RoboidControl-cpp/DifferentialDrive.cpp
2024-12-18 16:53:54 +01:00

119 lines
4.3 KiB
C++

#include "DifferentialDrive.h"
#include "LinearAlgebra/Angle.h"
#include "LinearAlgebra/FloatSingle.h"
#include <math.h>
DifferentialDrive::DifferentialDrive() {};
DifferentialDrive::DifferentialDrive(Motor *leftMotor, Motor *rightMotor) {
this->motorCount = 2;
this->motors = new Motor *[2];
this->motors[0] = leftMotor;
this->motors[1] = rightMotor;
float distance = this->wheelSeparation / 2;
leftMotor->direction = Motor::Direction::CounterClockwise;
leftMotor->SetPosition(Spherical16(distance, Direction16::left));
// leftMotor->position.direction.horizontal = Angle16::Degrees(-90);
// leftMotor->position.distance = distance;
rightMotor->direction = Motor::Direction::Clockwise;
rightMotor->SetPosition(Spherical16(distance, Direction16::right));
// rightMotor->position.direction.horizontal = Angle16::Degrees(90);
// rightMotor->position.distance = distance;
}
void DifferentialDrive::SetDimensions(float wheelDiameter,
float wheelSeparation) {
this->wheelDiameter = wheelDiameter;
this->wheelSeparation = wheelSeparation;
this->rpsToMs = wheelDiameter * Passer::LinearAlgebra::pi;
float distance = this->wheelSeparation / 2;
Spherical16 motor0Position = this->motors[0]->GetPosition();
motor0Position.distance = distance;
this->motors[0]->SetPosition(motor0Position);
Spherical16 motor1Position = this->motors[0]->GetPosition();
motor1Position.distance = distance;
this->motors[1]->SetPosition(motor1Position);
}
void DifferentialDrive::SetMotorTargetSpeeds(float leftSpeed,
float rightSpeed) {
for (unsigned int motorIx = 0; motorIx < this->motorCount; motorIx++) {
Motor *motor = motors[motorIx];
if (motor == nullptr)
continue;
float xPosition =
motors[motorIx]->GetPosition().direction.horizontal.InDegrees();
if (xPosition < 0)
motor->SetTargetSpeed(leftSpeed);
else if (xPosition > 0)
motor->SetTargetSpeed(rightSpeed);
};
}
void DifferentialDrive::SetTwistSpeed(float forward, float yaw) {
float leftSpeed =
Float::Clamp(forward + yaw, -1, 1); // revolutions per second
float rightSpeed =
Float::Clamp(forward - yaw, -1, 1); // revolutions per second
float leftMotorSpeed = leftSpeed / rpsToMs; // meters per second
float rightMotorSpeed = rightSpeed / rpsToMs; // meters per second
SetMotorTargetSpeeds(leftMotorSpeed, rightMotorSpeed);
}
void DifferentialDrive::SetTwistSpeed(Vector2 linear, float yaw) {
SetTwistSpeed(linear.y, yaw);
}
void DifferentialDrive::SetTwistSpeed(Vector3 linear, float yaw, float pitch,
float roll) {
SetTwistSpeed(linear.Forward(), yaw);
}
// void DifferentialDrive::SetVelocity(Polar velocity) {
// SetTwistSpeed(velocity.distance, velocity.angle.InDegrees());
// }
// Spherical16 DifferentialDrive::GetVelocity() {
// Motor *leftMotor = motors[0];
// Motor *rightMotor = motors[1];
// float leftSpeed = leftMotor->GetActualSpeed(); // in revolutions per
// second float rightSpeed = rightMotor->GetActualSpeed(); // in revolutions
// per second
// leftSpeed = leftSpeed * rpsToMs; // in meters per second
// rightSpeed = rightSpeed * rpsToMs; // in meters per second
// float speed = (leftSpeed + rightSpeed) / 2;
// float direction = speed >= 0 ? 0.0F : 180.0F;
// float magnitude = fabsf(speed);
// Spherical16 velocity =
// Spherical16(magnitude, Angle16::Degrees(direction),
// Angle16::Degrees(0)); // Polar(direction, magnitude);
// return velocity;
// }
// float DifferentialDrive::GetAngularVelocity() {
// Motor *leftMotor = motors[0];
// Motor *rightMotor = motors[1];
// float leftSpeed = leftMotor->GetActualSpeed(); // in revolutions per
// second float rightSpeed = rightMotor->GetActualSpeed(); // in revolutions
// per second
// leftSpeed = leftSpeed * rpsToMs; // in meters per second
// rightSpeed = rightSpeed * rpsToMs; // in meters per second
// float angularSpeed = (leftSpeed - rightSpeed) / 2;
// float angularDistance = wheelSeparation / 2 * Passer::LinearAlgebra::pi;
// float rotationsPerSecond = angularSpeed / angularDistance;
// float degreesPerSecond =
// Angle::Normalize(Angle::Degrees(360 * rotationsPerSecond)).InDegrees();
// float angularVelocity = degreesPerSecond;
// return angularVelocity;
// }