Added EncoderMotor support
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@ -12,8 +12,6 @@ namespace RoboidControl {
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public BB2B(Participant owner) : base(owner) {
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this.name = "BB2B";
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this.SetDriveDimensions(0.064f, 0.128f);
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// this.wheelRadius = 0.032f;
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// this.wheelSeparation = 0.128f;
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// Is has a touch sensor at the front left of the roboid
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touchLeft = new(this) {
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55
Examples/BB2B/BB2B_Encoder.cs
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55
Examples/BB2B/BB2B_Encoder.cs
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@ -0,0 +1,55 @@
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using LinearAlgebra;
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namespace RoboidControl {
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// The robot is based on a differential drive
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public class BB2B_Encoder : DifferentialDrive {
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readonly DifferentialDrive drive;
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readonly TouchSensor touchLeft;
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readonly TouchSensor touchRight;
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const float speed = 180.0f; // wheel rotation speed in degrees
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public BB2B_Encoder(Participant owner) : base(owner) {
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this.name = "BB2B";
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this.SetDriveDimensions(0.064f, 0.128f);
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// Update the basic motors to motors with encoder
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EncoderMotor leftMotor = new(this, new RelativeEncoder()) {
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position = new Spherical(0.064f, Direction.left)
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};
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EncoderMotor rightMotor = new(this, new RelativeEncoder()) {
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position = new Spherical(0.064f, Direction.right)
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};
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this.SetMotors(leftMotor, rightMotor);
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// Is has a touch sensor at the front left of the roboid
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touchLeft = new(this) {
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position = Spherical.Degrees(0.12f, -30, 0),
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orientation = new SwingTwist(-30, 0, 0)
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};
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touchRight = new(this) {
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position = Spherical.Degrees(0.12f, 30, 0),
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orientation = new SwingTwist(30, 0, 0)
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};
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}
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public override void Update(ulong currentTimeMs, bool recurse = true) {
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// The left wheel turns forward when nothing is touched on the right side
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// and turn backward when the roboid hits something on the right
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float leftWheelVelocity = touchRight.touchedSomething ? -speed : speed;
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// The right wheel does the same, but instead is controlled by
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// touches on the left side
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float rightWheelVelocity = touchLeft.touchedSomething ? -speed : speed;
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// When both sides are touching something, both wheels will turn backward
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// and the roboid will move backwards
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this.SetWheelAngularVelocity(leftWheelVelocity, rightWheelVelocity);
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base.Update(currentTimeMs, recurse);
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}
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}
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}
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@ -49,24 +49,26 @@ namespace RoboidControl.Unity {
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protected override void HandleBinary() {
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Debug.Log("Diff drive handle Binary");
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if (coreDrive.wheelRadius <= 0 || coreDrive.wheelSeparation <= 0)
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if (coreDrive.wheelRadius <= 0) // || coreDrive.wheelSeparation <= 0)
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return;
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if (leftWheel == null)
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if (leftWheel == null && coreDrive.leftWheel != null)
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leftWheel = Wheel.Create(this.transform, coreDrive.leftWheel.id);
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if (leftWheel != null) {
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leftWheel.core ??= coreDrive.leftWheel;
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SphereCollider leftWheelCollider = leftWheel.GetComponent<SphereCollider>();
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leftWheelCollider.radius = coreDrive.wheelRadius;
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// leftWheelCollider.center = new Vector3(-coreDrive.wheelSeparation / 2, 0, 0);
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}
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if (rightWheel == null)
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if (rightWheel == null && coreDrive.rightWheel != null)
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rightWheel = Wheel.Create(this.transform, coreDrive.rightWheel.id);
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if (rightWheel != null) {
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rightWheel.core ??= coreDrive.rightWheel;
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SphereCollider rightWheelCollider = rightWheel.GetComponent<SphereCollider>();
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rightWheelCollider.radius = coreDrive.wheelRadius;
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// rightWheelCollider.center = new Vector3(coreDrive.wheelSeparation / 2, 0, 0);
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}
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if (casterWheel == null) {
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GameObject gameObj = new("Caster wheel");
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@ -76,7 +78,9 @@ namespace RoboidControl.Unity {
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}
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casterWheel.radius = coreDrive.wheelRadius;
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// Put it in the middle of the back
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casterWheel.center = new Vector3(0, 0, -coreDrive.wheelSeparation);
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// This code assumes that the left wheel position has Direction.left and the right wheel Direction.right...
