Esempio n. 1
0
static ES_Event DuringStateReversing(ES_Event Event) {
    ES_Event ReturnEvent = Event; // assme no re-mapping or comsumption

    // process ES_ENTRY, ES_ENTRY_HISTORY & ES_EXIT events
    if ( (Event.EventType == ES_ENTRY) ||
         (Event.EventType == ES_ENTRY_HISTORY) ) {
        // implement any entry actions required for this state machine
        
        // after that start any lower level machines that run in this state
        //StartLowerLevelSM( Event );
        // repeat the StartxxxSM() functions for concurrent state machines
        // on the lower level
        
        UpdatePWM(30, 30);
        ES_Timer_InitTimer(DRIVE_TIMER, REVERSE_TIME);
    } else if ( Event.EventType == ES_EXIT ) {
        // on exit, give the lower levels a chance to clean up first
        //RunLowerLevelSM(Event);
        // repeat for any concurrently running state machines
        // now do any local exit functionality
      
    } else {// do the 'during' function for this state
        // return either Event, if you don't want to allow the lower level machine
        // to remap the current event, or ReturnEvent if you do want to allow it.
    }
    return(ReturnEvent);
}
Esempio n. 2
0
static ES_Event DuringStateFollowLine( ES_Event Event)
{
    ES_Event ReturnEvent = Event; // assme no re-mapping or comsumption

    // process ES_ENTRY, ES_ENTRY_HISTORY & ES_EXIT events
    if ( (Event.EventType == ES_ENTRY) ||
         (Event.EventType == ES_ENTRY_HISTORY) )
    {
        // implement any entry actions required for this state machine
				#ifdef DEBUG_CAMPAIGN
				printf("\rEntered follow line state in campaign\r\n");
			#endif
        
        // after that start any lower level machines that run in this state
       StartFollowLine( Event );
			
				#ifdef DEBUG_CAMPAIGN
				printf("\rFinished initializing lower level SM\r\n");
				#endif
        // repeat the StartxxxSM() functions for concurrent state machines
        // on the lower level
    }
    else if ( Event.EventType == ES_EXIT )
    {
        // on exit, give the lower levels a chance to clean up first
        //RunLowerLevelSM(Event);
        // repeat for any concurrently running state machines
        // now do any local exit functionality
			
				//Exit from lower state machine
				RunFollowLine(Event);
			
				//Stop motors
				UpdatePWM(50, 50);
      
    }else
    // do the 'during' function for this state
    {
        // run any lower level state machine
        // ReturnEvent = RunLowerLevelSM(Event);
      
        // repeat for any concurrent lower level machines
			
				//Run loer  level SM
				ReturnEvent = RunFollowLine(Event);
      
        // do any activity that is repeated as long as we are in this state
    }
    // return either Event, if you don't want to allow the lower level machine
    // to remap the current event, or ReturnEvent if you do want to allow it.
    return(ReturnEvent);
}
Esempio n. 3
0
void servoisr()
{
	static int update;

	if (update>15){
		update = 0;

		if (STEP_ENABLE){
			SYNC = true;
			UpdatePosition();
			UpdateTrajectory();
			CalculateExtCount();
			UpdatePID();
			UpdatePWM();
			SYNC = false;
		}
		rx_timer++;

	} else update++;
}
Esempio n. 4
0
void main()
{			
	InitHardware();
	Encoder(true);
	
	ResetServo();
	delay_ms(200);

	bEnable = !STEP_ENABLE;
		
	// run these asynch tasks
	for (;;){
		if (bServo){
			SYNC = true;
			UpdatePosition();
			UpdateTrajectory();
			CalculateExtCount();
			UpdatePID();
			UpdatePWM();
			HandleErrorTask();
			bServo = false;
		} else {		
			//HandleRXData();
			
			if (SYNC){
				if (bDirty && !bEnable){
					bDirty = false;
					SaveEEPROM();
				}
				SYNC = false;	
			}


