英雄火控完成待测试
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@ -176,17 +176,25 @@ static void RemoteControlSet()
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no_find_cnt = 0;
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auto_aim_flag = 1;
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auto_aim(&aim_select, &trajectory_cal, vision_recv_data);
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int target_index = auto_aim(&aim_select, &trajectory_cal, vision_recv_data);
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gimbal_cmd_send.yaw = -trajectory_cal.cmd_yaw * 180 / PI;
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gimbal_cmd_send.pitch = -trajectory_cal.cmd_pitch * 180 / PI;
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float yaw_err = fabsf(trajectory_cal.cmd_yaw - gimbal_cmd_send.yaw);
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float target_yaw = atan2f(aim_select.armor_pose[target_index].x,
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aim_select.armor_pose[target_index].y);
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float yaw_err = fabsf(target_yaw - gimbal_fetch_data.gimbal_imu_data.Yaw);
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if (yaw_err <= 3) //3度
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aim_select.suggest_fire = 1;
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else
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aim_select.suggest_fire = 0;
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// float yaw_err = fabsf(trajectory_cal.cmd_yaw - gimbal_cmd_send.yaw);
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// if (yaw_err <= 3) //3度
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// aim_select.suggest_fire = 1;
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// else
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// aim_select.suggest_fire = 0;
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}
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}
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// 云台软件限位
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@ -18,6 +18,9 @@ void aim_armor_select(Aim_Select_Type_t *aim_sel, Trajectory_Type_t *trajectory_
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int use_1 = 1;
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int i = 0;
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int idx = 0; // 选择的装甲板
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float center_length = sqrtf(powf(aim_sel->target_state.x, 2) + powf(aim_sel->target_state.y, 2));
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// 为平衡步兵
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if (aim_sel->target_state.armor_num == 2) {
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for (i = 0; i < 2; i++) {
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@ -30,14 +33,22 @@ void aim_armor_select(Aim_Select_Type_t *aim_sel, Trajectory_Type_t *trajectory_
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aim_sel->armor_pose[i].yaw = aim_sel->target_state.yaw + i * PI;
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}
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float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw);
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//因为是平衡步兵 只需判断两块装甲板即可
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float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[1].yaw);
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if (temp_yaw_diff < yaw_diff_min) {
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yaw_diff_min = temp_yaw_diff;
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// float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw);
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//
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// //因为是平衡步兵 只需判断两块装甲板即可
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// float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[1].yaw);
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// if (temp_yaw_diff < yaw_diff_min) {
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// yaw_diff_min = temp_yaw_diff;
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// idx = 1;
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// }
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// 平衡步兵选择两块装甲板中较近的装甲板
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float distance_min = powf(aim_sel->armor_pose[0].x, 2) + powf(aim_sel->armor_pose[0].y, 2);
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float distance_temp = powf(aim_sel->armor_pose[1].x, 2) + powf(aim_sel->armor_pose[1].y, 2);
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if (distance_temp < distance_min) {
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distance_min = distance_temp;
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idx = 1;
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}
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} else if (aim_sel->target_state.armor_num == 3)//前哨站
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{
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for (i = 0; i < 3; i++) {
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@ -55,15 +66,70 @@ void aim_armor_select(Aim_Select_Type_t *aim_sel, Trajectory_Type_t *trajectory_
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use_1 = !use_1;
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}
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//计算枪管到目标装甲板yaw最小的那个装甲板
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float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw);
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// //计算枪管到目标装甲板yaw最小的那个装甲板
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// float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw);
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// for (i = 1; i < 3; i++) {
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// float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[i].yaw);
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// if (temp_yaw_diff < yaw_diff_min) {
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// yaw_diff_min = temp_yaw_diff;
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// idx = i;
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// }
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// }
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// 选择两块较近的装甲板,再选择两块装甲板与自身位置连线,同旋转中心自身位置连线,夹角较小的为目标装甲板
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// float distance_temp0 = powf(aim_sel->armor_pose[0].x, 2) + powf(aim_sel->armor_pose[0].y, 2);
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// float distance_temp1 = powf(aim_sel->armor_pose[1].x, 2) + powf(aim_sel->armor_pose[1].y, 2);
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// float distance_temp2 = powf(aim_sel->armor_pose[2].x, 2) + powf(aim_sel->armor_pose[2].y, 2);
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// int label_first = 0;
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// int label_second = 1;
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// if (distance_temp0 > distance_temp1) {
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// label_first = 1;
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// if (distance_temp0 > distance_temp2) {
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// label_second = 2;
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// } else label_second = 0;
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// } else {
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// label_first = 0;
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// if (distance_temp1 > distance_temp2) {
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// label_second = 2;
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// } else label_second = 1;
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// }
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// 选择两块较近的装甲板
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float distance[3];
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for (i = 0; i < 3; i++) {
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distance[i] = powf(aim_sel->armor_pose[i].x, 2) + powf(aim_sel->armor_pose[i].y, 2);
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}
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int label_first = 0;
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int label_second = 0;
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for (i = 1; i < 3; i++) {
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float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[i].yaw);
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if (temp_yaw_diff < yaw_diff_min) {
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yaw_diff_min = temp_yaw_diff;
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idx = i;
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if (distance[i] < distance[label_first]) {
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label_second = label_first;
