed_at_target; // speed at transition } // Either accelerate or decelerate if (closest_to_dest.length() < target_threshold) { // Vehicle is close to destination. Start to decelerate if (!has_reached_altitude) { // Altitude is not reached yet. Vehicle has to stop first before proceeding _speed_at_target = 0.0f; } float acceptance_radius = _nav_rad.get(); if (_speed_at_target < 0.01f) { // If vehicle wants to stop at the target, then set acceptance radius to zero as well. acceptance_radius = 0.0f; } if ((target_threshold - acceptance_radius) >= SIGMA_NORM) { // Slow down depending on distance to target minus acceptance radius. float m = (speed_threshold - _speed_at_target) / (target_threshold - acceptance_radius); speed_sp_track = m * (closest_to_dest.length() - acceptance_radius) + _speed_at_target; // speed at transition } else { speed_sp_track = _speed_at_target; } // If we are close to target and the previous speed setpoint along track was smaller than // current speed setpoint along track, then take over the previous one. // This ensures smoothness since we anyway want to slow down. if ((speed_sp_prev_track < speed_sp_track) && (speed_sp_track * speed_sp_prev_track > 0.0f) && (speed_sp_prev_track > _speed_at_target)) { speed_sp_track = speed_sp_prev_track; } } else { // Vehicle is still far from destination. Accelerate or keep maximum target speed. float acc_track = (speed_sp_track - speed_sp_prev_track) / _deltatime; float yaw_diff = 0.0f; if (PX4_ISFINITE(_yaw_wp)) { yaw_diff = _wrap_pi(_yaw_wp - _yaw); } // If yaw offset is large, only accelerate with 0.5 m/s^2. float acc_max = (fabsf(yaw_diff) > math::radians(_mis_yaw_error.get())) ? 0.5f : _acc_xy.get(); if (acc_track > acc_max) { // accelerate towards target speed_sp_track = acc_max * _deltatime + speed_sp_prev_track; } } speed_sp_track = math::constrain(speed_sp_track, 0.0f, _mc_cruise_speed); _position_setpoint(0) = closest_pt(0); _position_setpoint(1) = closest_pt(1); Vector2f velocity_sp_xy = u_prev_to_dest * speed_sp_track; _velocity_setpoint(0) = velocity_sp_xy(0); _velocity_setpoint(1) = velocity_sp_xy(1); } } void FlightTaskAutoLine::_generateAltitudeSetpoints() { // Total distance between previous and target set-point. const float dist = fabsf(_destination(2) - _origin(2)); // If target has not been reached, then compute set-point depending on maximum velocity. if ((dist > SIGMA_NORM) && (fabsf(_position(2) - _destination(2)) > 0.1f)) { // get various distances */ const float dist_to_prev = fabsf(_position(2) - _origin(2)); const float dist_to_target = fabsf(_destination(2) - _position(2)); // check sign const bool flying_upward = _destination(2) < _position(2); // limit vertical downwards speed (positive z) close to ground // for now we use the altitude above home and assume that we want to land at same height as we took off float vel_limit = math::gradual(_alt_above_ground, _slow_land_alt2.get(), _slow_land_alt1.get(), _land_speed.get(), _vel_max_down.get()); // Speed at threshold is by default maximum speed. Threshold defines // the point in z at which vehicle slows down to reach target altitude. float speed_sp = (flying_upward) ? _vel_max_up.get() : vel_limit; // Target threshold defines the distance to target(2) at which // the vehicle starts to slow down to approach the target smoothly. float target_threshold = speed_sp * 1.5f; // If the total distance in z is NOT 2x distance of target_threshold, we // will need to adjust the final_velocity in z. const bool is_2_target_threshold = dist >= 2.0f * target_threshold; const float min_vel = 0.2f; // minimum velocity: this is needed since estimation is not perfect const float slope = (speed_sp - min_vel) / (target_threshold); // defines the the acceleration when slowing down */ if (!is_2_target_threshold) { // Adjust final_velocity since we are already are close to target and therefore it is not necessary to accelerate // upwards with full speed. target_threshold = dist * 0.5f; // get the velocity at target_threshold speed_sp = slope * (target_threshold) + min_vel; } // we want to slow down if (dist_to_target < target_threshold) { speed_sp = slope * dist_to_target + min_vel; } else if (dist_to_prev < target_threshold) { // we want to accelerate const float acc = (speed_sp - fabsf(_velocity_setpoint(2))) / _deltatime; const float acc_max = (flying_upward) ? (_acc_max_up.get() * 0.5f) : (_acc_max_down.get() * 0.5f); if (acc > acc_max) { speed_sp = acc_max * _deltatime + fabsf(_velocity_setpoint(2)); } } // make sure vel_sp_z is always positive if (speed_sp < 0.0f) { PX4_WARN("speed cannot be smaller than 0"); speed_sp = 0.0f; } // get the sign of vel_sp_z _velocity_setpoint(2) = (flying_upward) ? -speed_sp : speed_sp; _position_setpoint(2) = NAN; // We don't care about position setpoint } else { // vehicle reached desired target altitude _velocity_setpoint(2) = 0.0f; _position_setpoint(2) = _target(2); } } float FlightTaskAutoLine::_getVelocityFromAngle(const float angle) { // minimum cruise speed when passing waypoint float min_cruise_speed = 0.0f; // make sure that cruise speed is larger than minimum if ((_mc_cruise_speed - min_cruise_speed) < SIGMA_NORM) { return _mc_cruise_speed; } // Middle cruise speed is a number between maximum cruising speed and minimum cruising speed and corresponds to speed at angle of 90degrees. // It needs to be always larger than minimum cruise speed. float middle_cruise_speed = _cruise_speed_90.get(); if ((middle_cruise_speed - min_cruise_speed) < SIGMA_NORM) { middle_cruise_speed = min_cruise_speed + SIGMA_NORM; } if ((_mc_cruise_speed - middle_cruise_speed) < SIGMA_NORM) { middle_cruise_speed = (_mc_cruise_speed + min_cruise_speed) * 0.5f; } // If middle cruise speed is exactly in the middle, then compute speed linearly. bool use_linear_approach = false; if (((_mc_cruise_speed + min_cruise_speed) * 0.5f) - middle_cruise_speed < SIGMA_NORM) { use_linear_approach = true; } // compute speed sp at target float speed_close; if (use_linear_approach) { // velocity close to target adjusted to angle: // vel_close = m*x+q float slope = -(_mc_cruise_speed - min_cruise_speed) / 2.0f; speed_close = slope * angle + _mc_cruise_speed; } else { // Speed close to target adjusted to angle x. // speed_close = a *b ^x + c; where at angle x = 0 -> speed_close = cruise; angle x = 1 -> speed_close = middle_cruise_speed (this means that at 90degrees // the velocity at target is middle_cruise_speed); // angle x = 2 -> speed_close = min_cruising_speed // from maximum cruise speed, minimum cruise speed and middle cruise speed compute constants a, b and c float a = -((middle_cruise_speed - _mc_cruise_speed) * (middle_cruise_speed - _mc_cruise_speed)) / (2.0f * middle_cruise_speed - _mc_cruise_speed - min_cruise_speed); float c = _mc_cruise_speed - a; float b = (middle_cruise_speed - c) / a; speed_close = a * powf(b, angle) + c; } // speed_close needs to be in between max and min return math::constrain(speed_close, min_cruise_speed, _mc_cruise_speed); } void FlightTaskAutoLine::updateParams() { FlightTaskAuto::updateParams(); // make sure that alt1 is above alt2 _slow_land_alt1.set(math::max(_slow_land_alt1.get(), _slow_land_alt2.get())); }