		}
	}
}
Esempio n. 5
0
//This function is called in the SPI byte recieved interrupt.  After checking for a command it will return the data requested.
unsigned char SPI_State_Machine(unsigned char Input)
{
	static unsigned char state = WAITING_FOR_COMMAND_STATE;
	static unsigned char ByteNum = 0;
	unsigned char ReturnValue;
	if(state == WAITING_FOR_COMMAND_STATE)
	{
		switch(Input)//check the incoming byte for a command
		{
			case ACCELEROMETER_COMMAND:
				ByteNum = 0;
				state = ACCELEROMETER_COMMAND_STATE;
				break;
			case GYRO_COMMAND:
				ByteNum = 0;
				state = GYRO_COMMAND_STATE;
				break;
			case COMPASS_COMMAND:
				ByteNum = 0;
				state = COMPASS_COMMAND_STATE;
				break;
			case ACCOUSTIC_COMMAND:
				ByteNum = 0;
				state = ACCOUSTIC_COMMAND_STATE;
				break;
			case VOLTAGES_COMMAND:
				ByteNum = 0;
				state = VOLTAGES_COMMAND_STATE;
				break;
			case TEMPERATURE_COMMAND:
				ByteNum = 0;
				state = TEMPERATURE_COMMAND_STATE;
				break;
			case RPM_COMMAND:
				ByteNum = 0;
				state = RPM_COMMAND_STATE;
				break;
			case STATUS_COMMAND:
				ByteNum = 0;
				state = STATUS_COMMAND_STATE;
				break;
			case PWM_COMMAND:
				ByteNum = 0;
				state = PWM_COMMAND_STATE;
				break;
			case GPS_TIME_COMMAND:
				ByteNum = 0;
				state = GPS_TIME_STATE;
				break;
			case GPS_LATITUDE_COMMAND:
				ByteNum = 0;
				state = GPS_LATITUDE_STATE;
				break;
			case GPS_LONGITUDE_COMMAND:
				ByteNum = 0;
				state = GPS_LONGITUDE_STATE;
				break;
			case GPS_SATELLITES_COMMAND:
				ByteNum = 0;
				state = GPS_SATELLITES_STATE;
				break;
			case GPS_ALTITUDE_COMMAND:
				ByteNum = 0;
				state = GPS_ALTITUDE_STATE;
				break;
			case GPS_HEMISPHERE_COMMAND:
				ByteNum = 0;
				state = GPS_HEMISPHERE_STATE;
				break;
			default://Invalid command
				state = WAITING_FOR_COMMAND_STATE;
				return 0xFF;
		}
	}
	switch(state)
	{
		case ACCELEROMETER_COMMAND_STATE:
				//send the accelerometer byte pointed to by bytenum
				ReturnValue = Accelerator[ByteNum];
				ByteNum++;
				if(ByteNum > 6)//6 bytes in a accelerometer packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case GYRO_COMMAND_STATE:
				ReturnValue = Gyro[ByteNum];
//				ReturnValue = dummydata[ByteNum];
				ByteNum++;
				if(ByteNum > 6)//6 bytes in a status packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
			