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label_first = i;
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} else if (distance[i] < distance[label_second]) {
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label_second = i;
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} else if (distance[i] < distance[label_second] && distance[i] < distance[label_first]) {
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label_second = i;
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}
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}
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//再选择两块装甲板与自身位置连线,同旋转中心自身位置连线,夹角较小的为目标装甲板
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float cos_theta_first = (aim_sel->armor_pose[label_first].x * aim_sel->target_state.x +
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aim_sel->armor_pose[label_first].y * aim_sel->target_state.y) /
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(sqrtf(powf(aim_sel->armor_pose[label_first].x, 2) +
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powf(aim_sel->armor_pose[label_first].y, 2)) * center_length);
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float cos_theta_second = (aim_sel->armor_pose[label_second].x * aim_sel->target_state.x +
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aim_sel->armor_pose[label_second].y * aim_sel->target_state.y) /
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(sqrtf(powf(aim_sel->armor_pose[label_second].x, 2) +
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powf(aim_sel->armor_pose[label_second].y, 2)) * center_length);
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if (cos_theta_first > cos_theta_second)
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idx = label_first;
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else
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idx = label_second;
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} else {
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for (i = 0; i < 4; i++) {
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float tmp_yaw = aim_sel->target_state.yaw + i * PI / 2.0;
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@ -77,19 +143,56 @@ void aim_armor_select(Aim_Select_Type_t *aim_sel, Trajectory_Type_t *trajectory_
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use_1 = !use_1;
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}
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//计算枪管到目标装甲板yaw最小的那个装甲板
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float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw);
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// //计算枪管到目标装甲板yaw最小的那个装甲板
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// float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw);
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// for (i = 1; i < 4; i++) {
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// float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[i].yaw);
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// if (temp_yaw_diff < yaw_diff_min) {
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// yaw_diff_min = temp_yaw_diff;
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// idx = i;
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// }
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// }
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// 选择两块较近的装甲板
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float distance[4];
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for (i = 0; i < 4; i++) {
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distance[i] = powf(aim_sel->armor_pose[i].x, 2) + powf(aim_sel->armor_pose[i].y, 2);
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}
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int label_first = 0;
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int label_second = 0;
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for (i = 1; i < 4; i++) {
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float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[i].yaw);
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if (temp_yaw_diff < yaw_diff_min) {
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yaw_diff_min = temp_yaw_diff;
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idx = i;
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if (distance[i] < distance[label_first]) {
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label_second = label_first;
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label_first = i;
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} else if (distance[i] < distance[label_second]) {
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label_second = i;
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} else if (distance[i] < distance[label_second] && distance[i] < distance[label_first]) {
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label_second = i;
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}
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}
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//再选择两块装甲板与自身位置连线,同旋转中心自身位置连线,夹角较小的为目标装甲板
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float cos_theta_first = (aim_sel->armor_pose[label_first].x * aim_sel->target_state.x +
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aim_sel->armor_pose[label_first].y * aim_sel->target_state.y) /
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(sqrtf(powf(aim_sel->armor_pose[label_first].x, 2) +
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powf(aim_sel->armor_pose[label_first].y, 2)) * center_length);
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float cos_theta_second = (aim_sel->armor_pose[label_second].x * aim_sel->target_state.x +
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aim_sel->armor_pose[label_second].y * aim_sel->target_state.y) /
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(sqrtf(powf(aim_sel->armor_pose[label_second].x, 2) +
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powf(aim_sel->armor_pose[label_second].y, 2)) * center_length);
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if (cos_theta_first > cos_theta_second)
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idx = label_first;
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else
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idx = label_second;
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}
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aim_sel->aim_point[0] = aim_sel->armor_pose[idx].x + aim_sel->target_state.vx * aim_sel->delay_time;
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aim_sel->aim_point[1] = aim_sel->armor_pose[idx].y + aim_sel->target_state.vy * aim_sel->delay_time;
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aim_sel->aim_point[2] = aim_sel->armor_pose[idx].z + aim_sel->target_state.vz * aim_sel->delay_time;
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float r = use_1 ? aim_sel->target_state.r2 : aim_sel->target_state.r1;
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aim_sel->aim_point[0] = aim_sel->armor_pose[idx].x * ((center_length - r)/center_length);
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aim_sel->aim_point[1] = aim_sel->armor_pose[idx].y + ((center_length - r)/center_length);
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aim_sel->aim_point[2] = aim_sel->armor_pose[idx].z + ((center_length - r)/center_length);
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}
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/**
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@ -113,7 +216,7 @@ float get_fly_time(float x, float vx, float v_x0) {
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}
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/**
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* @brief 解算期望云台角度(考虑子弹飞行时间)
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* @brief 解算期望云台角度(考虑子弹飞行时间)
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* @author SJQ
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* @param[in] trajectory_cal:弹道解算结构体
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* @retval 返回空
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@ -158,7 +261,7 @@ void get_cmd_angle(Trajectory_Type_t *trajectory_cal) {
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}
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void auto_aim(Aim_Select_Type_t *aim_sel, Trajectory_Type_t *trajectory_cal, RecievePacket_t *receive_packet) {
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trajectory_cal->extra_delay_time = 0.025;//0.025
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trajectory_cal->extra_delay_time = 0.035;//0.025
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aim_sel->target_state.armor_type = receive_packet->id;
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aim_sel->target_state.armor_num = receive_packet->armors_num;
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