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float wheelSeparation = coreDrive.leftWheel.position.distance + coreDrive.rightWheel.position.distance;
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casterWheel.center = new Vector3(0, 0, -wheelSeparation);
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}
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protected override void FixedUpdate() {
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@ -86,8 +90,10 @@ namespace RoboidControl.Unity {
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float leftWheelVelocity = leftWheel.rotationSpeed * (2 * Mathf.PI) * coreDrive.wheelRadius;
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float rightWheelVelocity = rightWheel.rotationSpeed * (2 * Mathf.PI) * coreDrive.wheelRadius;
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// This code assumes that the left wheel position has Direction.left and the right wheel Direction.right...
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float wheelSeparation = coreDrive.leftWheel.position.distance + coreDrive.rightWheel.position.distance;
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float forwardSpeed = (leftWheelVelocity + rightWheelVelocity) / 2f;
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float turningSpeed = (leftWheelVelocity - rightWheelVelocity) / coreDrive.wheelSeparation;
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float turningSpeed = (leftWheelVelocity - rightWheelVelocity) / wheelSeparation;
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// Use smoothing to emulate motor inertia
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rb.velocity = 0.9f * rb.velocity + 0.1f * forwardSpeed * transform.forward;
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@ -27,10 +27,12 @@ namespace RoboidControl.Unity {
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protected virtual void HandleThingEvent(RoboidControl.Participant.UpdateEvent e) {
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switch (e.thing) {
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case RoboidControl.TouchSensor coreTouchSensor:
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Debug.Log("Handle TouchSensor");
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TouchSensor touchSensor = TouchSensor.Create(coreTouchSensor);
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coreTouchSensor.component = touchSensor;
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break;
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case RoboidControl.DifferentialDrive coreDrive:
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Debug.Log("Handle Diff.Drive");
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DifferentialDrive differentialDrive = DifferentialDrive.Create(coreDrive);
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coreDrive.component = differentialDrive;
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break;
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@ -41,6 +43,7 @@ namespace RoboidControl.Unity {
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// // before we can create the wheel reliably
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// break;
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case RoboidControl.Thing coreThing:
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Debug.Log("Handle Thing");
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if (coreThing.component == null) {
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Thing thing = Thing.Create(coreThing);
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coreThing.component = thing;
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73
Unity/RelativeEncoder.cs
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73
Unity/RelativeEncoder.cs
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@ -0,0 +1,73 @@
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#if UNITY_5_3_OR_NEWER
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using System.Collections;
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using UnityEngine;
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using LinearAlgebra;
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namespace RoboidControl.Unity {
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public class RelativeEncoder : Thing {
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/// <summary>
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/// Create the Unity representation
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/// </summary>
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/// <param name="core">The core motor</param>
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/// <returns>The Unity representation of a motor</returns>
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public static RelativeEncoder Create(RoboidControl.RelativeEncoder core) {
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GameObject prefab = (GameObject)Resources.Load("IncrementalEncoder");
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if (prefab != null) {
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// Use resource prefab when available
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GameObject gameObj = Instantiate(prefab);
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RelativeEncoder component = gameObj.GetComponent<RelativeEncoder>();
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if (component != null)
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component.core = core;
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return component;
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}
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else {
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// Fallback implementation
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GameObject gameObj = new(core.name);
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RelativeEncoder component = gameObj.AddComponent<RelativeEncoder>();
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component.Init(core);
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Rigidbody rb = gameObj.AddComponent<Rigidbody>();
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rb.isKinematic = true;
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return component;
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}
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}
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RoboidControl.RelativeEncoder coreEncoder => this.core as RoboidControl.RelativeEncoder;
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/// <summary>
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/// The rotation speed in degrees per second
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/// </summary>
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public float rotationSpeed = 0.0f;
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protected override void HandleBinary() {
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this.rotationSpeed = coreEncoder.angularSpeed;
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}
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private Quaternion lastRotation;
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protected override void Update() {
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base.Update();
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if (this.transform.childCount == 0)
