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/**
* @file FlightTaskAuto.cpp
*/
#include "FlightTaskAuto.hpp"
#include <mathlib/mathlib.h>
#include <float.h>
using namespace matrix;
static constexpr float SIGMA_NORM = 0.001f;
FlightTaskAuto::FlightTaskAuto() :
_obstacle_avoidance(this),
_sticks(this),
_stick_acceleration_xy(this)
{
}
bool FlightTaskAuto::activate(const vehicle_local_position_setpoint_s &last_setpoint)
{
bool ret = FlightTask::activate(last_setpoint);
_position_setpoint = _position;
_velocity_setpoint = _velocity;
_yaw_setpoint = _yaw;
_yawspeed_setpoint = 0.0f;
// Set setpoints equal current state.
_velocity_setpoint = _velocity;
_position_setpoint = _position;
Vector3f vel_prev{last_setpoint.vx, last_setpoint.vy, last_setpoint.vz};
Vector3f pos_prev{last_setpoint.x, last_setpoint.y, last_setpoint.z};
Vector3f accel_prev{last_setpoint.acceleration};
for (int i = 0; i < 3; i++) {
// If the position setpoint is unknown, set to the current postion
if (!PX4_ISFINITE(pos_prev(i))) { pos_prev(i) = _position(i); }
// If the velocity setpoint is unknown, set to the current velocity
if (!PX4_ISFINITE(vel_prev(i))) { vel_prev(i) = _velocity(i); }
// No acceleration estimate available, set to zero if the setpoint is NAN
if (!PX4_ISFINITE(accel_prev(i))) { accel_prev(i) = 0.f; }
}
_position_smoothing.reset(accel_prev, vel_prev, pos_prev);
_yaw_sp_prev = PX4_ISFINITE(last_setpoint.yaw) ? last_setpoint.yaw : _yaw;
_updateTrajConstraints();
_is_emergency_braking_active = false;
return ret;
}
void FlightTaskAuto::reActivate()
{
FlightTask::reActivate();
// On ground, reset acceleration and velocity to zero
_position_smoothing.reset({0.f, 0.f, 0.f}, {0.f, 0.f, 0.7f}, _position);
}
bool FlightTaskAuto::updateInitialize()
{
bool ret = FlightTask::updateInitialize();
_sub_home_position.update();
_sub_vehicle_status.update();
_sub_triplet_setpoint.update();
// require valid reference and valid target
ret = ret && _evaluateGlobalReference() && _evaluateTriplets();
// require valid position
ret = ret && PX4_ISFINITE(_position(0))
&& PX4_ISFINITE(_position(1))
&& PX4_ISFINITE(_position(2))
&& PX4_ISFINITE(_velocity(0))
&& PX4_ISFINITE(_velocity(1))
&& PX4_ISFINITE(_velocity(2));
return ret;
}
bool FlightTaskAuto::update()
{
bool ret = FlightTask::update();
// always reset constraints because they might change depending on the type
_setDefaultConstraints();
// 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) {
_acceleration_setpoint.setNaN();
}
// during mission and reposition, raise the landing gears but only
// if altitude is high enough
if (_highEnoughForLandingGear()) {
_gear.landing_gear = landing_gear_s::GEAR_UP;
}
switch (_type) {
case WaypointType::idle:
// Send zero thrust setpoint
_position_setpoint.setNaN(); // Don't require any position/velocity setpoints
_velocity_setpoint.setNaN();
_acceleration_setpoint = Vector3f(0.f, 0.f, 100.f); // High downwards acceleration to make sure there's no thrust
break;
case WaypointType::land:
_prepareLandSetpoints();
break;
case WaypointType::velocity:
// XY Velocity waypoint
// TODO : Rewiew that. What is the expected behavior?
