| #include "frc971/control_loops/aiming/aiming.h" |
| |
| #include "glog/logging.h" |
| |
| #include "frc971/zeroing/wrap.h" |
| |
| namespace frc971::control_loops::aiming { |
| |
| // Shooting-on-the-fly concept: |
| // The current way that we manage shooting-on-the fly endeavors to be reasonably |
| // simple, until we get a chance to see how the actual dynamics play out. |
| // Essentially, we assume that the robot's velocity will represent a constant |
| // offset to the ball's velocity over the entire trajectory to the goal and |
| // then offset the target that we are pointing at based on that. |
| // Let us assume that, if the robot shoots while not moving, regardless of shot |
| // distance, the ball's average speed-over-ground to the target will be a |
| // constant s_shot (this implies that if the robot is driving straight towards |
| // the target, the actual ball speed-over-ground will be greater than s_shot). |
| // We will define things in the robot's coordinate frame. We will be shooting |
| // at a target that is at position (target_x, target_y) in the robot frame. The |
| // robot is travelling at (v_robot_x, v_robot_y). In order to shoot the ball, |
| // we need to generate some virtual target (virtual_x, virtual_y) that we will |
| // shoot at as if we were standing still. The total time-of-flight to that |
| // target will be t_shot = norm2(virtual_x, virtual_y) / s_shot. |
| // we will have virtual_x + v_robot_x * t_shot = target_x, and the same |
| // for y. This gives us three equations and three unknowns (virtual_x, |
| // virtual_y, and t_shot), and given appropriate assumptions, can be solved |
| // analytically. However, doing so is obnoxious and given appropriate functions |
| // for t_shot may not be feasible. As such, instead of actually solving the |
| // equation analytically, we will use an iterative solution where we maintain |
| // a current virtual target estimate. We start with this estimate as if the |
| // robot is stationary. We then use this estimate to calculate t_shot, and |
| // calculate the next value for the virtual target. |
| |
| namespace { |
| // This implements the iteration in the described shooting-on-the-fly algorithm. |
| // robot_pose: Current robot pose. |
| // robot_velocity: Current robot velocity, in the absolute field frame. |
| // target_pose: Absolute goal Pose. |
| // current_virtual_pose: Current estimate of where we want to shoot at. |
| // ball_speed_over_ground: Approximate ground speed of the ball that we are |
| // shooting. |
| Pose IterateVirtualGoal(const Pose &robot_pose, |
| const Eigen::Vector3d &robot_velocity, |
| const Pose &target_pose, |
| const Pose ¤t_virtual_pose, |
| double ball_speed_over_ground) { |
| const double air_time = current_virtual_pose.Rebase(&robot_pose).xy_norm() / |
| ball_speed_over_ground; |
| const Eigen::Vector3d virtual_target = |
| target_pose.abs_pos() - air_time * robot_velocity; |
| return Pose(virtual_target, target_pose.abs_theta()); |
| } |
| } // namespace |
| |
| TurretGoal AimerGoal(const ShotConfig &config, const RobotState &state) { |
| TurretGoal result; |
| // This code manages compensating the goal turret heading for the robot's |
| // current velocity, to allow for shooting on-the-fly. |
| // This works by solving for the correct turret angle numerically, since while |
| // we technically could do it analytically, doing so would both make it hard |
| // to make small changes (since it would force us to redo the math) and be |
| // error-prone since it'd be easy to make typos or other minor math errors. |
| Pose virtual_goal; |
| { |
| result.target_distance = config.goal.Rebase(&state.pose).xy_norm(); |
| virtual_goal = config.goal; |
| if (config.mode == ShotMode::kShootOnTheFly) { |
| for (int ii = 0; ii < 3; ++ii) { |
| virtual_goal = IterateVirtualGoal( |
| state.pose, {state.velocity(0), state.velocity(1), 0}, config.goal, |
| virtual_goal, config.ball_speed_over_ground); |
| } |
| VLOG(1) << "Shooting-on-the-fly target position: " |
| << virtual_goal.abs_pos().transpose(); |
| } |
| virtual_goal = virtual_goal.Rebase(&state.pose); |
| } |
| |
| const double heading_to_goal = virtual_goal.heading(); |
| result.virtual_shot_distance = virtual_goal.xy_norm(); |
| |
| // The following code all works to calculate what the rate of turn of the |
| // turret should be. The code only accounts for the rate of turn if we are |
| // aiming at a static target, which should be close enough to correct that it |
| // doesn't matter that it fails to account for the |
| // shooting-on-the-fly compensation. |
| const double rel_x = virtual_goal.rel_pos().x(); |
| const double rel_y = virtual_goal.rel_pos().y(); |
| const double squared_norm = rel_x * rel_x + rel_y * rel_y; |
| // rel_xdot and rel_ydot are the derivatives (with respect to time) of rel_x |
| // and rel_y. Since these are in the robot's coordinate frame, and since we |
| // are ignoring lateral velocity for this exercise, rel_ydot is zero, and |
| // rel_xdot is just the inverse of the robot's velocity. |
| // Note that rel_x and rel_y are in the robot frame. |
| const double rel_xdot = -Eigen::Vector2d(std::cos(state.pose.rel_theta()), |
| std::sin(state.pose.rel_theta())) |
| .dot(state.velocity); |
| const double rel_ydot = 0.0; |
| |
| // If squared_norm gets to be too close to zero, just zero out the relevant |
| // term to prevent NaNs. Note that this doesn't address the chattering that |
| // would likely occur if we were to get excessively close to the target. |
| // Note that x and y terms are swapped relative to what you would normally see |
| // in the derivative of atan because xdot and ydot are the derivatives of |
| // robot_pos and we are working with the atan of (target_pos - robot_pos). |
| const double atan_diff = |
| (squared_norm < 1e-3) |
| ? 0.0 |
| : (rel_x * rel_ydot - rel_y * rel_xdot) / squared_norm; |
| // heading = atan2(relative_y, relative_x) - robot_theta |
| // dheading / dt = |
| // (rel_x * rel_y' - rel_y * rel_x') / (rel_x^2 + rel_y^2) - dtheta / dt |
| const double dheading_dt = atan_diff - state.yaw_rate; |
| |
| // Calculate a goal turret heading such that it is within +/- pi of the |
| // current position (i.e., a goal that would minimize the amount the turret |
| // would have to travel). |
| // We then check if this goal would bring us out of range of the valid angles, |
| // and if it would, we reset to be within +/- pi of zero. |
| double turret_heading = |
| state.last_turret_goal + |
| aos::math::NormalizeAngle(heading_to_goal - config.turret_zero_offset - |
| state.last_turret_goal); |
| if (turret_heading > config.turret_range.upper - config.anti_wrap_buffer || |
| turret_heading < config.turret_range.lower + config.anti_wrap_buffer) { |
| turret_heading = frc971::zeroing::Wrap(config.turret_range.middle_soft(), |
| turret_heading, 2.0 * M_PI); |
| } |
| result.position = turret_heading; |
| result.velocity = dheading_dt; |
| return result; |
| } |
| |
| } // namespace frc971::control_loops::aiming |