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return;
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Transform child = this.transform.GetChild(0);
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// Get the delta rotation since last frame
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Quaternion deltaRotation = Quaternion.Inverse(lastRotation) * child.localRotation;
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// Normalize angles to range [-180..180)
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// Note: it is not possible to track rotation speeds higher than 180 degrees per frame because of representation limitations of Quaternions
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float deltaAngle = Angle.Normalize(deltaRotation.eulerAngles.x);
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this.rotationSpeed = deltaAngle / Time.deltaTime;
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}
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IEnumerator UpdateCore() {
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WaitForSeconds wait = new(0.1f);
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while (true) {
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this.coreEncoder.angularSpeed = this.rotationSpeed;
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yield return wait;
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}
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}
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}
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}
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#endif
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@ -97,15 +97,18 @@ namespace RoboidControl.Unity {
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private void HandleUpdateEvent(RoboidControl.Thing.UpdateEvent e) {
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switch (e.messageId) {
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case ThingMsg.id:
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Debug.Log($"{this.core.id} Handle Thing");
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if (core.parent == null)
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this.transform.SetParent(null, true);
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else if (core.parent.component != null)
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this.transform.SetParent(core.parent.component.transform, true);
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break;
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case NameMsg.Id:
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Debug.Log($"{this.core.id} Handle Name");
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this.gameObject.name = core.name;
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break;
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case ModelUrlMsg.Id:
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Debug.Log("{this.id} Handle Model URL");
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string extension = core.modelUrl[core.modelUrl.LastIndexOf(".")..];
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if (extension == ".jpg" || extension == ".png")
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StartCoroutine(LoadJPG());
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@ -113,9 +116,11 @@ namespace RoboidControl.Unity {
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this.modelUrl = core.modelUrl;
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break;
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case PoseMsg.Id:
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Debug.Log($"{this.core.id} Handle Pose");
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this.HandlePose();
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break;
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case BinaryMsg.Id:
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Debug.Log($"{this.core.id} Handle Binary");
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this.HandleBinary();
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break;
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}
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@ -26,6 +26,7 @@ namespace RoboidControl {
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public const byte ControlledMotor = 0x06;
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public const byte UncontrolledMotor = 0x07;
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public const byte Servo = 0x08;
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public const byte IncrementalEncoder = 0x19;
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// Other
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public const byte Roboid = 0x09;
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public const byte HUmanoid = 0x0A;
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@ -18,16 +18,16 @@ namespace RoboidControl {
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/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
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/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
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public DifferentialDrive(Participant owner, byte thingId = 0, bool invokeEvent = true) : base(owner, Type.DifferentialDrive, thingId, invokeEvent) {
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Motor leftWheel = new(this) {
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name = "Left Wheel"
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};
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Motor rightWheel = new(this) {
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name = "Right Wheel"
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};
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SetMotors(leftWheel, rightWheel);
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sendBinary = true;
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owner.Send(new BinaryMsg(owner.networkId, this));
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this.updateQueue.Enqueue(new UpdateEvent(BinaryMsg.Id));
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// Motor leftWheel = new(this) {
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// name = "Left Wheel"
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// };
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// Motor rightWheel = new(this) {
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// name = "Right Wheel"
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// };
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// SetMotors(leftWheel, rightWheel);
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// sendBinary = true;
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// owner.Send(new BinaryMsg(owner.networkId, this));
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// this.updateQueue.Enqueue(new UpdateEvent(BinaryMsg.Id));
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}
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/// <summary>
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@ -45,31 +45,38 @@ namespace RoboidControl {
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/// These values are used to compute the desired wheel speed from the set
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/// linear and angular velocity.
