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#include "y2020/control_loops/superstructure/turret/aiming.h"
#include "y2020/constants.h"
#include "y2020/control_loops/drivetrain/drivetrain_base.h"
namespace y2020::control_loops::superstructure::turret {
using frc971::control_loops::Pose;
using frc971::control_loops::aiming::RobotState;
using frc971::control_loops::aiming::ShotConfig;
using frc971::control_loops::aiming::TurretGoal;
// 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 {
// The overall length and width of the field, in meters.
constexpr double kFieldLength = 15.983;
constexpr double kFieldWidth = 8.212;
// Height of the center of the port(s) above the ground, in meters.
constexpr double kPortHeight = 2.494;
// Maximum shot angle at which we will attempt to make the shot into the inner
// port, in radians. Zero would imply that we could only shoot if we were
// exactly perpendicular to the target. Larger numbers allow us to aim at the
// inner port more aggressively, at the risk of being more likely to miss the
// outer port entirely.
constexpr double kMaxInnerPortAngle = 15.0 * M_PI / 180.0;
// Distance (in meters) from the edge of the field to the port, with some
// compensation to ensure that our definition of where the target is matches
// that reported by the cameras.
constexpr double kEdgeOfFieldToPort = 2.347;
// The amount (in meters) that the inner port is set back from the outer port.
constexpr double kInnerPortBackset = 0.743;
// Average speed-over-ground of the ball on its way to the target. Our current
// model assumes constant ball velocity regardless of shot distance.
// TODO(james): Is this an appropriate model? For the outer port it should be
// good enough that it doesn't really matter, but for the inner port it may be
// more appropriate to do something more dynamic--however, it is not yet clear
// how we would best estimate speed-over-ground given a hood angle + shooter
// speed. Assuming a constant average speed over the course of the trajectory
// should be reasonable, since all we are trying to do here is calculate an
// overall time-of-flight (we don't actually care about the ball speed itself).
constexpr double kBallSpeedOverGround = 17.0; // m/s
// Minimum distance that we must be from the inner port in order to attempt the
// shot--this is to account for the fact that if we are too close to the target,
// then we won't have a clear shot on the inner port.
constexpr double kMinimumInnerPortShotDistance = 1.9;
// Amount of buffer, in radians, to leave to help avoid wrapping. I.e., any time
// that we are in kAvoidEdges mode, we will keep ourselves at least
// kAntiWrapBuffer radians away from the hardstops.
constexpr double kAntiWrapBuffer = 0.2;
// If the turret is at zero, then it will be at this angle relative to pointed
// straight forwards on the robot.
constexpr double kTurretZeroOffset = M_PI;
constexpr double kTurretRange = constants::Values::kTurretRange().range();
static_assert((kTurretRange - 2.0 * kAntiWrapBuffer) > 2.0 * M_PI,
"kAntiWrap buffer should be small enough that we still have 360 "
"degrees of range.");
Pose ReverseSideOfField(Pose target) {
*target.mutable_pos() *= -1;
target.set_theta(aos::math::NormalizeAngle(target.rel_theta() + M_PI));
return target;
}
flatbuffers::DetachedBuffer MakePrefilledGoal() {
flatbuffers::FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
Aimer::Goal::Builder builder(fbb);
builder.add_unsafe_goal(0);
builder.add_goal_velocity(0);
builder.add_ignore_profile(true);
fbb.Finish(builder.Finish());
return fbb.Release();
}
} // namespace
Pose InnerPortPose(aos::Alliance alliance) {
const Pose target({kFieldLength / 2 + kInnerPortBackset,
-kFieldWidth / 2.0 + kEdgeOfFieldToPort, kPortHeight},
M_PI);
if (alliance == aos::Alliance::kRed) {
return ReverseSideOfField(target);
}
return target;
}
Pose OuterPortPose(aos::Alliance alliance) {
Pose target(
{kFieldLength / 2, -kFieldWidth / 2.0 + kEdgeOfFieldToPort, kPortHeight},
M_PI);
if (alliance == aos::Alliance::kRed) {
return ReverseSideOfField(target);
}
return target;
}
Aimer::Aimer()
: goal_(MakePrefilledGoal()),
Tlr_to_la_(drivetrain::GetDrivetrainConfig().Tlr_to_la()) {}
void Aimer::Update(const Status *status, aos::Alliance alliance,
WrapMode wrap_mode, ShotMode shot_mode) {
const Pose robot_pose({status->x(), status->y(), 0}, status->theta());
const Pose inner_port = InnerPortPose(alliance);
const Pose outer_port = OuterPortPose(alliance);
const Pose robot_pose_from_inner_port = robot_pose.Rebase(&inner_port);
// TODO(james): This code should probably just be in the localizer and have
// xdot/ydot get populated in the status message directly... that way we don't
// keep duplicating this math.
// Also, this doesn't currently take into account the lateral velocity of the
// robot. All of this would be helped by just doing this work in the Localizer
// itself.
const Eigen::Vector2d linear_angular =
Tlr_to_la_ * Eigen::Vector2d(status->localizer()->left_velocity(),
status->localizer()->right_velocity());
const double xdot = linear_angular(0) * std::cos(status->theta());
const double ydot = linear_angular(0) * std::sin(status->theta());
inner_port_angle_ = robot_pose_from_inner_port.heading();
const double inner_port_distance = robot_pose_from_inner_port.rel_pos().x();
// Add a bit of hysteresis so that we don't jump between aiming for the inner
// and outer ports.
const double max_inner_port_angle =
aiming_for_inner_port_ ? 1.2 * kMaxInnerPortAngle : kMaxInnerPortAngle;
const double min_inner_port_distance =
aiming_for_inner_port_ ? (kMinimumInnerPortShotDistance - 0.3)
: kMinimumInnerPortShotDistance;
aiming_for_inner_port_ =
(std::abs(inner_port_angle_) < max_inner_port_angle) &&
(inner_port_distance > min_inner_port_distance);
const Pose goal = aiming_for_inner_port_ ? inner_port : outer_port;
const struct TurretGoal turret_goal =
frc971::control_loops::aiming::AimerGoal(
ShotConfig{goal, shot_mode, constants::Values::kTurretRange(),
kBallSpeedOverGround,
wrap_mode == WrapMode::kAvoidEdges ? kAntiWrapBuffer : 0.0,
kTurretZeroOffset},
RobotState{robot_pose,
{xdot, ydot},
linear_angular(1),
goal_.message().unsafe_goal()});
target_distance_ = turret_goal.target_distance;
shot_distance_ = turret_goal.virtual_shot_distance;
goal_.mutable_message()->mutate_unsafe_goal(turret_goal.position);
goal_.mutable_message()->mutate_goal_velocity(
std::clamp(turret_goal.velocity, -2.0, 2.0));
}
flatbuffers::Offset<AimerStatus> Aimer::PopulateStatus(
flatbuffers::FlatBufferBuilder *fbb) const {
AimerStatus::Builder builder(*fbb);
builder.add_turret_position(goal_.message().unsafe_goal());
builder.add_turret_velocity(goal_.message().goal_velocity());
builder.add_aiming_for_inner_port(aiming_for_inner_port_);
builder.add_target_distance(target_distance_);
builder.add_inner_port_angle(inner_port_angle_);
builder.add_shot_distance(DistanceToGoal());
return builder.Finish();
}
} // namespace y2020::control_loops::superstructure::turret