_position_setpoint = Vector3f(NAN, NAN, _position(2));
_velocity_setpoint.xy() = Vector2f(_velocity).unit_or_zero() * _mc_cruise_speed;
_velocity_setpoint(2) = NAN;
break;
case WaypointType::takeoff:
// Takeoff is completely defined by target position
_gear.landing_gear = landing_gear_s::GEAR_DOWN;
// FALLTHROUGH
case WaypointType::loiter:
case WaypointType::position:
default:
// Simple waypoint navigation: go to xyz target, with standard limitations
_position_setpoint = _target;
_velocity_setpoint.setNaN();
break;
}
if (_param_com_obs_avoid.get()) {
_obstacle_avoidance.updateAvoidanceDesiredSetpoints(_position_setpoint, _velocity_setpoint, (int)_type);
_obstacle_avoidance.injectAvoidanceSetpoints(_position_setpoint, _velocity_setpoint, _yaw_setpoint,
_yawspeed_setpoint);
}
_checkEmergencyBraking();
Vector3f waypoints[] = {_prev_wp, _position_setpoint, _next_wp};
if (isTargetModified()) {
// In case object avoidance has injected a new setpoint, we take this as the next waypoints
waypoints[2] = _position_setpoint;
}
const bool should_wait_for_yaw_align = _param_mpc_yaw_mode.get() == 4 && !_yaw_sp_aligned;
const bool force_zero_velocity_setpoint = should_wait_for_yaw_align || _is_emergency_braking_active;
_updateTrajConstraints();
PositionSmoothing::PositionSmoothingSetpoints smoothed_setpoints;
_position_smoothing.generateSetpoints(
_position,
waypoints,
_velocity_setpoint,
_deltatime,
force_zero_velocity_setpoint,
smoothed_setpoints
);
_jerk_setpoint = smoothed_setpoints.jerk;
_acceleration_setpoint = smoothed_setpoints.acceleration;
_velocity_setpoint = smoothed_setpoints.velocity;
_position_setpoint = smoothed_setpoints.position;
_unsmoothed_velocity_setpoint = smoothed_setpoints.unsmoothed_velocity;
_want_takeoff = smoothed_setpoints.unsmoothed_velocity(2) < -0.3f;
if (!PX4_ISFINITE(_yaw_setpoint) && !PX4_ISFINITE(_yawspeed_setpoint)) {
// no valid heading -> generate heading in this flight task
// Generate heading along trajectory if possible, otherwise hold the previous yaw setpoint
if (!_generateHeadingAlongTraj()) {
_yaw_setpoint = PX4_ISFINITE(_yaw_sp_prev) ? _yaw_sp_prev : _yaw;
}
}
// update previous type
_type_previous = _type;
// If the FlightTask generates a yaw or a yawrate setpoint that exceeds this value
// it will see its setpoint constrained here
_limitYawRate();
_constraints.want_takeoff = _checkTakeoff();
return ret;
}
void FlightTaskAuto::_prepareLandSetpoints()
{
_velocity_setpoint.setNaN(); // Don't take over any smoothed velocity setpoint
// Slow down automatic descend close to ground
float land_speed = math::gradual(_dist_to_ground,
_param_mpc_land_alt2.get(), _param_mpc_land_alt1.get(),
_param_mpc_land_speed.get(), _constraints.speed_down);
if (_type_previous != WaypointType::land) {
// initialize xy-position and yaw to waypoint such that home is reached exactly without user input
_land_position = Vector3f(_target(0), _target(1), NAN);
_land_heading = _yaw_setpoint;
_stick_acceleration_xy.resetPosition(Vector2f(_target(0), _target(1)));
}
// User input assisted landing
if (_param_mpc_land_rc_help.get() && _sticks.checkAndSetStickInputs()) {
// Stick full up -1 -> stop, stick full down 1 -> double the speed
land_speed *= (1 + _sticks.getPositionExpo()(2));
_stick_yaw.generateYawSetpoint(_yawspeed_setpoint, _land_heading,
_sticks.getPositionExpo()(3) * math::radians(_param_mpc_man_y_max.get()), _yaw, _is_yaw_good_for_control, _deltatime);
_stick_acceleration_xy.generateSetpoints(_sticks.getPositionExpo().slice<2, 1>(0, 0), _yaw, _land_heading, _position,
