blob: 8229e136b341f8a8910ade555bbb2c5949417ab9 [file] [log] [blame]
James Kuszmaul851b3962022-02-27 16:42:15 -08001#include "frc971/control_loops/aiming/aiming.h"
2
3#include "glog/logging.h"
4
5namespace frc971::control_loops::aiming {
6
7// Shooting-on-the-fly concept:
8// The current way that we manage shooting-on-the fly endeavors to be reasonably
9// simple, until we get a chance to see how the actual dynamics play out.
10// Essentially, we assume that the robot's velocity will represent a constant
11// offset to the ball's velocity over the entire trajectory to the goal and
12// then offset the target that we are pointing at based on that.
13// Let us assume that, if the robot shoots while not moving, regardless of shot
14// distance, the ball's average speed-over-ground to the target will be a
15// constant s_shot (this implies that if the robot is driving straight towards
16// the target, the actual ball speed-over-ground will be greater than s_shot).
17// We will define things in the robot's coordinate frame. We will be shooting
18// at a target that is at position (target_x, target_y) in the robot frame. The
19// robot is travelling at (v_robot_x, v_robot_y). In order to shoot the ball,
20// we need to generate some virtual target (virtual_x, virtual_y) that we will
21// shoot at as if we were standing still. The total time-of-flight to that
22// target will be t_shot = norm2(virtual_x, virtual_y) / s_shot.
23// we will have virtual_x + v_robot_x * t_shot = target_x, and the same
24// for y. This gives us three equations and three unknowns (virtual_x,
25// virtual_y, and t_shot), and given appropriate assumptions, can be solved
26// analytically. However, doing so is obnoxious and given appropriate functions
27// for t_shot may not be feasible. As such, instead of actually solving the
28// equation analytically, we will use an iterative solution where we maintain
29// a current virtual target estimate. We start with this estimate as if the
30// robot is stationary. We then use this estimate to calculate t_shot, and
31// calculate the next value for the virtual target.
32
33namespace {
34// This implements the iteration in the described shooting-on-the-fly algorithm.
35// robot_pose: Current robot pose.
36// robot_velocity: Current robot velocity, in the absolute field frame.
37// target_pose: Absolute goal Pose.
38// current_virtual_pose: Current estimate of where we want to shoot at.
39// ball_speed_over_ground: Approximate ground speed of the ball that we are
40// shooting.
41Pose IterateVirtualGoal(const Pose &robot_pose,
42 const Eigen::Vector3d &robot_velocity,
43 const Pose &target_pose,
44 const Pose &current_virtual_pose,
45 double ball_speed_over_ground) {
46 const double air_time = current_virtual_pose.Rebase(&robot_pose).xy_norm() /
47 ball_speed_over_ground;
48 const Eigen::Vector3d virtual_target =
49 target_pose.abs_pos() - air_time * robot_velocity;
50 return Pose(virtual_target, target_pose.abs_theta());
51}
52} // namespace
53
54TurretGoal AimerGoal(const ShotConfig &config, const RobotState &state) {
55 TurretGoal result;
56 // This code manages compensating the goal turret heading for the robot's
57 // current velocity, to allow for shooting on-the-fly.
58 // This works by solving for the correct turret angle numerically, since while
59 // we technically could do it analytically, doing so would both make it hard
60 // to make small changes (since it would force us to redo the math) and be
61 // error-prone since it'd be easy to make typos or other minor math errors.
62 Pose virtual_goal;
63 {
64 result.target_distance = config.goal.Rebase(&state.pose).xy_norm();
65 virtual_goal = config.goal;
66 if (config.mode == ShotMode::kShootOnTheFly) {
67 for (int ii = 0; ii < 3; ++ii) {
68 virtual_goal = IterateVirtualGoal(
69 state.pose, {state.velocity(0), state.velocity(1), 0}, config.goal,
70 virtual_goal, config.ball_speed_over_ground);
71 }
72 VLOG(1) << "Shooting-on-the-fly target position: "
73 << virtual_goal.abs_pos().transpose();
74 }
75 virtual_goal = virtual_goal.Rebase(&state.pose);
76 }
77
78 const double heading_to_goal = virtual_goal.heading();
79 result.virtual_shot_distance = virtual_goal.xy_norm();
80
81 // The following code all works to calculate what the rate of turn of the
82 // turret should be. The code only accounts for the rate of turn if we are
83 // aiming at a static target, which should be close enough to correct that it
84 // doesn't matter that it fails to account for the
85 // shooting-on-the-fly compensation.
86 const double rel_x = virtual_goal.rel_pos().x();
87 const double rel_y = virtual_goal.rel_pos().y();
88 const double squared_norm = rel_x * rel_x + rel_y * rel_y;
89 // rel_xdot and rel_ydot are the derivatives (with respect to time) of rel_x
90 // and rel_y. Since these are in the robot's coordinate frame, and since we
91 // are ignoring lateral velocity for this exercise, rel_ydot is zero, and
92 // rel_xdot is just the inverse of the robot's velocity.
93 // Note that rel_x and rel_y are in the robot frame.
94 const double rel_xdot = -Eigen::Vector2d(std::cos(state.pose.rel_theta()),
95 std::sin(state.pose.rel_theta()))
96 .dot(state.velocity);
97 const double rel_ydot = 0.0;
98
99 // If squared_norm gets to be too close to zero, just zero out the relevant
100 // term to prevent NaNs. Note that this doesn't address the chattering that
101 // would likely occur if we were to get excessively close to the target.
102 // Note that x and y terms are swapped relative to what you would normally see
103 // in the derivative of atan because xdot and ydot are the derivatives of
104 // robot_pos and we are working with the atan of (target_pos - robot_pos).
105 const double atan_diff =
106 (squared_norm < 1e-3) ? 0.0 : (rel_x * rel_ydot - rel_y * rel_xdot) /
107 squared_norm;
108 // heading = atan2(relative_y, relative_x) - robot_theta
109 // dheading / dt =
110 // (rel_x * rel_y' - rel_y * rel_x') / (rel_x^2 + rel_y^2) - dtheta / dt
111 const double dheading_dt = atan_diff - state.yaw_rate;
112
113 const double range =
114 config.turret_range.range() - config.anti_wrap_buffer * 2.0;
115 // Calculate a goal turret heading such that it is within +/- pi of the
116 // current position (i.e., a goal that would minimize the amount the turret
117 // would have to travel).
118 // We then check if this goal would bring us out of range of the valid angles,
119 // and if it would, we reset to be within +/- pi of zero.
120 double turret_heading =
121 state.last_turret_goal +
122 aos::math::NormalizeAngle(heading_to_goal - config.turret_zero_offset -
123 state.last_turret_goal);
124 if (std::abs(turret_heading - config.turret_range.middle()) > range / 2.0) {
125 turret_heading = aos::math::NormalizeAngle(turret_heading);
126 }
127 result.position = turret_heading;
128 result.velocity = dheading_dt;
129 return result;
130}
131
132} // namespace frc971::control_loops::aiming