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📄 rp6base_lightfollowing_uncommented.c

📁 RP6机器人范例程序。包括移动
💻 C
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// Uncommented Version of RP6Base_LightFollowing.c
// written by Dominik S. Herwald
// ------------------------------------------------------------------------------------------

#include "RP6RobotBaseLib.h" 	


#define IDLE  0

typedef struct {
	uint8_t  speed_left;
	uint8_t  speed_right;
	unsigned dir:2;
	unsigned move:1;
	unsigned rotate:1;
	uint16_t move_value;
	uint8_t  state;
} behaviour_command_t;

behaviour_command_t STOP = {0, 0, FWD, false, false, 0, IDLE};

#define CRUISE_SPEED_FWD 80
#define MOVE_FORWARDS 1
behaviour_command_t cruise = {CRUISE_SPEED_FWD, CRUISE_SPEED_FWD, FWD, 
								false, false, 0, MOVE_FORWARDS};
								
void behaviour_cruise(void)
{
}

#define ESCAPE_SPEED_BWD    80
#define ESCAPE_SPEED_ROTATE 60

#define ESCAPE_FRONT		1
#define ESCAPE_FRONT_WAIT 	2
#define ESCAPE_LEFT  		3
#define ESCAPE_LEFT_WAIT	4
#define ESCAPE_RIGHT	    5
#define ESCAPE_RIGHT_WAIT 	6
#define ESCAPE_WAIT_END		7
behaviour_command_t escape = {0, 0, FWD, false, false, 0, IDLE}; 

void behaviour_escape(void)
{
	static uint8_t bump_count = 0;
	
	switch(escape.state)
	{
		case IDLE: 
		break;
		case ESCAPE_FRONT:
			escape.speed_left = ESCAPE_SPEED_BWD;
			escape.dir = BWD;
			escape.move = true;
			if(bump_count > 3)
				escape.move_value = 200;
			else
				escape.move_value = 140;
			escape.state = ESCAPE_FRONT_WAIT;
			bump_count+=2;
		break;
		case ESCAPE_FRONT_WAIT:			
			if(!escape.move)
			{	
				escape.speed_left = ESCAPE_SPEED_ROTATE;
				if(bump_count > 3)
				{
					escape.move_value = 110;
					escape.dir = RIGHT;
					bump_count = 0;
				}
				else 
				{
					escape.dir = LEFT;
					escape.move_value = 75;
				}
				escape.rotate = true;
				escape.state = ESCAPE_WAIT_END;
			}
		break;
		case ESCAPE_LEFT:
			escape.speed_left = ESCAPE_SPEED_BWD;
			escape.dir 	= BWD;
			escape.move = true;
			if(bump_count > 3)
				escape.move_value = 160;
			else
				escape.move_value = 100;
			escape.state = ESCAPE_LEFT_WAIT;
			bump_count++;
		break;
		case ESCAPE_LEFT_WAIT:
			if(!escape.move)
			{
				escape.speed_left = ESCAPE_SPEED_ROTATE;
				escape.dir = RIGHT;
				escape.rotate = true;
				if(bump_count > 3)
				{
					escape.move_value = 100;
					bump_count = 0;
				}
				else
					escape.move_value = 65;
				escape.state = ESCAPE_WAIT_END;
			}
		break;
		case ESCAPE_RIGHT:	
			escape.speed_left = ESCAPE_SPEED_BWD ;
			escape.dir 	= BWD;
			escape.move = true;
			if(bump_count > 3)
				escape.move_value = 160;
			else
				escape.move_value = 100;
			escape.state = ESCAPE_RIGHT_WAIT;
			bump_count++;
		break;
		case ESCAPE_RIGHT_WAIT:
			if(!escape.move)
			{ 
				escape.speed_left = ESCAPE_SPEED_ROTATE;		
				escape.dir = LEFT;
				escape.rotate = true;
				if(bump_count > 3)
				{
					escape.move_value = 100;
					bump_count = 0;
				}
				else
					escape.move_value = 65;
				escape.state = ESCAPE_WAIT_END;
			}
		break;
		case ESCAPE_WAIT_END:
			if(!(escape.move || escape.rotate)) 
				escape.state = IDLE;
		break;
	}
}