_velocity_setpoint_feedback.xy(), _deltatime);
_stick_acceleration_xy.getSetpoints(_land_position, _velocity_setpoint, _acceleration_setpoint);
// Hack to make sure the MPC_YAW_MODE 4 alignment doesn't stop the vehicle from descending when there's yaw input
if (fabsf(_yawspeed_setpoint) > FLT_EPSILON) {
_yaw_sp_aligned = true;
}
} else {
// Make sure we have a valid land position even in the case we loose RC while amending it
if (!PX4_ISFINITE(_land_position(0))) {
_land_position.xy() = Vector2f(_position);
}
}
_position_setpoint = _land_position; // The last element of the land position has to stay NAN
_yaw_setpoint = _land_heading;
_velocity_setpoint(2) = land_speed;
_gear.landing_gear = landing_gear_s::GEAR_DOWN;
}
void FlightTaskAuto::_limitYawRate()
{
const float yawrate_max = math::radians(_param_mpc_yawrauto_max.get());
_yaw_sp_aligned = true;
if (PX4_ISFINITE(_yaw_setpoint) && PX4_ISFINITE(_yaw_sp_prev)) {
// Limit the rate of change of the yaw setpoint
const float dyaw_desired = matrix::wrap_pi(_yaw_setpoint - _yaw_sp_prev);
const float dyaw_max = yawrate_max * _deltatime;
const float dyaw = math::constrain(dyaw_desired, -dyaw_max, dyaw_max);
const float yaw_setpoint_sat = matrix::wrap_pi(_yaw_sp_prev + dyaw);
// The yaw setpoint is aligned when it is within tolerance
_yaw_sp_aligned = fabsf(matrix::wrap_pi(_yaw_setpoint - yaw_setpoint_sat)) < math::radians(_param_mis_yaw_err.get());
_yaw_setpoint = yaw_setpoint_sat;
if (!PX4_ISFINITE(_yawspeed_setpoint) && (_deltatime > FLT_EPSILON)) {
// Create a feedforward using the filtered derivative
_yawspeed_filter.setParameters(_deltatime, .2f);
_yawspeed_filter.update(dyaw);
_yawspeed_setpoint = _yawspeed_filter.getState() / _deltatime;
}
}
_yaw_sp_prev = _yaw_setpoint;
if (PX4_ISFINITE(_yawspeed_setpoint)) {
// The yaw setpoint is aligned when its rate is not saturated
_yaw_sp_aligned = _yaw_sp_aligned && (fabsf(_yawspeed_setpoint) < yawrate_max);
_yawspeed_setpoint = math::constrain(_yawspeed_setpoint, -yawrate_max, yawrate_max);
}
}
bool FlightTaskAuto::_evaluateTriplets()
{
// TODO: fix the issues mentioned below
// We add here some conditions that are only required because:
// 1. navigator continuously sends triplet during mission due to yaw setpoint. This
// should be removed in the navigator and only updates if the current setpoint actually has changed.
//
// 2. navigator should be responsible to send always three valid setpoints. If there is only one setpoint,
// then previous will be set to current vehicle position and next will be set equal to setpoint.
//
// 3. navigator originally only supports gps guided maneuvers. However, it now also supports some flow-specific features
// such as land and takeoff. The navigator should use for auto takeoff/land with flow the position in xy at the moment the
// takeoff/land was initiated. Until then we do this kind of logic here.
// Check if triplet is valid. There must be at least a valid altitude.
if (!_sub_triplet_setpoint.get().current.valid || !PX4_ISFINITE(_sub_triplet_setpoint.get().current.alt)) {
// Best we can do is to just set all waypoints to current state
_prev_prev_wp = _triplet_prev_wp = _triplet_target = _triplet_next_wp = _position;
_type = WaypointType::loiter;
_yaw_setpoint = _yaw;
_yawspeed_setpoint = NAN;
_target_acceptance_radius = _sub_triplet_setpoint.get().current.acceptance_radius;
_updateInternalWaypoints();
return true;
}
_type = (WaypointType)_sub_triplet_setpoint.get().current.type;
// Always update cruise speed since that can change without waypoint changes.
