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Void Sentry
An AI-driven, real-time Sentry Turret platform leveraging asynchronous I/O and computer vision to deliver high-precision autonomous motion tracking on resource-constrained embedded hardware.
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Public Member Functions | |
| AimPolicy (const AimMap &map, const PolicyConfig &config=PolicyConfig{}) | |
| void | set_map (const AimMap &map) |
| const AimMap & | map () const |
| the active map | |
| AimCommand | update (const TrackView &track, uint32_t now_ms) |
| void | reset () |
| forget the setpoint and the lost-target timer (mode changes) | |
| uint32_t | home_remaining_ms (uint32_t now_ms) const |
| Milliseconds until the pending return Home fires: home_delay_ms minus the time since the target was last seen, minimum 0 and wraparound-safe. 0 unless the last update() saw Idle or Tentative, a target was seen and Home has not fired yet. | |
| bool | homed () const |
| True once Home has fired, until the next lock or reset(). | |
| uint32_t aiming::AimPolicy::home_remaining_ms | ( | uint32_t | now_ms | ) | const |
Milliseconds until the pending return Home fires: home_delay_ms minus the time since the target was last seen, minimum 0 and wraparound-safe. 0 unless the last update() saw Idle or Tentative, a target was seen and Home has not fired yet.
The timer runs through Tentative (update() leaves the last-seen time alone then), although Home itself can only fire on Idle.