		case COMPASS_COMMAND_STATE:
				//send the compass byte pointed to by bytenum
				ReturnValue = Compass[ByteNum];
				ByteNum++;
				if(ByteNum > 2)//2 bytes in a compass packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case ACCOUSTIC_COMMAND_STATE:
				//send the accoustic byte pointed to by bytenum
				ReturnValue = Accoustic[ByteNum];
				ByteNum++;
				if(ByteNum > 2)//2 bytes in a accoustic packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case VOLTAGES_COMMAND_STATE:
				//send the voltage byte pointed to by bytenum
				ReturnValue = Voltages[ByteNum];
				ByteNum++;
				if(ByteNum > 4)//4 bytes in a voltages packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case TEMPERATURE_COMMAND_STATE:
				//send the temperature byte pointed to by bytenum
				ReturnValue = Temperature[ByteNum];
				ByteNum++;
				if(ByteNum > 2)//2 bytes in a temperature packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case RPM_COMMAND_STATE:
				//send the RPM byte pointed to by bytenum
				ReturnValue = RPM[ByteNum];
				ByteNum++;
				if(ByteNum > 2)//2 bytes in an RPM packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case STATUS_COMMAND_STATE:
				//send the status byte pointed to by bytenum
				ReturnValue = command[ByteNum];
				command[ByteNum] = Input;
				ByteNum++;
				if(ByteNum > 2)//2 bytes in a status packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case PWM_COMMAND_STATE:
				ReturnValue = servos[ByteNum];
				servos[ByteNum] = Input;
				ByteNum++;
				if(ByteNum > 4)//4 bytes in a status packet
				{
					UpdatePWM();
					ANTI_COLL_LED ^= 1;
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;

		case GPS_TIME_STATE:
				ReturnValue = GPS_TIME[ByteNum];
				ByteNum++;
				if(ByteNum > 6)//6 bytes in a status packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case GPS_LATITUDE_STATE:
				ReturnValue = GPS_LATITUDE[ByteNum];
				ByteNum++;
				if(ByteNum > 9)//9 bytes in a status packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case GPS_LONGITUDE_STATE:
				ReturnValue = GPS_LONGITUDE[ByteNum];
				ByteNum++;
				if(ByteNum > 10)//10 bytes in a status packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case GPS_SATELLITES_STATE:
				ReturnValue = GPS_SATELLITES[ByteNum];
				ByteNum++;
				if(ByteNum > 2)//2 bytes in a status packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
		case GPS_ALTITUDE_STATE:
				ReturnValue = GPS_ALTITUDE[ByteNum];
				ByteNum++;
				if(ByteNum > 7)//7 bytes in a status packet
				{
					state = WAITING_FOR_COMMAND_STATE;
					return 0xFF;
				}
				break;
//		case GPS_HEMISPHERE_STATE:
//				ReturnValue = GPS_HEMI[ByteNum];
//				ByteNum++;
//				if(ByteNum > 2)//7 bytes in a status packet
//				{
//					state = WAITING_FOR_COMMAND_STATE;
//					return 0xFF;
//				}
//				break;

        default:
				state = WAITING_FOR_COMMAND_STATE;
				ReturnValue = 0xA5;				
				return 0xFF;
            break;
	}

	return ReturnValue;
}
Esempio n. 6
0
/****************************************************************************
 Function
    RunMasterSM

 Parameters
   ES_Event: the event to process

 Returns
   ES_Event: an event to return

 Description
   the run function for the top level state machine 
 Notes
   uses nested switch/case to implement the machine.
 Author
   J. Edward Carryer, 02/06/12, 22:09
****************************************************************************/
ES_Event RunCampaigningSM (ES_Event CurrentEvent )
{
   bool MakeTransition = false;/* are we making a state transition? */
   CampaignState_t NextState = CurrentState;
   ES_Event EntryEventKind = { ES_ENTRY, 0 };// default to normal entry to new state
   ES_Event ReturnEvent = { ES_NO_EVENT, 0 }; // assume no error

    switch ( CurrentState )
   {
       case WaitingToStartCampaign:       // If current state is state one
         // Execute During function for state one. ES_ENTRY & ES_EXIT are
         // processed here allow the lowere level state machines to re-map
         // or consume the event
         CurrentEvent = DuringStateWaiting(CurrentEvent);
         //process any events
         if ( CurrentEvent.EventType != ES_NO_EVENT ) //If an event is active
         {
            switch (CurrentEvent.EventType)
            {
               case START_FOLLOWING : //If event is event one
								 
