PX4-Autopilot/src/lib/FlightTasks/tasks/Auto/FlightTaskAuto.cpp
2018-08-09 16:38:47 -04:00

559 lines
19 KiB
C++

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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;
bool FlightTaskAuto::initializeSubscriptions(SubscriptionArray &subscription_array)
{
if (!FlightTask::initializeSubscriptions(subscription_array)) {
return false;
}
if (!subscription_array.get(ORB_ID(position_setpoint_triplet), _sub_triplet_setpoint)) {
return false;
}
if (!subscription_array.get(ORB_ID(home_position), _sub_home_position)) {
return false;
}
return true;
}
bool FlightTaskAuto::activate()
{
bool ret = FlightTask::activate();
_position_setpoint = _position;
_velocity_setpoint = _velocity;
_yaw_setpoint = _yaw;
_yawspeed_setpoint = 0.0f;
_setDefaultConstraints();
return ret;
}
bool FlightTaskAuto::updateInitialize()
{
bool ret = FlightTask::updateInitialize();
// 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::_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 and return false.
_prev_prev_wp = _triplet_prev_wp = _triplet_target = _triplet_next_wp = _position;
_type = WaypointType::position;
return false;
}
_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) || (_mc_cruise_speed > _constraints.speed_xy)) {
// Use default limit.
_mc_cruise_speed = _constraints.speed_xy;
}
// Temporary target variable where we save the local reprojection of the latest navigator current triplet.
matrix::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);
_lock_position_xy *= NAN;
}
} else {
// Convert from global to local frame.
map_projection_project(&_reference_position,
_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;
if (!(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)) {
// Nothing has changed: just keep old waypoints.
triplet_update = false;
} else {
_triplet_target = tmp_target;
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) {
map_projection_project(&_reference_position, _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;
}
if (_type == WaypointType::loiter) {
_triplet_next_wp = _triplet_target;
} else if (_isFinite(_sub_triplet_setpoint->get().next) && _sub_triplet_setpoint->get().next.valid) {
map_projection_project(&_reference_position, _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;
}
}
// set heading
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 (_sub_triplet_setpoint->get().current.yaw_valid) {
_yaw_setpoint = _sub_triplet_setpoint->get().current.yaw;
} else {
_set_heading_from_mode();
}
_yawspeed_setpoint = NAN;
}
// 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)) {
_updateInternalWaypoints();
_updateAvoidanceWaypoints();
}
return true;
}
void FlightTaskAuto::_set_heading_from_mode()
{
matrix::Vector2f v; // Vector that points towards desired location
switch (MPC_YAW_MODE.get()) {
case 0: { // Heading points towards the current waypoint.
v = Vector2f(&_target(0)) - Vector2f(&_position(0));
break;
}
case 1: { // Heading points towards home.
if (_sub_home_position->get().valid_hpos) {
v = Vector2f(_sub_home_position->get().x, _sub_home_position->get().y) - Vector2f(&_position(0));
}
break;
}
case 2: { // Heading point away from home.
if (_sub_home_position->get().valid_hpos) {
v = Vector2f(&_position(0)) - Vector2f(_sub_home_position->get().x, _sub_home_position->get().y);
}
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 *= NAN;
}
}
// We only adjust yaw if vehicle is outside of acceptance radius.
// This prevents excessive yawing.
if (PX4_ISFINITE(v.length()) && v.length() > NAV_ACC_RAD.get()) {
_compute_heading_from_2D_vector(_yaw_setpoint, v);
} else {
_yaw_setpoint = NAN;
}
}
void FlightTaskAuto::_updateAvoidanceWaypoints()
{
_desired_waypoint.timestamp = hrt_absolute_time();
_target.copyTo(_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_1].position);
Vector3f(NAN, NAN, NAN).copyTo(_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_1].velocity);
Vector3f(NAN, NAN, NAN).copyTo(_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_1].acceleration);
_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_1].yaw = _sub_triplet_setpoint->get().current.yaw;
_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_1].yaw_speed =
_sub_triplet_setpoint->get().current.yawspeed_valid ?
_sub_triplet_setpoint->get().current.yawspeed : NAN;
_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_1].point_valid = true;
_next_wp.copyTo(_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_2].position);
Vector3f(NAN, NAN, NAN).copyTo(_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_2].velocity);
Vector3f(NAN, NAN, NAN).copyTo(_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_2].acceleration);
_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_2].yaw = _sub_triplet_setpoint->get().next.yaw;
_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_2].yaw_speed =
_sub_triplet_setpoint->get().next.yawspeed_valid ?