_mc_cruise_speed = _sub_triplet_setpoint.get().current.cruising_speed;
if (!PX4_ISFINITE(_mc_cruise_speed) || (_mc_cruise_speed < 0.0f)) {
// If no speed is planned use the default cruise speed as limit
_mc_cruise_speed = _param_mpc_xy_cruise.get();
}
// Ensure planned cruise speed is below the maximum such that the smooth trajectory doesn't get capped
_mc_cruise_speed = math::min(_mc_cruise_speed, _param_mpc_xy_vel_max.get());
// Temporary target variable where we save the local reprojection of the latest navigator current triplet.
Vector3f tmp_target;
if (!PX4_ISFINITE(_sub_triplet_setpoint.get().current.lat)
|| !PX4_ISFINITE(_sub_triplet_setpoint.get().current.lon)) {
// No position provided in xy. Lock position
if (!PX4_ISFINITE(_lock_position_xy(0))) {
tmp_target(0) = _lock_position_xy(0) = _position(0);
tmp_target(1) = _lock_position_xy(1) = _position(1);
} else {
tmp_target(0) = _lock_position_xy(0);
tmp_target(1) = _lock_position_xy(1);
}
} else {
// reset locked position if current lon and lat are valid
_lock_position_xy.setAll(NAN);
// Convert from global to local frame.
_reference_position.project(_sub_triplet_setpoint.get().current.lat, _sub_triplet_setpoint.get().current.lon,
tmp_target(0), tmp_target(1));
}
tmp_target(2) = -(_sub_triplet_setpoint.get().current.alt - _reference_altitude);
// Check if anything has changed. We do that by comparing the temporary target
// to the internal _triplet_target.
// TODO This is a hack and it would be much better if the navigator only sends out a waypoints once they have changed.
bool triplet_update = true;
const bool prev_next_validity_changed = (_prev_was_valid != _sub_triplet_setpoint.get().previous.valid)
|| (_next_was_valid != _sub_triplet_setpoint.get().next.valid);
if (PX4_ISFINITE(_triplet_target(0))
&& PX4_ISFINITE(_triplet_target(1))
&& PX4_ISFINITE(_triplet_target(2))
&& fabsf(_triplet_target(0) - tmp_target(0)) < 0.001f
&& fabsf(_triplet_target(1) - tmp_target(1)) < 0.001f
&& fabsf(_triplet_target(2) - tmp_target(2)) < 0.001f
&& !prev_next_validity_changed) {
// Nothing has changed: just keep old waypoints.
triplet_update = false;
} else {
_triplet_target = tmp_target;
_target_acceptance_radius = _sub_triplet_setpoint.get().current.acceptance_radius;
if (!PX4_ISFINITE(_triplet_target(0)) || !PX4_ISFINITE(_triplet_target(1))) {
// Horizontal target is not finite.
_triplet_target(0) = _position(0);
_triplet_target(1) = _position(1);
}
if (!PX4_ISFINITE(_triplet_target(2))) {
_triplet_target(2) = _position(2);
}
// If _triplet_target has updated, update also _triplet_prev_wp and _triplet_next_wp.
_prev_prev_wp = _triplet_prev_wp;
if (_isFinite(_sub_triplet_setpoint.get().previous) && _sub_triplet_setpoint.get().previous.valid) {
_reference_position.project(_sub_triplet_setpoint.get().previous.lat,
_sub_triplet_setpoint.get().previous.lon, _triplet_prev_wp(0), _triplet_prev_wp(1));
_triplet_prev_wp(2) = -(_sub_triplet_setpoint.get().previous.alt - _reference_altitude);
} else {
_triplet_prev_wp = _position;
}
_prev_was_valid = _sub_triplet_setpoint.get().previous.valid;
if (_type == WaypointType::loiter) {
_triplet_next_wp = _triplet_target;
} else if (_isFinite(_sub_triplet_setpoint.get().next) && _sub_triplet_setpoint.get().next.valid) {
_reference_position.project(_sub_triplet_setpoint.get().next.lat,
_sub_triplet_setpoint.get().next.lon, _triplet_next_wp(0), _triplet_next_wp(1));
_triplet_next_wp(2) = -(_sub_triplet_setpoint.get().next.alt - _reference_altitude);
} else {
_triplet_next_wp = _triplet_target;
}
_next_was_valid = _sub_triplet_setpoint.get().next.valid;
}
if (_ext_yaw_handler != nullptr) {
// activation/deactivation of weather vane is based on parameter WV_EN and setting of navigator (allow_weather_vane)
(_param_wv_en.get() && !_sub_triplet_setpoint.get().current.disable_weather_vane) ? _ext_yaw_handler->activate() :
_ext_yaw_handler->deactivate();
}
// Calculate the current vehicle state and check if it has updated.
