Prototype for a simple controller
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remote_control/simple_control.py
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144
remote_control/simple_control.py
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import socket
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import pygame
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import json
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from math import sin,cos,atan2,pi
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from argparse import ArgumentParser
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parser = ArgumentParser()
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parser.add_argument('bot', metavar='bot', type=str, help='ip address of the controlled robot')
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parser.add_argument('id', metavar='id', type=str, help='id of the controlled robot')
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parser.add_argument('meas', metavar='meas', type=str, help='ip address of the measurement server')
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args = parser.parse_args()
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bot = args.bot
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meas = args.meas
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pygame.init()
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pygame.display.set_mode((640, 480))
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meas_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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rc_socket = socket.socket()
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try:
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rc_socket.connect((bot, 1234)) # connect to robot
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except socket.error:
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print("could not connect to bot socket")
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meas_socket.sendto(f"{args.id}\n".encode(), (meas, 42424))
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class Bot(object):
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FAR, CLOSE, ANGLE, REACHED = range(4)
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def __init__(self, control):
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self.sock = control
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self.state = Bot.REACHED
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self.tx = self.ty = None
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self.ta = None
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def move(self, x, y, angle = None):
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self.tx = x
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self.ty = y
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self.ta = angle
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self.pps = True
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self.pas = True
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self.state = Bot.FAR
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def rotate(self, angle):
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self.ta = angle
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self.state = Bot.ANGLE
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def stop(self):
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self.sock.send(f'(0,0)\n'.encode())
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def step(self, x, y, angle):
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umax = 1.0
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if self.tx != None:
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dp = ((self.tx - x)**2 + (self.ty - y)**2)**0.5
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da = atan2(self.ty - y, self.tx - x) - angle
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if da > pi:
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da -= 2*pi
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elif da < -pi:
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da += 2*pi
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# Position state: Determine if the angle to the target flips over +-pi/2, i.e. going past the target now
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def pst(angle):
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return abs(angle) > pi
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# 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
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def ast(angle):
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return 0 if abs(angle) >= pi/2 else 1 if angle >= 0 else -1
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# Move with speed and change towards angle
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def control(speed, angle):
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speed = speed * cos(angle)
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ul, ur = speed, speed
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ul -= angle * 0.5
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ur += angle * 0.5
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vd = max(1, abs(ul)/umax, abs(ur)/umax)
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ul /= vd
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ur /= vd
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self.sock.send(f'({ul},{ur})\n'.encode())
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self.pps = pst(angle)
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self.pas = ast(angle)
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if self.state == Bot.FAR:
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if dp <= 0.3:
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# Close to the target
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self.state = Bot.NEAR
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else:
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# When far, just move towards the target
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control(umax, da)
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if self.state == Bot.NEAR:
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if pst(da) != self.pps:
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# The angle flips over +- pi/2, go for the angle setpoint
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self.state = Bot.ANGLE
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else:
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control(umax * dp / 0.3, da)
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if self.state == Bot.ANGLE:
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if self.ta == None:
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# No angle setpoint, we're done
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self.state = Bot.REACHED
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else:
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# Use angle setpoint for angle difference
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da = self.ta - angle
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# Difference between angle states:
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# +- 1 means flipping between 'closer than pi/2' and 'further than pi/2'
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# +- 2 means abs(angle) < pi/2 and the sign changes -> In position!
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if abs(ast(da) - self.pas) == 2:
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# Done
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self.state = Bot.REACHED
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else:
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# Don't move, just rotate
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control(0, da)
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bot = Bot(rc_socket)
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bot.move(0, 0, 0)
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running = True
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ml = 0.5
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while running:
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received = json.loads(str(meas_socket.recv(1024), "utf-8").strip())
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print("Received: {}".format(received))
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# Extract position, angle
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x = received['x']
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y = received['y']
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a = received['angle']
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RIGHT:
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bot.move(ml, 0, pi)
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if event.key == pygame.K_LEFT:
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bot.move(-ml, 0, 0)
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if event.key == pygame.K_UP:
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bot.move(0, ml, pi*3/2)
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if event.key == pygame.K_DOWN:
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bot.move(0, -ml, pi/2)
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if event.key == pygame.K_ESCAPE:
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bot.stop()
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running = False
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if running:
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bot.step(x, y, a)
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