_sub_triplet_setpoint->get().next.yawspeed : NAN;
_desired_waypoint.waypoints[vehicle_trajectory_waypoint_s::POINT_2].point_valid = true;
}
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 &&
(_sub_vehicle_local_position->get().z_global && !PX4_ISFINITE(_reference_altitude))) {
map_projection_init(&_reference_position,
_sub_vehicle_local_position->get().ref_lat,
_sub_vehicle_local_position->get().ref_lon);
_reference_altitude = _sub_vehicle_local_position->get().ref_alt;
_time_stamp_reference = _sub_vehicle_local_position->get().ref_timestamp;
}
if (PX4_ISFINITE(_reference_altitude)
&& PX4_ISFINITE(_sub_vehicle_local_position->get().ref_lat)
&& PX4_ISFINITE(_sub_vehicle_local_position->get().ref_lat)) {
return true;
} else {
return false;
}
}
void FlightTaskAuto::_setDefaultConstraints()
{
FlightTask::_setDefaultConstraints();
// only adjust limits if the new limit is lower
if (_constraints.speed_xy >= MPC_XY_CRUISE.get()) {
_constraints.speed_xy = MPC_XY_CRUISE.get();
}
}
matrix::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 matrix::Vector2f(vx, vy);
} else {
// just return zero speed
return matrix::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)(0)).unit_or_zero();
Vector2f pos_to_target = Vector2f(&(_triplet_target - _position)(0));
Vector2f prev_to_pos = Vector2f(&(_position - _triplet_prev_wp)(0));
// Calculate the closest point to the vehicle position on the line prev_wp - target
_closest_pt = Vector2f(&_triplet_prev_wp(0)) + 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() > _mc_cruise_speed) {
// Current position is more than cruise speed in front of previous setpoint.
return_state = State::previous_infront;
} else if (Vector2f(Vector2f(&_position(0)) - _closest_pt).length() > _mc_cruise_speed) {
// 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
//
// If a new target is available, then the speed at the target is computed from the angle previous-target-next.
switch (_current_state) {
case State::target_behind: {
_target = _triplet_target;
_prev_wp = _position;
_next_wp = _triplet_next_wp;
//_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(&(_target - _next_wp)(0)).length() > 0.001f &&
(Vector2f(&(_target - _prev_wp)(0)).length() > NAV_ACC_RAD.get())) {
angle = Vector2f(&(_target - _prev_wp)(0)).unit_or_zero()
* Vector2f(&(_target - _next_wp)(0)).unit_or_zero()
+ 1.0f;
_speed_at_target = _getVelocityFromAngle(angle);
}
}
break;
case State::previous_infront: {
_next_wp = _triplet_target;
_target = _triplet_prev_wp;
_prev_wp = _position;
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(&(_target - _next_wp)(0)).length() > 0.001f &&
(Vector2f(&(_target - _prev_wp)(0)).length() > NAV_ACC_RAD.get())) {
angle = Vector2f(&(_target - _prev_wp)(0)).unit_or_zero()
* Vector2f(&(_target - _next_wp)(0)).unit_or_zero()
+ 1.0f;
_speed_at_target = _getVelocityFromAngle(angle);
}
}
break;
case State::offtrack: {
_next_wp = _triplet_target;
_target = matrix::Vector3f(_closest_pt(0), _closest_pt(1), _triplet_target(2));
_prev_wp = _position;
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(&(_target - _next_wp)(0)).length() > 0.001f &&
(Vector2f(&(_target - _prev_wp)(0)).length() > NAV_ACC_RAD.get())) {
angle = Vector2f(&(_target - _prev_wp)(0)).unit_or_zero()
* Vector2f(&(_target - _next_wp)(0)).unit_or_zero()
+ 1.0f;
_speed_at_target = _getVelocityFromAngle(angle);
}
}
break;
case State::none: {
_target = _triplet_target;
_prev_wp = _triplet_prev_wp;
_next_wp = _triplet_next_wp;
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(&(_target - _next_wp)(0)).length() > 0.001f &&
(Vector2f(&(_target - _prev_wp)(0)).length() > NAV_ACC_RAD.get())) {
angle =
Vector2f(&(_target - _prev_wp)(0)).unit_or_zero()
* Vector2f(&(_target - _next_wp)(0)).unit_or_zero()
+ 1.0f;
_speed_at_target = _getVelocityFromAngle(angle);
}
break;
}
default:
break;
}
}
bool FlightTaskAuto::_compute_heading_from_2D_vector(float &heading, matrix::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 = math::sign(v(1)) * wrap_pi(acosf(v(0)));
return true;
}
// heading unknown and therefore do not change heading
return false;
}
float FlightTaskAuto::_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 = MPC_CRUISE_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);
}