| #include "y2016/control_loops/shooter/shooter.h" |
| |
| #include <chrono> |
| |
| #include "aos/logging/logging.h" |
| #include "y2016/control_loops/shooter/shooter_plant.h" |
| |
| namespace y2016 { |
| namespace control_loops { |
| namespace shooter { |
| |
| namespace chrono = ::std::chrono; |
| using ::aos::monotonic_clock; |
| |
| // TODO(austin): Pseudo current limit? |
| |
| ShooterSide::ShooterSide() |
| : loop_(new StateFeedbackLoop<3, 1, 1>(MakeIntegralShooterLoop())) { |
| history_.fill(0); |
| Y_.setZero(); |
| } |
| |
| void ShooterSide::set_goal(double angular_velocity_goal) { |
| loop_->mutable_next_R() << 0.0, angular_velocity_goal, 0.0; |
| } |
| |
| void ShooterSide::set_position(double current_position) { |
| // Update position in the model. |
| Y_ << current_position; |
| |
| // Add the position to the history. |
| history_[history_position_] = current_position; |
| history_position_ = (history_position_ + 1) % kHistoryLength; |
| } |
| |
| double ShooterSide::voltage() const { return loop_->U(0, 0); } |
| |
| void ShooterSide::Update(bool disabled) { |
| loop_->mutable_R() = loop_->next_R(); |
| if (loop_->R(1, 0) < 1.0) { |
| // Kill power at low angular velocities. |
| disabled = true; |
| } |
| |
| loop_->Correct(Y_); |
| loop_->Update(disabled); |
| } |
| |
| flatbuffers::Offset<ShooterSideStatus> ShooterSide::SetStatus( |
| flatbuffers::FlatBufferBuilder *fbb) { |
| ShooterSideStatus::Builder shooter_side_status_builder(*fbb); |
| // Compute the oldest point in the history. |
| const int oldest_history_position = |
| ((history_position_ == 0) ? kHistoryLength : history_position_) - 1; |
| |
| // Compute the distance moved over that time period. |
| const double avg_angular_velocity = |
| (history_[oldest_history_position] - history_[history_position_]) / |
| (::aos::time::DurationInSeconds(::aos::controls::kLoopFrequency) * |
| static_cast<double>(kHistoryLength - 1)); |
| shooter_side_status_builder.add_avg_angular_velocity(avg_angular_velocity); |
| |
| shooter_side_status_builder.add_angular_velocity(loop_->X_hat(1, 0)); |
| |
| // Ready if average angular velocity is close to the goal. |
| shooter_side_status_builder.add_ready( |
| (std::abs(loop_->next_R(1, 0) - avg_angular_velocity) < kTolerance && |
| loop_->next_R(1, 0) > 1.0)); |
| |
| return shooter_side_status_builder.Finish(); |
| } |
| |
| Shooter::Shooter(::aos::EventLoop *event_loop, const ::std::string &name) |
| : aos::controls::ControlLoop<Goal, Position, Status, Output>(event_loop, |
| name), |
| shots_(0), |
| last_pre_shot_timeout_(::aos::monotonic_clock::min_time) {} |
| |
| void Shooter::RunIteration(const Goal *goal, const Position *position, |
| aos::Sender<Output>::Builder *output, |
| aos::Sender<Status>::Builder *status) { |
| const ::aos::monotonic_clock::time_point monotonic_now = |
| event_loop()->monotonic_now(); |
| if (goal) { |
| // Update position/goal for our two shooter sides. |
| left_.set_goal(goal->angular_velocity()); |
| right_.set_goal(goal->angular_velocity()); |
| } |
| |
| left_.set_position(position->theta_left()); |
| right_.set_position(position->theta_right()); |
| |
| left_.Update(output == nullptr); |
| right_.Update(output == nullptr); |
| |
| flatbuffers::Offset<ShooterSideStatus> left_status_offset = |