State previous_state = _current_state;
_current_state = _getCurrentState();
if (triplet_update || (_current_state != previous_state) || _current_state == State::offtrack) {
_updateInternalWaypoints();
_mission_gear = _sub_triplet_setpoint.get().current.landing_gear;
_yaw_lock = false;
}
if (_param_com_obs_avoid.get()
&& _sub_vehicle_status.get().vehicle_type == vehicle_status_s::VEHICLE_TYPE_ROTARY_WING) {
_obstacle_avoidance.updateAvoidanceDesiredWaypoints(_triplet_target, _yaw_setpoint, _yawspeed_setpoint,
_triplet_next_wp,
_sub_triplet_setpoint.get().next.yaw,
_sub_triplet_setpoint.get().next.yawspeed_valid ? _sub_triplet_setpoint.get().next.yawspeed : (float)NAN,
_ext_yaw_handler != nullptr && _ext_yaw_handler->is_active(), _sub_triplet_setpoint.get().current.type);
_obstacle_avoidance.checkAvoidanceProgress(_position, _triplet_prev_wp, _target_acceptance_radius, _closest_pt);
}
// set heading
if (_ext_yaw_handler != nullptr && _ext_yaw_handler->is_active()) {
_yaw_setpoint = _yaw;
// use the yawrate setpoint from WV only if not moving lateral (velocity setpoint below half of _param_mpc_xy_cruise)
// otherwise, keep heading constant (as output from WV is not according to wind in this case)
bool vehicle_is_moving_lateral = _velocity_setpoint.xy().longerThan(_param_mpc_xy_cruise.get() / 2.0f);
if (vehicle_is_moving_lateral) {
_yawspeed_setpoint = 0.0f;
} else {
_yawspeed_setpoint = _ext_yaw_handler->get_weathervane_yawrate();
}
} else if (_type == WaypointType::follow_target && _sub_triplet_setpoint.get().current.yawspeed_valid) {
_yawspeed_setpoint = _sub_triplet_setpoint.get().current.yawspeed;
_yaw_setpoint = NAN;
} else {
if (!_is_yaw_good_for_control) {
_yaw_lock = false;
_yaw_setpoint = NAN;
_yawspeed_setpoint = 0.f;
} else if ((_type != WaypointType::takeoff || _sub_triplet_setpoint.get().current.disable_weather_vane)
&& _sub_triplet_setpoint.get().current.yaw_valid) {
// Use the yaw computed in Navigator except during takeoff because
// Navigator is not handling the yaw reset properly.
// But: use if from Navigator during takeoff if disable_weather_vane is true,
// because we're then aligning to the transition waypoint.
// TODO: fix in navigator
_yaw_setpoint = _sub_triplet_setpoint.get().current.yaw;
_yawspeed_setpoint = NAN;
} else {
_set_heading_from_mode();
}
}
return true;
}
void FlightTaskAuto::_set_heading_from_mode()
{
Vector2f v; // Vector that points towards desired location
switch (_param_mpc_yaw_mode.get()) {
case 0: // Heading points towards the current waypoint.
case 4: // Same as 0 but yaw first and then go
v = Vector2f(_target) - Vector2f(_position);
break;
case 1: // Heading points towards home.
if (_sub_home_position.get().valid_lpos) {
v = Vector2f(&_sub_home_position.get().x) - Vector2f(_position);
}
break;
case 2: // Heading point away from home.
if (_sub_home_position.get().valid_lpos) {
v = Vector2f(_position) - Vector2f(&_sub_home_position.get().x);
}
break;
case 3: // Along trajectory.
