Beispiel #1
0
        public void drive()
        {
            Console.Write("Driving .. ");
            float[] startVector = new float[] { 0.2f, 0.0f };
            float[] dir         = new float[2];
            float   a           = 0.0f;

            while (com.isConnected() && false == bumper.value())
            {
                //rotate 360degrees in 5s
                rotate(startVector, dir, a);
                a = 360.0f * com.msecsElapsed() / 5000;

                omniDrive.setVelocity(dir[0], dir[1], 0);

                System.Threading.Thread.Sleep(100);
            }
        }
Beispiel #2
0
        public void followWalls()
        {
            float[] ev = new float[] { 1.0f, 0.0f };

            // escape vector for distance sensor
            float[][] escapeVector = new float[][]
            {
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f }
            };

            for (int i = 0; i < 9; i++)
            {
                rotate(ev, escapeVector[i], 40.0f * i);
            }
            const float ESCAPE_DISTANCE         = 0.10f;
            const float WALL_LOST_DISTANCE      = 0.35f;
            const float WALL_FOUND_DISTANCE     = 0.30f;
            const float WALL_FOLLOW_DISTANCE    = 0.15f;
            const float NEW_WALL_FOUND_DISTANCE = 0.12f;

            float[] escape        = new float[] { 0.0f, 0.0f };
            int     curWallSensor = -1;

            float[] dir         = new float[] { 1.0f, 0.0f };
            float   velocity    = VELOCITY;
            float   rotVelocity = ANGULARVELOCITY;

            while (_com.isConnected() && _bumper.Value != true)
            {
                velocity = VELOCITY;
                int   minIndex    = 0;
                float minDistance = 0.40f;
                int   numEscape   = 0;
                escape[0] = escape[1] = 0.0f;

                StringBuilder values = new StringBuilder();
                for (int i = 0; i < _distanceSensors.Count; ++i)
                {
                    float v = (float)_distanceSensors[i].Distance;
                    values.Append(v.ToString() + " ");
                    if (v < minDistance)
                    {
                        minDistance = v;
                        minIndex    = i;
                    }
                    if (v < ESCAPE_DISTANCE)
                    {
                        ++numEscape;
                        addScaledVector(escape, escapeVector[i], v);
                    }
                }
                Console.WriteLine(values.ToString());
                if (numEscape >= 2)
                {
                    // close to walls with more than one sensor, try to escape
                    normalizeVector(escape);
                    rotate(escape, dir, 180);
                    velocity = SLOW_VELOCITY;
                }
                else
                {
                    if (curWallSensor != -1 &&
                        _distanceSensors[curWallSensor].Distance > WALL_LOST_DISTANCE)
                    {
                        curWallSensor = -1;
                        rotateInPlace(dir, -20);
                        rotVelocity = -0.20f;
                    }
                    if (curWallSensor == -1)
                    {
                        // wall not found yet
                        if (minDistance < WALL_FOUND_DISTANCE)
                        {
                            curWallSensor = minIndex;
                            velocity      = SLOW_VELOCITY;
                        }
                    }
                    if (curWallSensor != -1)
                    {
                        float wallDist = (float)_distanceSensors[curWallSensor].Distance;

                        // check for global new wall
                        if (minIndex != curWallSensor && minDistance < NEW_WALL_FOUND_DISTANCE)
                        {
                            // new wall found, drive along this wall
                            curWallSensor = minIndex;
                            wallDist      = (float)_distanceSensors[curWallSensor].Distance;
                            velocity      = SLOW_VELOCITY;
                        }
                        else
                        {
                            if (_distanceSensors[(curWallSensor + 1) % 9].Distance < wallDist)
                            {
                                // switch walls
                                curWallSensor = (curWallSensor + 1) % 9;
                                velocity      = MEDIUM_VELOCITY;
                            }
                            // check for new wall in direction
                            for (int i = 0; i < 2; ++i)
                            {
                                int tmpId = (curWallSensor + 2 + i) % 9;
                                if (_distanceSensors[tmpId].Distance < WALL_FOUND_DISTANCE)
                                {
                                    curWallSensor = tmpId;
                                    wallDist      = (float)_distanceSensors[tmpId].Distance;
                                    velocity      = SLOW_VELOCITY;
                                    break;
                                }
                            }
                        }
                        // try to keep neighbor distance sensors in balance
                        float vr = (float)_distanceSensors[(curWallSensor + 1) % 9].Distance;
                        float vl = (float)_distanceSensors[(curWallSensor + 8) % 9].Distance;

                        rotVelocity = (vr - vl);
                        float followAngle = 95;
                        if (Math.Abs(rotVelocity) > 0.30)
                        {
                            velocity    = SLOW_VELOCITY;
                            followAngle = rotVelocity >= 0.0 ? 140 : 80;
                        }
                        else if (Math.Abs(rotVelocity) > 0.40)
                        {
                            velocity    = MEDIUM_VELOCITY;
                            followAngle = rotVelocity >= 0.0 ? 120 : 85;
                        }
                        rotVelocity *= 8 * ANGULARVELOCITY;
                        // follow the wall to the left
                        rotate(escapeVector[curWallSensor], dir, followAngle);
                        // keep distance to wall steady
                        float scale = wallDist - WALL_FOLLOW_DISTANCE;

                        scale *= 10f;

                        addScaledVector(dir, escapeVector[curWallSensor], scale);
                        normalizeVector(dir);
                    }
                }
                if (minDistance > 0.20f)
                {
                    velocity = FAST_VELOCITY;
                }
                _omniDrive.setVelocity(velocity * (float)dir[0], velocity * (float)dir[1], rotVelocity);
                System.Threading.Thread.Sleep(100);
            }
        }