Julian Oes fa6c051ae5 navigator: break smoothly when entering hold mode
This uses the existing breaking functionality when hold/loiter mode is
activated.
2022-02-22 09:41:22 -05:00

159 lines
5.1 KiB
C++

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/**
* @file loiter.cpp
*
* Helper class to loiter
*
* @author Julian Oes <julian@oes.ch>
* @author Anton Babushkin <anton.babushkin@me.com>
*/
#include "loiter.h"
#include "navigator.h"
Loiter::Loiter(Navigator *navigator) :
MissionBlock(navigator),
ModuleParams(navigator)
{
}
void
Loiter::on_inactive()
{
_loiter_pos_set = false;
}
void
Loiter::on_activation()
{
if (_navigator->get_reposition_triplet()->current.valid) {
reposition();
} else {
set_loiter_position();
}
}
void
Loiter::on_active()
{
if (_navigator->get_reposition_triplet()->current.valid) {
reposition();
}
// reset the loiter position if we get disarmed
if (_navigator->get_vstatus()->arming_state != vehicle_status_s::ARMING_STATE_ARMED) {
_loiter_pos_set = false;
}
}
void
Loiter::set_loiter_position()
{
if (_navigator->get_vstatus()->arming_state != vehicle_status_s::ARMING_STATE_ARMED &&
_navigator->get_land_detected()->landed) {
// Not setting loiter position if disarmed and landed, instead mark the current
// setpoint as invalid and idle (both, just to be sure).
_navigator->set_can_loiter_at_sp(false);
_navigator->get_position_setpoint_triplet()->current.type = position_setpoint_s::SETPOINT_TYPE_IDLE;
_navigator->set_position_setpoint_triplet_updated();
_loiter_pos_set = false;
return;
} else if (_loiter_pos_set) {
// Already set, nothing to do.
return;
}
_loiter_pos_set = true;
position_setpoint_triplet_s *pos_sp_triplet = _navigator->get_position_setpoint_triplet();
if (_navigator->get_land_detected()->landed) {
_mission_item.nav_cmd = NAV_CMD_IDLE;
} else {
if (pos_sp_triplet->current.valid && pos_sp_triplet->current.type == position_setpoint_s::SETPOINT_TYPE_LOITER) {
setLoiterItemFromCurrentPositionSetpoint(&_mission_item);
} else {
setLoiterItemFromCurrentPositionWithBreaking(&_mission_item);
}
}
// convert mission item to current setpoint
pos_sp_triplet->current.velocity_valid = false;
pos_sp_triplet->previous.valid = false;
mission_apply_limitation(_mission_item);
mission_item_to_position_setpoint(_mission_item, &pos_sp_triplet->current);
pos_sp_triplet->next.valid = false;
_navigator->set_can_loiter_at_sp(pos_sp_triplet->current.type == position_setpoint_s::SETPOINT_TYPE_LOITER);
_navigator->set_position_setpoint_triplet_updated();
}
void
Loiter::reposition()
{
// we can't reposition if we are not armed yet
if (_navigator->get_vstatus()->arming_state != vehicle_status_s::ARMING_STATE_ARMED) {
return;
}
struct position_setpoint_triplet_s *rep = _navigator->get_reposition_triplet();
if (rep->current.valid) {
// set loiter position based on reposition command
// convert mission item to current setpoint
struct position_setpoint_triplet_s *pos_sp_triplet = _navigator->get_position_setpoint_triplet();
pos_sp_triplet->current.velocity_valid = false;
pos_sp_triplet->previous.yaw = _navigator->get_local_position()->heading;
pos_sp_triplet->previous.lat = _navigator->get_global_position()->lat;
pos_sp_triplet->previous.lon = _navigator->get_global_position()->lon;
pos_sp_triplet->previous.alt = _navigator->get_global_position()->alt;
memcpy(&pos_sp_triplet->current, &rep->current, sizeof(rep->current));
pos_sp_triplet->next.valid = false;
_navigator->set_can_loiter_at_sp(pos_sp_triplet->current.type == position_setpoint_s::SETPOINT_TYPE_LOITER);
_navigator->set_position_setpoint_triplet_updated();
// mark this as done
memset(rep, 0, sizeof(*rep));
}
}