                    #ifdef DEBUG_CAMPAIGN
                    printf("\rI recieved follow line command!\r\n");
                    #endif
                    //Execute action function for state one : event one 
                    NextState = FollowLine;//Decide what the next state will be
                    // for internal transitions, skip changing MakeTransition
                    MakeTransition = true; //mark that we are taking a transition
                    // if transitioning to a state with history change kind of entry
                    EntryEventKind.EventType = ES_ENTRY;
                    // optionally, consume or re-map this event for the upper
                    // level state machine
                    ReturnEvent.EventType = ES_NO_EVENT;
							 
                    //Post a START_FOLLOWING EVENT
                    ES_Event ThisEvent;
                    ThisEvent.EventType = START_FOLLOWING;
                    PostCampaigningSM(ThisEvent);
                  break;
                // repeat cases as required for relevant events
  
               case CAPTURE_STATION_NOW: //If event is event one
                      #ifdef DEBUG_CAMPAIGN
                      printf("\rI recieved capture station command!\r\n");
                      #endif
                      // Execute action function for state one : event one
                      NextState = CaptureStation;//Decide what the next state will be
                      // for internal transitions, skip changing MakeTransition
                      MakeTransition = true; //mark that we are taking a transition
                      // if transitioning to a state with history change kind of entry
                      EntryEventKind.EventType = ES_ENTRY;
                      // optionally, consume or re-map this event for the upper
                      // level state machine
                      ReturnEvent.EventType = ES_NO_EVENT;
                                 
                      //Post a CAPTURE_STATION_NOW
                      ThisEvent.EventType = CAPTURE_STATION_NOW;
                      PostCampaigningSM(ThisEvent);
                      break;
                // repeat cases as required for relevant events
              case STOP_NOW_CHANGE_TO_CAPTURE:
								 
                      //Stop motors now
                      UpdatePWM(50,50);
                      #ifdef DEBUG_CAMPAIGN
                      printf("\rI recieved capture station command STOPPING!\r\n");
                      #endif
                      // Execute action function for state one : event one
                      NextState = CaptureStation;//Decide what the next state will be
                      // for internal transitions, skip changing MakeTransition
                      MakeTransition = true; //mark that we are taking a transition
                      // if transitioning to a state with history change kind of entry
                      EntryEventKind.EventType = ES_ENTRY;
                      // optionally, consume or re-map this event for the upper
                      // level state machine
                      ReturnEvent.EventType = ES_NO_EVENT;
								
					  break;
							 
				case ACTIVATE_SHOOTER:
								 
                      //Stop motors now
                      UpdatePWM(50,50);
             
             
                      #ifdef DEBUG_CAMPAIGN
                      printf("\rI recieved activate shooting command in Campaigning SM!\r\n");
                      #endif
                      // Execute action function for state one : event one
                      NextState = ActivateShooter;//Decide what the next state will be
                      // for internal transitions, skip changing MakeTransition
                      MakeTransition = true; //mark that we are taking a transition
                      // if transitioning to a state with history change kind of entry
                      EntryEventKind.EventType = ES_ENTRY;
                      // optionally, consume or re-map this event for the upper
                      // level state machine
                      ReturnEvent.EventType = ES_NO_EVENT;
							 
                      //Post a ACTIVATE_SHOOTER to self
                      ThisEvent.EventType = ACTIVATE_SHOOTER;
                      PostCampaigningSM(ThisEvent);
                      break;
				}
            
         }
         break;
      // repeat state pattern as required for other states
	 
			case FollowLine:       // If current state is state one
					 // Execute During function for state one. ES_ENTRY & ES_EXIT are
					 // processed here allow the lowere level state machines to re-map
					 // or consume the event
					 CurrentEvent = DuringStateFollowLine(CurrentEvent);
						//printf("\rI am in follow line state!\r\n");
					 //process any events
					 if ( CurrentEvent.EventType != ES_NO_EVENT ) //If an event is active
					 {
							switch (CurrentEvent.EventType)
							{
								 case CAPTURE_STATION_NOW : //If event is event one
										UpdatePWM(50,50);
										// Execute action function for state one : event one
										NextState = CaptureStation;//Decide what the next state will be
										// for internal transitions, skip changing MakeTransition
										MakeTransition = true; //mark that we are taking a transition
										// if transitioning to a state with history change kind of entry
										EntryEventKind.EventType = ES_ENTRY;
										// optionally, consume or re-map this event for the upper
										// level state machine
										ReturnEvent.EventType = ES_NO_EVENT;
								 
