// // Created by sph on 2024/1/21. // #include "auto_aim.h" #include "arm_math.h" /** * @brief 选择目标装甲板 * @author SJQ * @param[in] trajectory_cal:弹道解算结构体 * @retval 返回空 */ int aim_armor_select(Aim_Select_Type_t *aim_sel, Trajectory_Type_t *trajectory_cal) { aim_sel->delay_time = trajectory_cal->fly_time + trajectory_cal->extra_delay_time; aim_sel->target_state.yaw += aim_sel->target_state.v_yaw * aim_sel->delay_time; //计算四块装甲板的位置 int use_1 = 1; int i = 0; int idx = 0; // 选择的装甲板 // 为平衡步兵 if (aim_sel->target_state.armor_num == 2) { for (i = 0; i < 2; i++) { float tmp_yaw = aim_sel->target_state.yaw + i * PI; float r = aim_sel->target_state.r1; aim_sel->armor_pose[i].x = aim_sel->target_state.x - r * arm_cos_f32(tmp_yaw); aim_sel->armor_pose[i].y = aim_sel->target_state.y - r * arm_sin_f32(tmp_yaw); aim_sel->armor_pose[i].z = aim_sel->target_state.z; aim_sel->armor_pose[i].yaw = aim_sel->target_state.yaw + i * PI; } // float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw); // // //因为是平衡步兵 只需判断两块装甲板即可 // float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[1].yaw); // if (temp_yaw_diff < yaw_diff_min) { // yaw_diff_min = temp_yaw_diff; // idx = 1; // } // 平衡步兵选择两块装甲板中较近的装甲板 float distance_min = powf(aim_sel->armor_pose[0].x, 2) + powf(aim_sel->armor_pose[0].y, 2); float distance_temp = powf(aim_sel->armor_pose[1].x, 2) + powf(aim_sel->armor_pose[1].y, 2); if (distance_temp < distance_min) { distance_min = distance_temp; idx = 1; } } else if (aim_sel->target_state.armor_num == 3)//前哨站 { for (i = 0; i < 3; i++) { float tmp_yaw; if (aim_sel->target_state.v_yaw <= 0) tmp_yaw = aim_sel->target_state.yaw + i * (2.0 * PI / 3.0); else tmp_yaw = aim_sel->target_state.yaw - i * (2.0 * PI / 3.0); float r = use_1 ? aim_sel->target_state.r1 : aim_sel->target_state.r2; aim_sel->armor_pose[i].x = aim_sel->target_state.x - r * cos(tmp_yaw); aim_sel->armor_pose[i].y = aim_sel->target_state.y - r * sin(tmp_yaw); aim_sel->armor_pose[i].z = use_1 ? aim_sel->target_state.z : aim_sel->target_state.z + aim_sel->target_state.dz; aim_sel->armor_pose[i].yaw = aim_sel->target_state.yaw + i * (2.0 * PI / 3.0); use_1 = !use_1; } // //计算枪管到目标装甲板yaw最小的那个装甲板 // float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw); // for (i = 1; i < 3; i++) { // float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[i].yaw); // if (temp_yaw_diff < yaw_diff_min) { // yaw_diff_min = temp_yaw_diff; // idx = i; // } // } // 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 // float distance_temp0 = powf(aim_sel->armor_pose[0].x, 2) + powf(aim_sel->armor_pose[0].y, 2); // float distance_temp1 = powf(aim_sel->armor_pose[1].x, 2) + powf(aim_sel->armor_pose[1].y, 2); // float distance_temp2 = powf(aim_sel->armor_pose[2].x, 2) + powf(aim_sel->armor_pose[2].y, 2); // int label_first = 0; // int label_second = 1; // if (distance_temp0 > distance_temp1) { // label_first = 1; // if (distance_temp0 > distance_temp2) { // label_second = 