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James Kuszmaul851b3962022-02-27 16:42:15 -08001#include "frc971/control_loops/aiming/aiming.h"
2
3#include "glog/logging.h"
James Kuszmaul2a59cf02022-03-17 11:02:02 -07004#include "frc971/zeroing/wrap.h"
James Kuszmaul851b3962022-02-27 16:42:15 -08005
6namespace frc971::control_loops::aiming {
7
8// Shooting-on-the-fly concept:
9// The current way that we manage shooting-on-the fly endeavors to be reasonably
10// simple, until we get a chance to see how the actual dynamics play out.
11// Essentially, we assume that the robot's velocity will represent a constant
12// offset to the ball's velocity over the entire trajectory to the goal and
13// then offset the target that we are pointing at based on that.
14// Let us assume that, if the robot shoots while not moving, regardless of shot
15// distance, the ball's average speed-over-ground to the target will be a
16// constant s_shot (this implies that if the robot is driving straight towards
17// the target, the actual ball speed-over-ground will be greater than s_shot).
18// We will define things in the robot's coordinate frame. We will be shooting
19// at a target that is at position (target_x, target_y) in the robot frame. The
20// robot is travelling at (v_robot_x, v_robot_y). In order to shoot the ball,
21// we need to generate some virtual target (virtual_x, virtual_y) that we will
22// shoot at as if we were standing still. The total time-of-flight to that
23// target will be t_shot = norm2(virtual_x, virtual_y) / s_shot.
24// we will have virtual_x + v_robot_x * t_shot = target_x, and the same
25// for y. This gives us three equations and three unknowns (virtual_x,
26// virtual_y, and t_shot), and given appropriate assumptions, can be solved
27// analytically. However, doing so is obnoxious and given appropriate functions
28// for t_shot may not be feasible. As such, instead of actually solving the
29// equation analytically, we will use an iterative solution where we maintain
30// a current virtual target estimate. We start with this estimate as if the
31// robot is stationary. We then use this estimate to calculate t_shot, and
32// calculate the next value for the virtual target.
33
34namespace {
35// This implements the iteration in the described shooting-on-the-fly algorithm.
36// robot_pose: Current robot pose.
37// robot_velocity: Current robot velocity, in the absolute field frame.
38// target_pose: Absolute goal Pose.
39// current_virtual_pose: Current estimate of where we want to shoot at.
40// ball_speed_over_ground: Approximate ground speed of the ball that we are
41// shooting.
42Pose IterateVirtualGoal(const Pose &robot_pose,
43 const Eigen::Vector3d &robot_velocity,
44 const Pose &target_pose,
45 const Pose &current_virtual_pose,
46 double ball_speed_over_ground) {
47 const double air_time = current_virtual_pose.Rebase(&robot_pose).xy_norm() /
48 ball_speed_over_ground;
49 const Eigen::Vector3d virtual_target =
50 target_pose.abs_pos() - air_time * robot_velocity;
51 return Pose(virtual_target, target_pose.abs_theta());
52}
53} // namespace
54
55TurretGoal AimerGoal(const ShotConfig &config, const RobotState &state) {
56 TurretGoal result;
57 // This code manages compensating the goal turret heading for the robot's
58 // current velocity, to allow for shooting on-the-fly.
59 // This works by solving for the correct turret angle numerically, since while
60 // we technically could do it analytically, doing so would both make it hard
61 // to make small changes (since it would force us to redo the math) and be
62 // error-prone since it'd be easy to make typos or other minor math errors.
63 Pose virtual_goal;
64 {
65 result.target_distance = config.goal.Rebase(&state.pose).xy_norm();
66 virtual_goal = config.goal;
67 if (config.mode == ShotMode::kShootOnTheFly) {
68 for (int ii = 0; ii < 3; ++ii) {
69 virtual_goal = IterateVirtualGoal(
70 state.pose, {state.velocity(0), state.velocity(1), 0}, config.goal,
71 virtual_goal, config.ball_speed_over_ground);
72 }
73 VLOG(1) << "Shooting-on-the-fly target position: "
74 << virtual_goal.abs_pos().transpose();
75 }
76 virtual_goal = virtual_goal.Rebase(&state.pose);
77 }
78
79 const double heading_to_goal = virtual_goal.heading();
80 result.virtual_shot_distance = virtual_goal.xy_norm();
81
82 // The following code all works to calculate what the rate of turn of the
83 // turret should be. The code only accounts for the rate of turn if we are
84 // aiming at a static target, which should be close enough to correct that it
85 // doesn't matter that it fails to account for the
86 // shooting-on-the-fly compensation.
87 const double rel_x = virtual_goal.rel_pos().x();
88 const double rel_y = virtual_goal.rel_pos().y();
89 const double squared_norm = rel_x * rel_x + rel_y * rel_y;
90 // rel_xdot and rel_ydot are the derivatives (with respect to time) of rel_x
91 // and rel_y. Since these are in the robot's coordinate frame, and since we
92 // are ignoring lateral velocity for this exercise, rel_ydot is zero, and
93 // rel_xdot is just the inverse of the robot's velocity.
94 // Note that rel_x and rel_y are in the robot frame.
95 const double rel_xdot = -Eigen::Vector2d(std::cos(state.pose.rel_theta()),
96 std::sin(state.pose.rel_theta()))
97 .dot(state.velocity);
98 const double rel_ydot = 0.0;
99
100 // If squared_norm gets to be too close to zero, just zero out the relevant
101 // term to prevent NaNs. Note that this doesn't address the chattering that
102 // would likely occur if we were to get excessively close to the target.
103 // Note that x and y terms are swapped relative to what you would normally see
104 // in the derivative of atan because xdot and ydot are the derivatives of
105 // robot_pos and we are working with the atan of (target_pos - robot_pos).
106 const double atan_diff =
107 (squared_norm < 1e-3) ? 0.0 : (rel_x * rel_ydot - rel_y * rel_xdot) /
108 squared_norm;
109 // heading = atan2(relative_y, relative_x) - robot_theta
110 // dheading / dt =
111 // (rel_x * rel_y' - rel_y * rel_x') / (rel_x^2 + rel_y^2) - dtheta / dt
112 const double dheading_dt = atan_diff - state.yaw_rate;
113
James Kuszmaul851b3962022-02-27 16:42:15 -0800114 // Calculate a goal turret heading such that it is within +/- pi of the
115 // current position (i.e., a goal that would minimize the amount the turret
116 // would have to travel).
117 // We then check if this goal would bring us out of range of the valid angles,
118 // and if it would, we reset to be within +/- pi of zero.
119 double turret_heading =
120 state.last_turret_goal +
121 aos::math::NormalizeAngle(heading_to_goal - config.turret_zero_offset -
122 state.last_turret_goal);
James Kuszmaul2a59cf02022-03-17 11:02:02 -0700123 if (turret_heading > config.turret_range.upper - config.anti_wrap_buffer ||
124 turret_heading < config.turret_range.lower + config.anti_wrap_buffer) {
125 turret_heading = frc971::zeroing::Wrap(config.turret_range.middle_soft(),
126 turret_heading, 2.0 * M_PI);
James Kuszmaul851b3962022-02-27 16:42:15 -0800127 }
128 result.position = turret_heading;
129 result.velocity = dheading_dt;
130 return result;
131}
132
133} // namespace frc971::control_loops::aiming