										//Post a CAPTURE_STATION_NOW
										ES_Event ThisEvent;
										ThisEvent.EventType = CAPTURE_STATION_NOW;
										PostCampaigningSM(ThisEvent);
										break;
									// repeat cases as required for relevant events
								 
								  case STOP_NOW_CHANGE_TO_CAPTURE:
										
										UpdatePWM(50,50);
								 
										//printf("\rI recieved capture station command STOPPING!\r\n");
										// Execute action function for state one : event one
										NextState = CaptureStation;//Decide what the next state will be
										// for internal transitions, skip changing MakeTransition
										MakeTransition = true; //mark that we are taking a transition
										// if transitioning to a state with history change kind of entry
										EntryEventKind.EventType = ES_ENTRY;
										// optionally, consume or re-map this event for the upper
										// level state machine
										ReturnEvent.EventType = ES_NO_EVENT;
								
										break;
									
								case ACTIVATE_SHOOTER:
								 
										//Stop motors now
										UpdatePWM(50,50);
									 
										#ifdef DEBUG_CAMPAIGN
										printf("\rI recieved activate shooting command in Campaigning SM!\r\n");
										#endif
										// Execute action function for state one : event one
										NextState = ActivateShooter;//Decide what the next state will be
										// for internal transitions, skip changing MakeTransition
										MakeTransition = true; //mark that we are taking a transition
										// if transitioning to a state with history change kind of entry
										EntryEventKind.EventType = ES_ENTRY;
										// optionally, consume or re-map this event for the upper
										// level state machine
										ReturnEvent.EventType = ES_NO_EVENT;
								 
										//Post a ACTIVATE_SHOOTER to self
										ThisEvent.EventType = ACTIVATE_SHOOTER;
										PostCampaigningSM(ThisEvent);
										
								break;
							}
						}
						break;
						
				case CaptureStation:       // If current state is state one
					 // Execute During function for state one. ES_ENTRY & ES_EXIT are
					 // processed here allow the lowere level state machines to re-map
					 // or consume the event
					CurrentEvent = DuringStateCaptureStation(CurrentEvent);
					 //process any events
					#ifdef DEBUG_CAMPAIGN
					printf("\rI am in capture station state!\r\n");
					#endif
					 if ( CurrentEvent.EventType != ES_NO_EVENT ) //If an event is active
					 {
							switch (CurrentEvent.EventType)
							{
								 case START_FOLLOWING : //If event is event one
										// Execute action function for state one : event one
										NextState = FollowLine;//Decide what the next state will be
										// for internal transitions, skip changing MakeTransition
										MakeTransition = true; //mark that we are taking a transition
										// if transitioning to a state with history change kind of entry
										EntryEventKind.EventType = ES_ENTRY;
										// optionally, consume or re-map this event for the upper
										// level state machine
										ReturnEvent.EventType = ES_NO_EVENT;
								 
										//Post an event to motor following again
										//Post a START_FOLLOWING
										ES_Event ThisEvent;
										ThisEvent.EventType = START_FOLLOWING;
										PostCampaigningSM(ThisEvent);
										
										break;
									// repeat cases as required for relevant events
								 
								case ACTIVATE_SHOOTER:
								 
										//Stop motors now
										UpdatePWM(50,50);
									 
										#ifdef DEBUG_CAMPAIGN
										printf("\rI recieved activate shooting command in Campaigning SM!\r\n");
										#endif
										// Execute action function for state one : event one
										NextState = ActivateShooter;//Decide what the next state will be
										// for internal transitions, skip changing MakeTransition
										MakeTransition = true; //mark that we are taking a transition
										// if transitioning to a state with history change kind of entry
										EntryEventKind.EventType = ES_ENTRY;
										// optionally, consume or re-map this event for the upper
										// level state machine
										ReturnEvent.EventType = ES_NO_EVENT;
								 
