Beispiel #1
0
        public bool ProximityCheck(double L1, double Lat, double Lon, double Alt, double psi)
        {
            if (proximityCheck(L1, Lat, Lon, Alt))
            {
                if (isInitialPath)
                {
                    isInitialPath    = false;
                    currentObjective = 0;
                    currentPath      = auxPath;
                    ResetArc();
                }
                else
                {
                    isTurn180 = !isTurn180;

                    if (isTurn180)
                    {
                        currentObjective = 0;
                        pathGenerator.InitialPosition    = currentPath.LastPoint;
                        pathGenerator.InitialYaw         = psi;
                        pathGenerator.InitialPitch       = 0; // just turn, do not change altitude
                        pathGenerator.InitialEnuPosition = initialEnuPosition;
                        pathGenerator.newPath();
                        pathGenerator.TurnRadius = turnRadius;
                        pathGenerator.Turn180(currentPath.LastPoint, psi);

                        auxPath = currentPath;

                        currentPath = pathGenerator.Path;
                        ResetArc();
                    }
                    else
                    {
                        currentObjective = 0;
                        currentPath      = auxPath;
                        ResetArc();
                        currentPath.Reverse();
                    }
                }
                return(true);
            }
            return(false);
        }
Beispiel #2
0
        public bool VelocityCheck(double s_dot, double dt, double psi)
        {
            if (currentObjective > landingPoint && landingPoint != 0)
            {
                isLanding = true;
            }
            if (velocityCheck(s_dot, dt)) // if true means that it reach the last point.
            {
                if (isLanding)
                {
                    return(true);
                }
                if (isInitialPath)
                {
                    isInitialPath = false;
                    currentPath   = auxPath;
                    if (!isReturnFromCircle)
                    {
                        currentObjective = 0;
                    }
                    else
                    {
                        currentObjective   = currentObjectiveOld;
                        isReturnFromCircle = false;
                        isCirclePath       = false;
                    }
                }
                else if (isCirclePath)
                {
                    if (!isReturnFromCircle)
                    {
                        currentObjective = 0;
                    }
                    else
                    {
                        PointLatLngAlt endCircle = currentPath.PointList[currentObjective];
                        currentObjective = currentObjectiveOld;
                        currentPath      = auxCirclePath;
                        CreateInitialPath(psi, endCircle.Lat, endCircle.Lng, endCircle.Alt, 215); // FIX ME hardcode velocity
                        currentObjective = 0;
                    }
                }
                else if (isTakeoff)
                {
                    isTakeoff = false;
                    PointLatLngAlt endTakeoff = currentPath.PointList[currentObjective];
                    currentObjective = 0;
                    currentPath      = auxPath;
                    ResetArc();

                    CreateInitialPath(endTakeoff, psi, 215); // FIX ME hardcode velocity
                }
                else // End of waypoints turn 180 and continue with the waypoints.
                {
                    isTurn180 = !isTurn180;

                    if (isTurn180)
                    {
                        currentObjective = 0;
                        pathGenerator.InitialPosition    = currentPath.LastPoint; // pointListObjectives[pointListObjectives.Count - 1];
                        pathGenerator.InitialYaw         = psi;
                        pathGenerator.InitialPitch       = 0;
                        pathGenerator.CurrentVelocity    = 215; // FIX ME
                        pathGenerator.InitialEnuPosition = initialEnuPosition;

                        pathGenerator.newPath();
                        pathGenerator.TurnRadius = turnRadius;
                        pathGenerator.Turn180(currentPath.LastPoint, psi);

                        auxPath = currentPath;

                        currentPath = pathGenerator.Path;
                        ResetArc();
                    }
                    else
                    {
                        currentObjective = 0;
                        auxPath          = currentPath;

                        currentPath.Reverse();
                        ResetArc();
                    }
                }
                return(true);
            }
            return(false);
        }