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/// @sa SetLinearVelocity SetAngularVelocity
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public void SetDriveDimensions(float wheelDiameter, float wheelSeparation) {
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public void SetDriveDimensions(float wheelDiameter, float wheelSeparation = 0) {
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this._wheelRadius = wheelDiameter > 0 ? wheelDiameter / 2 : -wheelDiameter / 2;
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this._wheelSeparation = wheelSeparation > 0 ? wheelSeparation : -wheelSeparation;
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this.rpsToMs = wheelDiameter * Angle.pi;
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float distance = this.wheelSeparation / 2;
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if (wheelSeparation > 0) {
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wheelSeparation = wheelSeparation > 0 ? wheelSeparation : -wheelSeparation;
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float distance = wheelSeparation / 2;
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if (this.leftWheel != null)
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this.leftWheel.position = new Spherical(distance, Direction.left);
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if (this.rightWheel != null)
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this.rightWheel.position = new Spherical(distance, Direction.right);
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}
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}
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/// @brief Congures the motors for the wheels
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/// @param leftWheel The motor for the left wheel
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/// @param rightWheel The motor for the right wheel
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public void SetMotors(Motor leftWheel, Motor rightWheel) {
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float distance = this.wheelSeparation / 2;
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// float distance = this.wheelSeparation / 2;
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this.leftWheel = leftWheel;
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if (this.leftWheel != null)
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this.leftWheel.position = new Spherical(distance, Direction.left);
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this.leftWheel.parent = this;
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// if (this.leftWheel != null)
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// this.leftWheel.position = new Spherical(distance, Direction.left);
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this.rightWheel = rightWheel;
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if (this.rightWheel != null)
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this.rightWheel.position = new Spherical(distance, Direction.right);
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this.rightWheel.parent= this;
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// if (this.rightWheel != null)
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// this.rightWheel.position = new Spherical(distance, Direction.right);
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owner.Send(new BinaryMsg(owner.networkId, this));
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this.updateQueue.Enqueue(new UpdateEvent(BinaryMsg.Id));
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}
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/// @brief Directly specify the speeds of the motors
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@ -87,6 +94,18 @@ namespace RoboidControl {
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//this.rightWheel.angularVelocity = new Spherical(speedRight, Direction.right);
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}
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}
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/// @brief Directly specify the speeds of the motors
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/// @param speedLeft The speed of the left wheel in degrees per second.
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/// Positive moves the robot in the forward direction.
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/// @param speedRight The speed of the right wheel in degrees per second.
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/// Positive moves the robot in the forward direction.
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public void SetWheelAngularVelocity(float angularSpeedLeft, float angularSpeedRight) {
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// This only works when the motor is a motor with encoder
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if (this.leftWheel is EncoderMotor leftMotor)
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leftMotor.targetAngularSpeed = angularSpeedLeft;
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if (this.rightWheel is EncoderMotor rightMotor)
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rightMotor.targetAngularSpeed = angularSpeedRight;
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}
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/// @copydoc RoboidControl::Thing::Update(unsigned long)
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public override void Update(ulong currentMs, bool recursive = true) {
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@ -100,9 +119,10 @@ namespace RoboidControl {
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if (angularVelocity.direction.horizontal < 0)
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angularSpeed = -angularSpeed;
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// wheel separation can be replaced by this.leftwheel.position.distance
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float speedLeft = (linearVelocity + angularSpeed * this.wheelSeparation / 2) / this.wheelRadius * Angle.Rad2Deg;
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float speedRight = (linearVelocity - angularSpeed * this.wheelSeparation / 2) / this.wheelRadius * Angle.Rad2Deg;
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// This assumes that the left wheel position has Direction.left
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// and the right wheel position has Direction.Right...