void bumpersStateChanged(void)
{
	if(bumper_left && bumper_right)
	{
		escape.state = ESCAPE_FRONT;
	}
	else if(bumper_left)  
	{
		if(escape.state != ESCAPE_FRONT_WAIT) 
			escape.state = ESCAPE_LEFT;
	}
	else if(bumper_right) 
	{
		if(escape.state != ESCAPE_FRONT_WAIT)
			escape.state = ESCAPE_RIGHT;
	}
}

#define AVOID_SPEED_L_ARC_LEFT  20
#define AVOID_SPEED_L_ARC_RIGHT 80
#define AVOID_SPEED_R_ARC_LEFT  80
#define AVOID_SPEED_R_ARC_RIGHT 20

#define AVOID_SPEED_ROTATE 	60

#define AVOID_OBSTACLE_RIGHT 		1
#define AVOID_OBSTACLE_LEFT 		2
#define AVOID_OBSTACLE_MIDDLE	    3
#define AVOID_OBSTACLE_MIDDLE_WAIT 	4
#define AVOID_END 					5
behaviour_command_t avoid = {0, 0, FWD, false, false, 0, IDLE};

void behaviour_avoid(void)
{
	static uint8_t last_obstacle = LEFT;
	static uint8_t obstacle_counter = 0;
	switch(avoid.state)
	{
		case IDLE: 
			if(obstacle_right && obstacle_left)
				avoid.state = AVOID_OBSTACLE_MIDDLE;
			else if(obstacle_left)
				avoid.state = AVOID_OBSTACLE_LEFT;
			else if(obstacle_right)
				avoid.state = AVOID_OBSTACLE_RIGHT;
		break;
		case AVOID_OBSTACLE_MIDDLE:
			avoid.dir = last_obstacle;
			avoid.speed_left = AVOID_SPEED_ROTATE;
			avoid.speed_right = AVOID_SPEED_ROTATE;
			if(!(obstacle_left || obstacle_right))
			{
				if(obstacle_counter > 3)
				{
					obstacle_counter = 0;
					setStopwatch4(0);
				}
				else
					setStopwatch4(400);
				startStopwatch4();
				avoid.state = AVOID_END;
			}
		break;
		case AVOID_OBSTACLE_RIGHT:
			avoid.dir = FWD;
			avoid.speed_left = AVOID_SPEED_L_ARC_LEFT;
			avoid.speed_right = AVOID_SPEED_L_ARC_RIGHT;
			if(obstacle_right && obstacle_left)
				avoid.state = AVOID_OBSTACLE_MIDDLE;
			if(!obstacle_right)
			{
				setStopwatch4(500);
				startStopwatch4();
				avoid.state = AVOID_END;
			}
			last_obstacle = RIGHT;
			obstacle_counter++;
		break;
		case AVOID_OBSTACLE_LEFT:
			avoid.dir = FWD;
			avoid.speed_left = AVOID_SPEED_R_ARC_LEFT;
			avoid.speed_right = AVOID_SPEED_R_ARC_RIGHT;
			if(obstacle_right && obstacle_left)
				avoid.state = AVOID_OBSTACLE_MIDDLE;
			if(!obstacle_left)
			{
				setStopwatch4(500);
				startStopwatch4();
				avoid.state = AVOID_END;
			}
			last_obstacle = LEFT;
			obstacle_counter++;
		break;
		case AVOID_END:
			if(getStopwatch4() > 1000)
			{
				stopStopwatch4();
				setStopwatch4(0);
				avoid.state = IDLE;
			}
		break;
	}
}

void acsStateChanged(void)
{
	if(avoid.state != IDLE)
	{
		if(obstacle_left && obstacle_right)
			statusLEDs.byte = 0b100100;
		else
			statusLEDs.byte = 0b000000;
		statusLEDs.LED5 = obstacle_left;
		statusLEDs.LED4 = (!obstacle_left);
		statusLEDs.LED2 = obstacle_right;
		statusLEDs.LED1 = (!obstacle_right);
		updateStatusLEDs();
	}
}