										//Post a ACTIVATE_SHOOTER to self
										ThisEvent.EventType = ACTIVATE_SHOOTER;
										PostCampaigningSM(ThisEvent);
										
										break;
							}
						}
						break;
				
				
				case ActivateShooter:       // If current state is state one
					 // Execute During function for state one. ES_ENTRY & ES_EXIT are
					 // processed here allow the lowere level state machines to re-map
					 // or consume the event
					CurrentEvent = DuringStateActivateShooter(CurrentEvent);
					 //process any events
					//printf("\rI am in Activte shooter state!\r\n");
					 if ( CurrentEvent.EventType != ES_NO_EVENT ) //If an event is active
					 {
							switch (CurrentEvent.EventType)
							{
								 case START_FOLLOWING : //If event is event one
										// Execute action function for state one : event one
										NextState = FollowLine;//Decide what the next state will be
										// for internal transitions, skip changing MakeTransition
										MakeTransition = true; //mark that we are taking a transition
										// if transitioning to a state with history change kind of entry
										EntryEventKind.EventType = ES_ENTRY;
										// optionally, consume or re-map this event for the upper
										// level state machine
										ReturnEvent.EventType = ES_NO_EVENT;
								 
										//Post an event to motor following again
										//Post a START_FOLLOWING
										ES_Event ThisEvent;
										ThisEvent.EventType = START_FOLLOWING;
										PostCampaigningSM(ThisEvent);
										
										break;
									// repeat cases as required for relevant events

													
							}
						}
						break;
						
						
				default:
						break;
	}
			
		
    //   If we are making a state transition
    if (MakeTransition == true)
    {
       //   Execute exit function for current state
       CurrentEvent.EventType = ES_EXIT;
       RunCampaigningSM(CurrentEvent);

