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#include "y2024/control_loops/superstructure/collision_avoidance.h"
#include <cmath>
#include "absl/functional/bind_front.h"
#include "glog/logging.h"
namespace y2024::control_loops::superstructure {
CollisionAvoidance::CollisionAvoidance() {
clear_min_intake_pivot_goal();
clear_max_intake_pivot_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_pivot_position, status.turret_position,
kMinCollisionZoneTurret, kMaxCollisionZoneTurret)) {
return true;
}
return false;
}
bool AngleInRange(double theta, double theta_min, double theta_max) {
return (
(theta >= theta_min && theta <= theta_max) ||
(theta_min > theta_max && (theta >= theta_min || theta <= theta_max)));
}
bool CollisionAvoidance::TurretCollided(double intake_position,
double turret_position,
double min_turret_collision_position,
double max_turret_collision_position) {
// Checks if turret is in the collision area.
if (AngleInRange(turret_position, min_turret_collision_position,
max_turret_collision_position)) {
// Returns 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 double &turret_goal_position) {
// Start with our constraints being wide open.
clear_max_turret_goal();
clear_min_turret_goal();
clear_max_intake_pivot_goal();
clear_min_intake_pivot_goal();
const double intake_pivot_position = status.intake_pivot_position;
const double turret_position = status.turret_position;
const double turret_goal = turret_goal_position;
// Calculating the avoidance with the intake
CalculateAvoidance(true, intake_pivot_position, turret_position, turret_goal,
kMinCollisionZoneTurret, kMaxCollisionZoneTurret);
}
void CollisionAvoidance::CalculateAvoidance(bool intake_pivot,
double intake_position,
double turret_position,
double turret_goal,
double min_turret_collision_goal,
double max_turret_collision_goal) {
// If the turret goal is in a collison zone or moving through one, limit
// intake.
const bool turret_pos_unsafe = AngleInRange(
turret_position, min_turret_collision_goal, max_turret_collision_goal);
const bool turret_moving_forward = (turret_goal > turret_position);
// Check if the closest angles are going to be passed
const bool turret_moving_past_intake =
((turret_moving_forward &&
(turret_position <= max_turret_collision_goal &&
turret_goal >= min_turret_collision_goal)) ||
(!turret_moving_forward &&
(turret_position >= min_turret_collision_goal &&
turret_goal <= max_turret_collision_goal)));
if (turret_pos_unsafe || turret_moving_past_intake) {
// If the turret is unsafe, limit the intake
if (intake_pivot) {
update_max_intake_pivot_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 + max_turret_collision_goal / 2)) {
update_max_turret_goal(min_turret_collision_goal - kEpsTurret);
} else {
update_min_turret_goal(max_turret_collision_goal + kEpsTurret);
}
}
}
}
} // namespace y2024::control_loops::superstructure