#define FOLLOW 3

#define LIGHT_MIN 100

behaviour_command_t follow = {0, 0, FWD, false, false, 0, IDLE};

void behaviour_follow(void)
{
	switch(follow.state)
	{
		case IDLE: 
			if(adcLSL >= LIGHT_MIN || adcLSR >= LIGHT_MIN)
			{
				setStopwatch6(0);
				startStopwatch6();
				follow.state = FOLLOW;
			}
		break;
		case FOLLOW:
			if(getStopwatch6() > 100)
			{
				if(adcLSL >= LIGHT_MIN || adcLSR >= LIGHT_MIN)
				{
					int16_t dif = ((int16_t)(adcLSL - adcLSR))>>1;
					if(dif > 40) dif = 40;
					if(dif < -40) dif = -40;
					follow.speed_left = 60 - dif;
					follow.speed_right = 60 + dif;

					if(dif > 30)
						setLEDs(0b111000);
					else if(dif > 25)
						setLEDs(0b011000);
					else if(dif > 5)
						setLEDs(0b001000);
					else if(dif > -5)
						setLEDs(0b001001);
					else if(dif > -25)
						setLEDs(0b000001);
					else if(dif > -30)
						setLEDs(0b000011);
					else 
						setLEDs(0b000111);
				}
				else 
				{
					stopStopwatch6();
					follow.state = IDLE;
				} 
				if((avoid.state || escape.state))
				{					
					if(obstacle_left && obstacle_right)
						statusLEDs.byte = 0b100100;
					else
						statusLEDs.byte = 0b000000;
					statusLEDs.LED5 = obstacle_left;
					statusLEDs.LED4 = (!obstacle_left);
					statusLEDs.LED2 = obstacle_right;
					statusLEDs.LED1 = (!obstacle_right);
					updateStatusLEDs();
				}		
				setStopwatch6(0);
			}
		break;
	}	
}

void moveCommand(behaviour_command_t * cmd)
{
	if(cmd->move_value > 0)
	{
		if(cmd->rotate)
			rotate(cmd->speed_left, cmd->dir, cmd->move_value, false); 
		else if(cmd->move)
			move(cmd->speed_left, cmd->dir, DIST_MM(cmd->move_value), false); 
		cmd->move_value = 0; 
	}
	else if(!(cmd->move || cmd->rotate)) 
	{
		changeDirection(cmd->dir);
		moveAtSpeed(cmd->speed_left,cmd->speed_right);
	}
	else if(isMovementComplete())
	{
		cmd->rotate = false;
		cmd->move = false;
	}
}

void behaviourController(void)
{
	behaviour_cruise();
	behaviour_follow();
	behaviour_avoid();
	behaviour_escape();
	
	if(escape.state != IDLE)
		moveCommand(&escape);
	else if(avoid.state != IDLE)
		moveCommand(&avoid);
	else if(follow.state != IDLE)
		moveCommand(&follow);
	else if(cruise.state != IDLE)
		moveCommand(&cruise); 
	else                    
		moveCommand(&STOP);
}

int main(void)
{
	initRobotBase(); 
	setLEDs(0b111111);
	mSleep(2500);
	setLEDs(0b001001); 

	BUMPERS_setStateChangedHandler(bumpersStateChanged);
	
	ACS_setStateChangedHandler(acsStateChanged);
	
	powerON();
	setACSPwrMed(); 
	
	while(true) 
	{		
		behaviourController();
		task_RP6System();
	}
	return 0;
}

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