// The heading depends on the kind of setpoint generation. This needs to be implemented
// in the subclasses where the velocity setpoints are generated.
v.setAll(NAN);
break;
}
if (PX4_ISFINITE(v.length())) {
// We only adjust yaw if vehicle is outside of acceptance radius. Once we enter acceptance
// radius, lock yaw to current yaw.
// This prevents excessive yawing.
if (!_yaw_lock) {
if (v.length() < _target_acceptance_radius) {
_yaw_setpoint = _yaw;
_yaw_lock = true;
} else {
_compute_heading_from_2D_vector(_yaw_setpoint, v);
}
}
} else {
_yaw_lock = false;
_yaw_setpoint = NAN;
}
_yawspeed_setpoint = NAN;
}
bool FlightTaskAuto::_isFinite(const position_setpoint_s &sp)
{
return (PX4_ISFINITE(sp.lat) && PX4_ISFINITE(sp.lon) && PX4_ISFINITE(sp.alt));
}
bool FlightTaskAuto::_evaluateGlobalReference()
{
// check if reference has changed and update.
// Only update if reference timestamp has changed AND no valid reference altitude
// is available.
// TODO: this needs to be revisited and needs a more clear implementation
if (_sub_vehicle_local_position.get().ref_timestamp == _time_stamp_reference && PX4_ISFINITE(_reference_altitude)) {
// don't need to update anything
return true;
}
double ref_lat = _sub_vehicle_local_position.get().ref_lat;
double ref_lon = _sub_vehicle_local_position.get().ref_lon;
_reference_altitude = _sub_vehicle_local_position.get().ref_alt;
if (!_sub_vehicle_local_position.get().z_global) {
// we have no valid global altitude
// set global reference to local reference
_reference_altitude = 0.0f;
}
if (!_sub_vehicle_local_position.get().xy_global) {
// we have no valid global alt/lat
// set global reference to local reference
ref_lat = 0.0;
ref_lon = 0.0;
}
// init projection
_reference_position.initReference(ref_lat, ref_lon);
// check if everything is still finite
return PX4_ISFINITE(_reference_altitude) && PX4_ISFINITE(ref_lat) && PX4_ISFINITE(ref_lon);
}
Vector2f FlightTaskAuto::_getTargetVelocityXY()
{
// guard against any bad velocity values
const float vx = _sub_triplet_setpoint.get().current.vx;
const float vy = _sub_triplet_setpoint.get().current.vy;
bool velocity_valid = PX4_ISFINITE(vx) && PX4_ISFINITE(vy) &&
_sub_triplet_setpoint.get().current.velocity_valid;
if (velocity_valid) {
return Vector2f(vx, vy);
} else {
// just return zero speed
return Vector2f{};
}
}
State FlightTaskAuto::_getCurrentState()
{
// Calculate the vehicle current state based on the Navigator triplets and the current position.
Vector2f u_prev_to_target = Vector2f(_triplet_target - _triplet_prev_wp).unit_or_zero();
Vector2f pos_to_target(_triplet_target - _position);
Vector2f prev_to_pos(_position - _triplet_prev_wp);
// Calculate the closest point to the vehicle position on the line prev_wp - target
_closest_pt = Vector2f(_triplet_prev_wp) + u_prev_to_target * (prev_to_pos * u_prev_to_target);
State return_state = State::none;
if (u_prev_to_target * pos_to_target < 0.0f) {
// Target is behind.
return_state = State::target_behind;
} else if (u_prev_to_target * prev_to_pos < 0.0f && prev_to_pos.length() > _target_acceptance_radius) {
// Current position is more than cruise speed in front of previous setpoint.
return_state = State::previous_infront;
} else if (Vector2f(Vector2f(_position) - _closest_pt).length() > _target_acceptance_radius) {
// Vehicle is more than cruise speed off track.
return_state = State::offtrack;
}
return return_state;
}
void FlightTaskAuto::_updateInternalWaypoints()
{
// The internal Waypoints might differ from _triplet_prev_wp, _triplet_target and _triplet_next_wp.