2; // } else label_second = 0; // } else { // label_first = 0; // if (distance_temp1 > distance_temp2) { // label_second = 2; // } else label_second = 1; // } // 选择较近的装甲板 float distance[3]; int label = 0; for (i = 0; i < 3; i++) { distance[i] = powf(aim_sel->armor_pose[i].x, 2) + powf(aim_sel->armor_pose[i].y, 2); if(distance[i]target_state.yaw + i * PI / 2.0; float r = use_1 ? aim_sel->target_state.r1 : aim_sel->target_state.r2; aim_sel->armor_pose[i].x = aim_sel->target_state.x - r * arm_cos_f32(tmp_yaw); aim_sel->armor_pose[i].y = aim_sel->target_state.y - r * arm_sin_f32(tmp_yaw); aim_sel->armor_pose[i].z = use_1 ? aim_sel->target_state.z : aim_sel->target_state.z + aim_sel->target_state.dz; aim_sel->armor_pose[i].yaw = tmp_yaw; use_1 = !use_1; } // //计算枪管到目标装甲板yaw最小的那个装甲板 // float yaw_diff_min = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[0].yaw); // for (i = 1; i < 4; i++) { // float temp_yaw_diff = fabsf(trajectory_cal->cmd_yaw - aim_sel->armor_pose[i].yaw); // if (temp_yaw_diff < yaw_diff_min) { // yaw_diff_min = temp_yaw_diff; // idx = i; // } // } // 选择两块较近的装甲板 float distance[4]; for (i = 0; i < 4; i++) { distance[i] = powf(aim_sel->armor_pose[i].x, 2) + powf(aim_sel->armor_pose[i].y, 2); } int label_first = 0; int label_second = 1; if(distance[label_first] > distance[label_second]) { label_first = 1; label_second = 0; } if(distance[2]target_state.x, 2) + powf(aim_sel->target_state.y, 2)); float cos_theta_first = (aim_sel->armor_pose[label_first].x * aim_sel->target_state.x + aim_sel->armor_pose[label_first].y * aim_sel->target_state.y) / (sqrtf(powf(aim_sel->armor_pose[label_first].x, 2) + powf(aim_sel->armor_pose[label_first].y, 2)) * center_length); float cos_theta_second = (aim_sel->armor_pose[label_second].x * aim_sel->target_state.x + aim_sel->armor_pose[label_second].y * aim_sel->target_state.y) / (sqrtf(powf(aim_sel->armor_pose[label_second].x, 2) + powf(aim_sel->armor_pose[label_second].y, 2)) * center_length); if (cos_theta_first > cos_theta_second) idx = label_first; else idx = label_second; } aim_sel->aim_point[0] = aim_sel->armor_pose[idx].x + aim_sel->target_state.vx * aim_sel->delay_time; aim_sel->aim_point[1] = aim_sel->armor_pose[idx].y + aim_sel->target_state.vy * aim_sel->delay_time; aim_sel->aim_point[2] = aim_sel->armor_pose[idx].z + aim_sel->target_state.vz * aim_sel->delay_time; return idx; } /** * @brief 子弹飞行时间解算 * @author SJQ * @param[in] x:瞄准时shooter_link下目标x坐标 * @param[in] vx:瞄准时shooter_link下目标x速度 * @param[in] v_x0:弹速水平分量 * @retval 返回空 */ const float k1 = 0.0761; //标准大气压25度下空气阻力系数 float get_fly_time(float x, float vx, float v_x0) { float t = 0; float f_ti = 0, df_ti = 0; for (int i = 0; i < 5; i++) { f_ti = log(k1 * v_x0 * t + 1) / k1 - x - vx * t; df_ti = v_x0 / (k1 * v_x0 * t + 1) - vx; t = t - f_ti / df_ti; } return t; } /** * @brief 解算期望云台角度(考虑子弹飞行时间) * @author SJQ * @param[in] trajectory_cal:弹道解算结构体 * @retval 返回空 */ void get_cmd_angle(Trajectory_Type_t *trajectory_cal) { arm_power_f32(trajectory_cal->position_xy, 2, &trajectory_cal->dis2); arm_sqrt_f32(trajectory_cal->dis2, &trajectory_cal->dis); trajectory_cal->dis = trajectory_cal->dis - 0.05f; trajectory_cal->theta_0 = atan2f(trajectory_cal->z, trajectory_cal->dis); trajectory_cal->alpha = atan2f(trajectory_cal->position_xy[1], trajectory_cal->position_xy[0]); //将目标的xyz速度转化为平行枪管与垂直枪管的速度 trajectory_cal->vx = trajectory_cal->velocity[0] * arm_cos_f32(trajectory_cal->alpha) + trajectory_cal->velocity[1] * arm_sin_f32(trajectory_cal->alpha); trajectory_cal->vy = -trajectory_cal->velocity[0] * arm_sin_f32(trajectory_cal->alpha) + trajectory_cal->velocity[1] * arm_cos_f32(trajectory_cal->alpha); float v_x0 = trajectory_cal->v0 * arm_cos_f32(trajectory_cal->theta_0);//水平方向弹速 float v_y0 = trajectory_cal->v0 * arm_sin_f32(trajectory_cal->theta_0);//竖直方向弹速 trajectory_cal->fly_time = get_fly_time(trajectory_cal->dis, trajectory_cal->vx, v_x0); arm_power_f32(&trajectory_cal->fly_time, 1, &trajectory_cal->fly_time2); trajectory_cal->h_r = trajectory_cal->z + trajectory_cal->velocity[2] * trajectory_cal->fly_time; //开始迭代 trajectory_cal->theta_k = trajectory_cal->theta_0; trajectory_cal->k = 0; while (trajectory_cal->k < 10) { v_y0 = trajectory_cal->v0 * arm_sin_f32(trajectory_cal->theta_k);//竖直方向弹速 trajectory_cal->h_k = v_y0 * trajectory_cal->fly_time - 0.5 * 9.8 * trajectory_cal->fly_time2; trajectory_cal->err_k = trajectory_cal->h_r - trajectory_cal->h_k; trajectory_cal->theta_k += 0.1 * trajectory_cal->err_k; trajectory_cal->k++; if (trajectory_cal->err_k < 0.005) break; } trajectory_cal->cmd_yaw = atan2f(trajectory_cal->position_xy[1], trajectory_cal->position_xy[0]); trajectory_cal->cmd_pitch = trajectory_cal->theta_k; } int auto_aim(Aim_Select_Type_t *aim_sel, Trajectory_Type_t *trajectory_cal, RecievePacket_t *receive_packet) { trajectory_cal->extra_delay_time = 0.09;//0.025 aim_sel->target_state.armor_type = receive_packet->id; aim_sel->target_state.armor_num = receive_packet->armors_num; aim_sel->target_state.x = receive_packet->x; aim_sel->target_state.y = receive_packet->y; aim_sel->target_state.z = receive_packet->z; aim_sel->target_state.vx = receive_packet->vx; aim_sel->target_state.vy = receive_packet->vy; aim_sel->target_state.vz = receive_packet->vz; aim_sel->target_state.yaw = receive_packet->yaw; aim_sel->target_state.v_yaw = receive_packet->v_yaw; aim_sel->target_state.r1 = receive_packet->r1; aim_sel->target_state.r2 = receive_packet->r2; aim_sel->target_state.dz = receive_packet->dz; int idx = aim_armor_select(aim_sel, trajectory_cal); trajectory_cal->position_xy[0] = aim_sel->aim_point[0]; trajectory_cal->position_xy[1] = aim_sel->aim_point[1]; trajectory_cal->z = aim_sel->aim_point[2]; trajectory_cal->velocity[0] = aim_sel->target_state.vx; trajectory_cal->velocity[1] = aim_sel->target_state.vy; trajectory_cal->velocity[2] = aim_sel->target_state.vz; get_cmd_angle(trajectory_cal); return idx; }