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float speedLeft = (linearVelocity + angularSpeed * this.leftWheel.position.distance) / this.wheelRadius * Angle.Rad2Deg;
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float speedRight = (linearVelocity - angularSpeed * this.rightWheel.position.distance) / this.wheelRadius * Angle.Rad2Deg;
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this.SetWheelVelocity(speedLeft, speedRight);
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}
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}
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@ -111,8 +131,8 @@ namespace RoboidControl {
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private float _wheelRadius = 0.0f;
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public float wheelRadius { get => _wheelRadius; }
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/// @brief The distance between the wheels in meters
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private float _wheelSeparation = 0.0f;
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public float wheelSeparation { get => _wheelSeparation; }
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// private float _wheelSeparation = 0.0f;
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// public float wheelSeparation { get => _wheelSeparation; }
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/// @brief Convert revolutions per second to meters per second
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protected float rpsToMs = 1.0f;
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@ -127,12 +147,12 @@ namespace RoboidControl {
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if (!sendBinary)
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return System.Array.Empty<byte>();
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byte[] data = new byte[6];
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byte[] data = new byte[4];
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byte ix = 0;
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data[ix++] = leftWheel.id;
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data[ix++] = rightWheel.id;
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LowLevelMessages.SendFloat16(data, ref ix, wheelRadius);
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LowLevelMessages.SendFloat16(data, ref ix, wheelSeparation);
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//LowLevelMessages.SendFloat16(data, ref ix, wheelSeparation);
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sendBinary = false;
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return data;
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}
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@ -144,7 +164,7 @@ namespace RoboidControl {
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byte rightWheelId = data[ix++];
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this.rightWheel = this.owner.Get(rightWheelId) as Motor;
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this._wheelRadius = LowLevelMessages.ReceiveFloat16(data, ref ix);
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this._wheelSeparation = LowLevelMessages.ReceiveFloat16(data, ref ix);
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//this._wheelSeparation = LowLevelMessages.ReceiveFloat16(data, ref ix);
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this.updateQueue.Enqueue(new UpdateEvent(BinaryMsg.Id));
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}
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};
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84
src/Things/EncoderMotor.cs
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84
src/Things/EncoderMotor.cs
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namespace RoboidControl {
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/// @brief A motor with speed control
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/// It uses a feedback loop from an encoder to regulate the speed
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/// The speed is measured in revolutions per second.
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class EncoderMotor : Motor {
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public EncoderMotor(Thing parent, RelativeEncoder encoder) : base(parent) {
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this.encoder = encoder;
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}
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// Upgrade an existing motor with an encoder
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public EncoderMotor(Motor motor, RelativeEncoder encoder) : base(motor.parent) {
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this.motor = motor;
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this.encoder = encoder;
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}
