Prototype for a simple controller

simple_control
Valentin Ochs 2020-11-10 00:54:27 +01:00
parent a872232880
commit 213c09d246
1 changed files with 144 additions and 0 deletions

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import socket
import pygame
import json
from math import sin,cos,atan2,pi
from argparse import ArgumentParser
parser = ArgumentParser()
parser.add_argument('bot', metavar='bot', type=str, help='ip address of the controlled robot')
parser.add_argument('id', metavar='id', type=str, help='id of the controlled robot')
parser.add_argument('meas', metavar='meas', type=str, help='ip address of the measurement server')
args = parser.parse_args()
bot = args.bot
meas = args.meas
pygame.init()
pygame.display.set_mode((640, 480))
meas_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
rc_socket = socket.socket()
try:
rc_socket.connect((bot, 1234)) # connect to robot
except socket.error:
print("could not connect to bot socket")
meas_socket.sendto(f"{args.id}\n".encode(), (meas, 42424))
class Bot(object):
FAR, CLOSE, ANGLE, REACHED = range(4)
def __init__(self, control):
self.sock = control
self.state = Bot.REACHED
self.tx = self.ty = None
self.ta = None
def move(self, x, y, angle = None):
self.tx = x
self.ty = y
self.ta = angle
self.pps = True
self.pas = True
self.state = Bot.FAR
def rotate(self, angle):
self.ta = angle
self.state = Bot.ANGLE
def stop(self):
self.sock.send(f'(0,0)\n'.encode())
def step(self, x, y, angle):
umax = 1.0
if self.tx != None:
dp = ((self.tx - x)**2 + (self.ty - y)**2)**0.5
da = atan2(self.ty - y, self.tx - x) - angle
if da > pi:
da -= 2*pi
elif da < -pi:
da += 2*pi
# Position state: Determine if the angle to the target flips over +-pi/2, i.e. going past the target now
def pst(angle):
return abs(angle) > pi
# Angle state: When 'close' to target angle (absolute value <= pi/2) use the sign, else 0. When the angle flips over 0, the difference is +- 2
def ast(angle):
return 0 if abs(angle) >= pi/2 else 1 if angle >= 0 else -1
# Move with speed and change towards angle
def control(speed, angle):
speed = speed * cos(angle)
ul, ur = speed, speed
ul -= angle * 0.5
ur += angle * 0.5
vd = max(1, abs(ul)/umax, abs(ur)/umax)
ul /= vd
ur /= vd
self.sock.send(f'({ul},{ur})\n'.encode())
self.pps = pst(angle)
self.pas = ast(angle)
if self.state == Bot.FAR:
if dp <= 0.3:
# Close to the target
self.state = Bot.NEAR
else:
# When far, just move towards the target
control(umax, da)
if self.state == Bot.NEAR:
if pst(da) != self.pps:
# The angle flips over +- pi/2, go for the angle setpoint
self.state = Bot.ANGLE
else:
control(umax * dp / 0.3, da)
if self.state == Bot.ANGLE:
if self.ta == None:
# No angle setpoint, we're done
self.state = Bot.REACHED
else:
# Use angle setpoint for angle difference
da = self.ta - angle
# Difference between angle states:
# +- 1 means flipping between 'closer than pi/2' and 'further than pi/2'
# +- 2 means abs(angle) < pi/2 and the sign changes -> In position!
if abs(ast(da) - self.pas) == 2:
# Done
self.state = Bot.REACHED
else:
# Don't move, just rotate
control(0, da)
bot = Bot(rc_socket)
bot.move(0, 0, 0)
running = True
ml = 0.5
while running:
received = json.loads(str(meas_socket.recv(1024), "utf-8").strip())
print("Received: {}".format(received))
# Extract position, angle
x = received['x']
y = received['y']
a = received['angle']
events = pygame.event.get()
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
bot.move(ml, 0, pi)
if event.key == pygame.K_LEFT:
bot.move(-ml, 0, 0)
if event.key == pygame.K_UP:
bot.move(0, ml, pi*3/2)
if event.key == pygame.K_DOWN:
bot.move(0, -ml, pi/2)
if event.key == pygame.K_ESCAPE:
bot.stop()
running = False
if running:
bot.step(x, y, a)