// 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
switch (_current_state) {
case State::target_behind:
_target = _triplet_target;
_prev_wp = _position;
_next_wp = _triplet_next_wp;
break;
case State::previous_infront:
_next_wp = _triplet_target;
_target = _triplet_prev_wp;
_prev_wp = _position;
break;
case State::offtrack:
_next_wp = _triplet_target;
_target = matrix::Vector3f(_closest_pt(0), _closest_pt(1), _triplet_target(2));
_prev_wp = _position;
break;
case State::none:
_target = _triplet_target;
_prev_wp = _triplet_prev_wp;
_next_wp = _triplet_next_wp;
break;
default:
break;
}
}
bool FlightTaskAuto::_compute_heading_from_2D_vector(float &heading, Vector2f v)
{
if (PX4_ISFINITE(v.length()) && v.length() > SIGMA_NORM) {
v.normalize();
// To find yaw: take dot product of x = (1,0) and v
// and multiply by the sign given of cross product of x and v.
// Dot product: (x(0)*v(0)+(x(1)*v(1)) = v(0)
// Cross product: x(0)*v(1) - v(0)*x(1) = v(1)
heading = sign(v(1)) * wrap_pi(acosf(v(0)));
return true;
}
// heading unknown and therefore do not change heading
return false;
}
/**
* EKF reset handling functions
* Those functions are called by the base FlightTask in
* case of an EKF reset event
*/
void FlightTaskAuto::_ekfResetHandlerPositionXY(const matrix::Vector2f &delta_xy)
{
_position_smoothing.forceSetPosition({_position(0), _position(1), NAN});
}
void FlightTaskAuto::_ekfResetHandlerVelocityXY(const matrix::Vector2f &delta_vxy)
{
_position_smoothing.forceSetVelocity({_velocity(0), _velocity(1), NAN});
}
void FlightTaskAuto::_ekfResetHandlerPositionZ(float delta_z)
{
_position_smoothing.forceSetPosition({NAN, NAN, _position(2)});
}
void FlightTaskAuto::_ekfResetHandlerVelocityZ(float delta_vz)
{
_position_smoothing.forceSetVelocity({NAN, NAN, _velocity(2)});
}
void FlightTaskAuto::_ekfResetHandlerHeading(float delta_psi)
{
_yaw_sp_prev += delta_psi;
}
void FlightTaskAuto::_checkEmergencyBraking()
{
if (!_is_emergency_braking_active) {
// activate emergency braking if significantly outside of velocity bounds
const float factor = 1.3f;
const bool is_vertical_speed_exceeded = _position_smoothing.getCurrentVelocityZ() >
(factor * _param_mpc_z_vel_max_dn.get())
|| _position_smoothing.getCurrentVelocityZ() < -(factor * _param_mpc_z_vel_max_up.get());
const bool is_horizontal_speed_exceeded = _position_smoothing.getCurrentVelocityXY().longerThan(
factor * _param_mpc_xy_cruise.get());
if (is_vertical_speed_exceeded || is_horizontal_speed_exceeded) {
_is_emergency_braking_active = true;
}
} else {
// deactivate emergency braking when the vehicle has come to a full stop
if (_position_smoothing.getCurrentVelocityZ() < 0.01f
&& _position_smoothing.getCurrentVelocityZ() > -0.01f
&& !_position_smoothing.getCurrentVelocityXY().longerThan(0.01f)) {
_is_emergency_braking_active = false;
}
}
}
bool FlightTaskAuto::_generateHeadingAlongTraj()
{
bool res = false;
Vector2f vel_sp_xy(_velocity_setpoint);
Vector2f traj_to_target = Vector2f(_target) - Vector2f(_position);
if ((vel_sp_xy.length() > .1f) &&
(traj_to_target.length() > 2.f)) {
// Generate heading from velocity vector, only if it is long enough
// and if the drone is far enough from the target
_compute_heading_from_2D_vector(_yaw_setpoint, vel_sp_xy);
res = true;
}
return res;
}
bool FlightTaskAuto::isTargetModified() const
{
const bool xy_modified = (_target - _position_setpoint).xy().longerThan(FLT_EPSILON);
