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159 lines
5.1 KiB
C++
159 lines
5.1 KiB
C++
/****************************************************************************
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*
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* Copyright (c) 2013-2014 PX4 Development Team. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name PX4 nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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/**
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* @file loiter.cpp
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*
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* Helper class to loiter
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*
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* @author Julian Oes <julian@oes.ch>
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* @author Anton Babushkin <anton.babushkin@me.com>
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*/
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#include "loiter.h"
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#include "navigator.h"
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Loiter::Loiter(Navigator *navigator) :
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MissionBlock(navigator),
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ModuleParams(navigator)
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{
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}
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void
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Loiter::on_inactive()
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{
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_loiter_pos_set = false;
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}
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void
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Loiter::on_activation()
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{
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if (_navigator->get_reposition_triplet()->current.valid) {
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reposition();
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} else {
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set_loiter_position();
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}
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}
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void
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Loiter::on_active()
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{
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if (_navigator->get_reposition_triplet()->current.valid) {
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reposition();
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}
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// reset the loiter position if we get disarmed
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if (_navigator->get_vstatus()->arming_state != vehicle_status_s::ARMING_STATE_ARMED) {
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_loiter_pos_set = false;
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}
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}
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void
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Loiter::set_loiter_position()
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{
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if (_navigator->get_vstatus()->arming_state != vehicle_status_s::ARMING_STATE_ARMED &&
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_navigator->get_land_detected()->landed) {
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// Not setting loiter position if disarmed and landed, instead mark the current
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// setpoint as invalid and idle (both, just to be sure).
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_navigator->set_can_loiter_at_sp(false);
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_navigator->get_position_setpoint_triplet()->current.type = position_setpoint_s::SETPOINT_TYPE_IDLE;
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_navigator->set_position_setpoint_triplet_updated();
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_loiter_pos_set = false;
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return;
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} else if (_loiter_pos_set) {
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// Already set, nothing to do.
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return;
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}
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_loiter_pos_set = true;
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position_setpoint_triplet_s *pos_sp_triplet = _navigator->get_position_setpoint_triplet();
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if (_navigator->get_land_detected()->landed) {
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_mission_item.nav_cmd = NAV_CMD_IDLE;
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} else {
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if (pos_sp_triplet->current.valid && pos_sp_triplet->current.type == position_setpoint_s::SETPOINT_TYPE_LOITER) {
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setLoiterItemFromCurrentPositionSetpoint(&_mission_item);
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} else {
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setLoiterItemFromCurrentPositionWithBreaking(&_mission_item);
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}
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}
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// convert mission item to current setpoint
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pos_sp_triplet->current.velocity_valid = false;
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pos_sp_triplet->previous.valid = false;
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mission_apply_limitation(_mission_item);
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mission_item_to_position_setpoint(_mission_item, &pos_sp_triplet->current);
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pos_sp_triplet->next.valid = false;
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_navigator->set_can_loiter_at_sp(pos_sp_triplet->current.type == position_setpoint_s::SETPOINT_TYPE_LOITER);
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_navigator->set_position_setpoint_triplet_updated();
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}
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void
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Loiter::reposition()
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{
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// we can't reposition if we are not armed yet
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if (_navigator->get_vstatus()->arming_state != vehicle_status_s::ARMING_STATE_ARMED) {
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return;
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}
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struct position_setpoint_triplet_s *rep = _navigator->get_reposition_triplet();
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if (rep->current.valid) {
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// set loiter position based on reposition command
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// convert mission item to current setpoint
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struct position_setpoint_triplet_s *pos_sp_triplet = _navigator->get_position_setpoint_triplet();
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pos_sp_triplet->current.velocity_valid = false;
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pos_sp_triplet->previous.yaw = _navigator->get_local_position()->heading;
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pos_sp_triplet->previous.lat = _navigator->get_global_position()->lat;
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pos_sp_triplet->previous.lon = _navigator->get_global_position()->lon;
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pos_sp_triplet->previous.alt = _navigator->get_global_position()->alt;
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memcpy(&pos_sp_triplet->current, &rep->current, sizeof(rep->current));
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pos_sp_triplet->next.valid = false;
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_navigator->set_can_loiter_at_sp(pos_sp_triplet->current.type == position_setpoint_s::SETPOINT_TYPE_LOITER);
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_navigator->set_position_setpoint_triplet_updated();
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// mark this as done
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memset(rep, 0, sizeof(*rep));
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}
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}
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