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#include "y2022/control_loops/superstructure/collision_avoidance.h"
#include <cmath>
#include "absl/functional/bind_front.h"
#include "glog/logging.h"
namespace y2022 {
namespace control_loops {
namespace superstructure {
CollisionAvoidance::CollisionAvoidance() {
clear_min_intake_front_goal();
clear_max_intake_front_goal();
clear_min_intake_back_goal();
clear_max_intake_back_goal();
clear_min_turret_goal();
clear_max_turret_goal();
}
bool CollisionAvoidance::IsCollided(const CollisionAvoidance::Status &status) {
// Checks if intake front is collided.
if (TurretCollided(status.intake_front_position, status.turret_position,
kMinCollisionZoneFrontTurret,
kMaxCollisionZoneFrontTurret)) {
return true;
}
// Checks if intake back is collided.
if (TurretCollided(status.intake_back_position, status.turret_position,
kMinCollisionZoneBackTurret,
kMaxCollisionZoneBackTurret)) {
return true;
}
return false;
}
std::pair<double, int> WrapTurretAngle(double turret_angle) {
double wrapped = std::remainder(turret_angle - M_PI, 2 * M_PI) + M_PI;
int wraps =
static_cast<int>(std::round((turret_angle - wrapped) / (2 * M_PI)));
return {wrapped, wraps};
}
double UnwrapTurretAngle(double wrapped, int wraps) {
return wrapped + 2.0 * M_PI * wraps;
}
bool CollisionAvoidance::TurretCollided(double intake_position,
double turret_position,
double min_turret_collision_position,
double max_turret_collision_position) {
const auto turret_position_wrapped_pair = WrapTurretAngle(turret_position);
const double turret_position_wrapped = turret_position_wrapped_pair.first;
// Checks if turret is in the collision area.
if (turret_position_wrapped >= min_turret_collision_position &&
turret_position_wrapped <= max_turret_collision_position) {
// Reterns true if the intake is raised.
if (intake_position <= kCollisionZoneIntake) {
return true;
}
} else {
return false;
}
return false;
}
void CollisionAvoidance::UpdateGoal(const CollisionAvoidance::Status &status,
const Goal *unsafe_goal) {
// Start with our constraints being wide open.
clear_max_turret_goal();
clear_min_turret_goal();
clear_max_intake_front_goal();
clear_min_intake_front_goal();
clear_max_intake_back_goal();
clear_min_intake_back_goal();
const double intake_front_position = status.intake_front_position;
const double intake_back_position = status.intake_back_position;
const double turret_position = status.turret_position;
const double turret_goal =
(unsafe_goal != nullptr && unsafe_goal->turret() != nullptr
? unsafe_goal->turret()->unsafe_goal()
: std::numeric_limits<double>::quiet_NaN());
// Calculating the avoidance with either intake, and when the turret is
// wrapped.
CalculateAvoidance(true, intake_front_position, turret_goal,
kMinCollisionZoneFrontTurret, kMaxCollisionZoneFrontTurret,
turret_position);
CalculateAvoidance(false, intake_back_position, turret_goal,
kMinCollisionZoneBackTurret, kMaxCollisionZoneBackTurret,
turret_position);
}
void CollisionAvoidance::CalculateAvoidance(bool intake_front,
double intake_position,
double turret_goal,
double min_turret_collision_goal,
double max_turret_collision_goal,
double turret_position) {
auto [turret_position_wrapped, turret_position_wraps] =
WrapTurretAngle(turret_position);
// If the turret goal is in a collison zone or moving through one, limit
// intake.
const bool turret_pos_unsafe =
(turret_position_wrapped >= min_turret_collision_goal &&
turret_position_wrapped <= max_turret_collision_goal);
const bool turret_moving_forward = (turret_goal > turret_position);
// To figure out if we are moving past an intake, find the unwrapped min/max
// angles closest to the turret position on the journey.
int bounds_wraps = turret_position_wraps;
double min_turret_collision_goal_unwrapped =
UnwrapTurretAngle(min_turret_collision_goal, bounds_wraps);
if (turret_moving_forward &&
min_turret_collision_goal_unwrapped < turret_position) {
bounds_wraps++;
} else if (!turret_moving_forward &&
min_turret_collision_goal_unwrapped > turret_position) {
bounds_wraps--;
}
min_turret_collision_goal_unwrapped =
UnwrapTurretAngle(min_turret_collision_goal, bounds_wraps);
const double max_turret_collision_goal_unwrapped =
UnwrapTurretAngle(max_turret_collision_goal, bounds_wraps);
// Check if the closest unwrapped angles are going to be passed
const bool turret_moving_past_intake =
((turret_moving_forward &&
(turret_position <= max_turret_collision_goal_unwrapped &&
turret_goal >= min_turret_collision_goal_unwrapped)) ||
(!turret_moving_forward &&
(turret_position >= min_turret_collision_goal_unwrapped &&
turret_goal <= max_turret_collision_goal_unwrapped)));
if (turret_pos_unsafe || turret_moving_past_intake) {
// If the turret is unsafe, limit the intake
if (intake_front) {
update_min_intake_front_goal(kCollisionZoneIntake + kEpsIntake);
} else {
update_min_intake_back_goal(kCollisionZoneIntake + kEpsIntake);
}
// If the intake is in the way, limit the turret until moved. Otherwise,
// let'errip!
if (!turret_pos_unsafe && (intake_position <= kCollisionZoneIntake)) {
if (turret_position < min_turret_collision_goal_unwrapped) {
update_max_turret_goal(min_turret_collision_goal_unwrapped -
kEpsTurret);
} else {
update_min_turret_goal(max_turret_collision_goal_unwrapped +
kEpsTurret);
}
}
}
}
} // namespace superstructure
} // namespace control_loops
} // namespace y2022