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readonly RelativeEncoder encoder;
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readonly Motor motor;
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public override float targetSpeed {
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get {
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if (this.motor != null)
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return this.motor.targetSpeed;
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else
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return base.targetSpeed;
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}
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set {
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if (this.motor != null)
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this.motor.targetSpeed = value;
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else
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base.targetSpeed = value;
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}
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}
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private float _targetAngularSpeed; // In degrees per second
|
||||
public virtual float targetAngularSpeed {
|
||||
get => _targetAngularSpeed;
|
||||
set {
|
||||
if (value != this._targetAngularSpeed) {
|
||||
this._targetAngularSpeed = value;
|
||||
updateQueue.Enqueue(new UpdateEvent(BinaryMsg.Id));
|
||||
owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// @brief Get the actual speed from the encoder
|
||||
/// @return The speed in angle per second
|
||||
public virtual float actualAngularSpee {
|
||||
get => encoder.angularSpeed;
|
||||
}
|
||||
|
||||
float pidP = 0.1F;
|
||||
float pidD = 0.0F;
|
||||
float pidI = 0.0F;
|
||||
|
||||
public override void Update(ulong currentTimeMs, bool recurse = false) {
|
||||
float actualSpeed = this.encoder.angularSpeed;
|
||||
// Simplified rotation direction, shouldbe improved
|
||||
// This goes wrong when the target speed is inverted and the motor axcle is still turning in the old direction
|
||||
if (this.targetAngularSpeed < 0)
|
||||
actualSpeed = -actualSpeed;
|
||||
|
||||
float deltaTime = (currentTimeMs - this.lastUpdateTime) / 1000.0f;
|
||||
|
||||
float error = this.targetAngularSpeed - actualSpeed;
|
||||
float errorChange = (error - lastError) * deltaTime;
|
||||
|
||||
float delta = error * pidP + errorChange * pidD;
|
||||
|
||||
// Update the motor speed
|
||||
if (motor != null)
|
||||
motor.targetSpeed += delta;
|
||||
else
|
||||
base.targetSpeed += delta;
|
||||
this.lastUpdateTime = currentTimeMs;
|
||||
}
|
||||
|
||||
ulong lastUpdateTime = 0;
|
||||
float lastError = 0;
|
||||
|
||||
// enum Direction { Forward = 1, Reverse = -1 };
|
||||
// Direction rotationDirection;
|
||||
};
|
||||
|
||||
} // namespace RoboidControl
|
@ -16,11 +16,11 @@ namespace RoboidControl {
|
||||
|
||||
protected float currentTargetSpeed = 0;
|
||||
|
||||
private float _targetSpeed;
|
||||
private float _targetSpeed = 0;
|
||||
/// <summary>
|
||||
/// The speed between -1 (full reverse), 0 (stop) and 1 (full forward)
|
||||
/// </summary>
|
||||
public float targetSpeed {
|
||||
public virtual float targetSpeed {
|
||||
get => _targetSpeed;
|
||||
set {
|
||||
if (value != _targetSpeed) {
|
||||
|
40
src/Things/RelativeEncoder.cs
Normal file
40
src/Things/RelativeEncoder.cs
Normal file
@ -0,0 +1,40 @@
|
||||
|
||||
namespace RoboidControl {
|
||||
|
||||
/// @brief An Incremental Encoder measures the rotations of an axle using a rotary
|
||||
/// sensor. Some encoders are able to detect direction, while others can not.
|
||||
public class RelativeEncoder : Thing {
|
||||
/// @brief Creates a sensor which measures distance from pulses
|
||||
/// @param pulsesPerRevolution The number of pulse edges which make a
|
||||
/// full rotation
|
||||
/// @param distancePerRevolution The distance a wheel travels per full
|
||||
/// rotation
|
||||
public RelativeEncoder(bool invokeEvent = true) : base(Type.IncrementalEncoder, invokeEvent) { }
|
||||
|
||||
protected float _rotationSpeed = 0;
|
||||
/// @brief Get the rotation speed since the previous call
|
||||
/// @param currentTimeMs The clock time in milliseconds
|
||||
/// @return The speed in rotations per second
|
||||
public virtual float angularSpeed {
|
||||
get => _rotationSpeed;
|
||||
set {
|
||||
if (_rotationSpeed != value) {
|
||||
_rotationSpeed = value;
|
||||
this.owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override byte[] GenerateBinary() {
|
||||
byte[] data = new byte[1];
|
||||
byte ix = 0;
|
||||
data[ix++] = (byte)(this._rotationSpeed * 127);
|
||||
return data;
|
||||
}
|
||||
public override void ProcessBinary(byte[] data) {
|
||||
this._rotationSpeed = (float)data[0] / 127;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // namespace RoboidControl
|
Loading…
x
Reference in New Issue
Block a user