const bool z_valid = PX4_ISFINITE(_position_setpoint(2));
const bool z_modified = z_valid && fabs((_target - _position_setpoint)(2)) > FLT_EPSILON;
return xy_modified || z_modified;
}
void FlightTaskAuto::_updateTrajConstraints()
{
// update params of the position smoothing
_position_smoothing.setMaxAllowedHorizontalError(_param_mpc_xy_err_max.get());
_position_smoothing.setVerticalAcceptanceRadius(_param_nav_mc_alt_rad.get());
_position_smoothing.setCruiseSpeed(_mc_cruise_speed);
_position_smoothing.setHorizontalTrajectoryGain(_param_mpc_xy_traj_p.get());
_position_smoothing.setTargetAcceptanceRadius(_target_acceptance_radius);
// Update the constraints of the trajectories
_position_smoothing.setMaxAccelerationXY(_param_mpc_acc_hor.get()); // TODO : Should be computed using heading
_position_smoothing.setMaxVelocityXY(_param_mpc_xy_vel_max.get());
float max_jerk = _param_mpc_jerk_auto.get();
_position_smoothing.setMaxJerk({max_jerk, max_jerk, max_jerk}); // TODO : Should be computed using heading
if (_is_emergency_braking_active) {
// When initializing with large velocity, allow 1g of
// acceleration in 1s on all axes for fast braking
_position_smoothing.setMaxAcceleration({9.81f, 9.81f, 9.81f});
_position_smoothing.setMaxJerk({9.81f, 9.81f, 9.81f});
// If the current velocity is beyond the usual constraints, tell
// the controller to exceptionally increase its saturations to avoid
// cutting out the feedforward
_constraints.speed_down = math::max(fabsf(_position_smoothing.getCurrentVelocityZ()), _param_mpc_z_vel_max_dn.get());
_constraints.speed_up = math::max(fabsf(_position_smoothing.getCurrentVelocityZ()), _param_mpc_z_vel_max_up.get());
} else if (_unsmoothed_velocity_setpoint(2) < 0.f) { // up
float z_accel_constraint = _param_mpc_acc_up_max.get();
float z_vel_constraint = _param_mpc_z_vel_max_up.get();
// The constraints are broken because they are used as hard limits by the position controller, so put this here
// until the constraints don't do things like cause controller integrators to saturate. Once the controller
// doesn't use z speed constraints, this can go in _prepareTakeoffSetpoints(). Accel limit is to
// emulate the motor ramp (also done in the controller) so that the controller can actually track the setpoint.
if (_type == WaypointType::takeoff && _dist_to_ground < _param_mpc_land_alt1.get()) {
z_vel_constraint = _param_mpc_tko_speed.get();
z_accel_constraint = math::min(z_accel_constraint, _param_mpc_tko_speed.get() / _param_mpc_tko_ramp_t.get());
// Keep the altitude setpoint at the current altitude
// to avoid having it going down into the ground during
// the initial ramp as the velocity does not start at 0
_position_smoothing.forceSetPosition({NAN, NAN, _position(2)});
}
_position_smoothing.setMaxVelocityZ(z_vel_constraint);
_position_smoothing.setMaxAccelerationZ(z_accel_constraint);
} else { // down
_position_smoothing.setMaxAccelerationZ(_param_mpc_acc_down_max.get());
_position_smoothing.setMaxVelocityZ(_param_mpc_z_vel_max_dn.get());
}
}
bool FlightTaskAuto::_highEnoughForLandingGear()
{
// return true if altitude is above two meters
return _dist_to_ground > 2.0f;
}
void FlightTaskAuto::updateParams()
{
FlightTask::updateParams();
// make sure that alt1 is above alt2
_param_mpc_land_alt1.set(math::max(_param_mpc_land_alt1.get(), _param_mpc_land_alt2.get()));
}