| left_.SetStatus(status->fbb()); |
| flatbuffers::Offset<ShooterSideStatus> right_status_offset = |
| right_.SetStatus(status->fbb()); |
| |
| ShooterSideStatus *left_status = |
| GetMutableTemporaryPointer(*status->fbb(), left_status_offset); |
| ShooterSideStatus *right_status = |
| GetMutableTemporaryPointer(*status->fbb(), right_status_offset); |
| |
| const bool ready = (left_status->ready() && right_status->ready()); |
| |
| Status::Builder status_builder = status->MakeBuilder<Status>(); |
| status_builder.add_ready((left_status->ready() && right_status->ready())); |
| status_builder.add_left(left_status_offset); |
| status_builder.add_right(right_status_offset); |
| |
| if (output) { |
| Output::Builder output_builder = output->MakeBuilder<Output>(); |
| |
| output_builder.add_voltage_left(left_.voltage()); |
| output_builder.add_voltage_right(right_.voltage()); |
| // Turn the lights on if we are supposed to spin. |
| if (goal) { |
| bool lights_on = false; |
| if (::std::abs(goal->angular_velocity()) > 0.0) { |
| lights_on = true; |
| if (goal->shooting_forwards()) { |
| output_builder.add_forwards_flashlight(true); |
| output_builder.add_backwards_flashlight(false); |
| } else { |
| output_builder.add_forwards_flashlight(false); |
| output_builder.add_backwards_flashlight(true); |
| } |
| } |
| if (goal->force_lights_on()) { |
| lights_on = true; |
| } |
| output_builder.add_lights_on(lights_on); |
| |
| bool shoot = false; |
| switch (state_) { |
| case ShooterLatchState::PASS_THROUGH: |
| if (goal->push_to_shooter()) { |
| if (::std::abs(goal->angular_velocity()) > 10) { |
| if (ready) { |
| state_ = ShooterLatchState::WAITING_FOR_SPINDOWN; |
| shoot = true; |
| } |
| } else { |
| shoot = true; |
| } |
| } |
| last_pre_shot_timeout_ = monotonic_now + chrono::seconds(1); |
| break; |
| case ShooterLatchState::WAITING_FOR_SPINDOWN: |
| shoot = true; |
| if (left_.velocity() < goal->angular_velocity() * 0.9 || |
| right_.velocity() < goal->angular_velocity() * 0.9) { |
| state_ = ShooterLatchState::WAITING_FOR_SPINUP; |
| } |
| if (::std::abs(goal->angular_velocity()) < 10 || |
| last_pre_shot_timeout_ < monotonic_now) { |
| state_ = ShooterLatchState::INCREMENT_SHOT_COUNT; |
| } |
| break; |
| case ShooterLatchState::WAITING_FOR_SPINUP: |
| shoot = true; |
| if (left_.velocity() > goal->angular_velocity() * 0.95 && |
| right_.velocity() > goal->angular_velocity() * 0.95) { |
| state_ = ShooterLatchState::INCREMENT_SHOT_COUNT; |
| } |
| if (::std::abs(goal->angular_velocity()) < 10 || |
| last_pre_shot_timeout_ < monotonic_now) { |
| state_ = ShooterLatchState::INCREMENT_SHOT_COUNT; |
| } |
| break; |
| case ShooterLatchState::INCREMENT_SHOT_COUNT: |
| ++shots_; |
| state_ = ShooterLatchState::WAITING_FOR_SHOT_NEGEDGE; |
| break; |
| case ShooterLatchState::WAITING_FOR_SHOT_NEGEDGE: |
| shoot = true; |
| if (!goal->push_to_shooter()) { |
| state_ = ShooterLatchState::PASS_THROUGH; |
| } |
| break; |
| } |
| |
| output_builder.add_clamp_open(goal->clamp_open()); |
| output_builder.add_push_to_shooter(shoot); |
| } |
| |
| output->Send(output_builder.Finish()); |
| } |
| |
| status_builder.add_shots(shots_); |
| |
| status->Send(status_builder.Finish()); |
| } |
| |
| } // namespace shooter |
| } // namespace control_loops |
| } // namespace y2016 |