       CurrentState = NextState; //Modify state variable

       // Execute entry function for new state
       // this defaults to ES_ENTRY
       RunCampaigningSM(EntryEventKind);
     }
   // in the absence of an error the top level state machine should
   // always return ES_NO_EVENT, which we initialized at the top of func
   return(ReturnEvent);
}
Esempio n. 7
0
ES_Event RunGetOnLine(ES_Event thisEvent) {
    ES_Event ReturnVal;
    ReturnVal.EventType = ES_NO_EVENT;
    GetOnLineState_t NextState;
    NextState = CurrentState;
    //If there is a reversal command, change the directional multiplier
    if(thisEvent.EventType == ES_REVERSE_DRIVE) { //The corresponding event to rotate camera is in Camera.c
        Direction = -Direction;
    }
    Direction = 1; //HOTWIRE
    switch(CurrentState) {
        case WaitingToStart:
            if(thisEvent.EventType == ES_GET_ON_LINE) {
                NextState = AlignWithBeacon;
                ES_Timer_InitTimer(DRIVE_TIMER_GET_ON_LINE, 1);
            }
        break;
        case AlignWithBeacon:
            //Call AlignWithBeacon, AlignWithBeacon will send an event upon finding it
            //Check if the event prompts a switch to the FullSpeedForward state.
            if(thisEvent.EventType == ES_BEACON_FOUND) {
                NextState = FullSpeedForward;
                ES_Timer_InitTimer(DRIVE_TIMER_GET_ON_LINE, 1);
            }
        break;
        case FullSpeedForward:
            if(thisEvent.EventType == ES_TIMEOUT && thisEvent.EventParam == DRIVE_TIMER_GET_ON_LINE) {
                //See whether line has been found.
                bool LineFound = ReturnLineFound();
                if(LineFound && LineFoundCount > LINE_FOUND_COUNT_THRESHOLD) {
                    //Reset LineFoundCount
                    LineFoundCount = 0;
                    //Stop the motors
                    UpdatePWM(NEUTRAL_DUTY, NEUTRAL_DUTY);
                    //Set NextState to LineUp
                    NextState = LineUp;
                    //Generate Timeout to advance state.
                    ES_Timer_InitTimer(DRIVE_TIMER_GET_ON_LINE, 1);
                } else if(LineFound) {
                    LineFoundCount += 1;
                    ES_Timer_InitTimer(DRIVE_TIMER_GET_ON_LINE, CONTROL_LOOP_TIMEOUT);
                } else {
                    //Reset LineFoundCount (force it to get LINE_FOUND_COUNT_THRESHOLD LineFounds in a row)
                    LineFoundCount = 0;
                    //Drive both motors at full speed.
                    LeftInput = LEFT_NOMINAL_DUTY*Direction+NEUTRAL_DUTY;
                    RightInput = RIGHT_NOMINAL_DUTY*Direction+NEUTRAL_DUTY;
                    //Send PWM commands.
                    UpdatePWM(LeftInput, RightInput);
                    //Set a timer for the drive loop timeout.
                    ES_Timer_InitTimer(DRIVE_TIMER_GET_ON_LINE, CONTROL_LOOP_TIMEOUT);
                }
            }
        break;
        case LineUp:
            //Rotate until the error is on the interior side of the bot
            Error = ReturnLineCenter();
            if(Error > 0) {
                //Stop the motors
                UpdatePWM(NEUTRAL_DUTY, NEUTRAL_DUTY);
                //Change the state to FollowLine.
                ReturnVal.EventType = ES_LINE_FOUND;
            } else {
                //Rotate the motors CCW
                UpdatePWM(NEUTRAL_DUTY, NEUTRAL_DUTY+RIGHT_NOMINAL_DUTY);
                //Set the next state to be FullSpeedForward in case the rotation loses line
                NextState = FullSpeedForward;
                //Set a timeout
                ES_Timer_InitTimer(DRIVE_TIMER_GET_ON_LINE, CONTROL_LOOP_TIMEOUT);
            }            
        break;
    }
    if(thisEvent.EventType == ES_EXIT) {
        //Set NextState to be FollowWaiting.
        NextState = WaitingToStart;
        //Generate a timeout to advance the state machine.
        ES_Timer_InitTimer(DRIVE_TIMER_GET_ON_LINE, 1);
    }
    CurrentState = NextState;
    return ReturnVal;
}
Esempio n. 8
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static ES_Event DuringStateFollowing( ES_Event Event)
{
    ES_Event ReturnEvent = Event; // assme no re-mapping or comsumption

    // process ES_ENTRY, ES_ENTRY_HISTORY & ES_EXIT events
    if ( (Event.EventType == ES_ENTRY) ||
         (Event.EventType == ES_ENTRY_HISTORY) )
    {
        // implement any entry actions required for this state machine
        
        // after that start any lower level machines that run in this state
        //StartLowerLevelSM( Event );
        // repeat the StartxxxSM() functions for concurrent state machines
        // on the lower level
			ES_Timer_InitTimer(DRIVE_TIMER, CONTROL_LOOP_TIMEOUT);
    }
    else if ( Event.EventType == ES_EXIT )
    {
        // on exit, give the lower levels a chance to clean up first
        //RunLowerLevelSM(Event);
        // repeat for any concurrently running state machines
        // now do any local exit functionality
      
    }else
    // do the 'during' function for this state
    {
        // run any lower level state machine
        // ReturnEvent = RunLowerLevelSM(Event);
			
      
        // repeat for any concurrent lower level machines
			
			
				//Get the current line position from Camera.
                Error = ReturnLineCenter();
                //Inversion logic says to make error opposite of last lost line
                #ifdef INVERSION_LOGIC
                if(!ReturnLineFound) {
                    Error = -Error;
                }
                #endif
                //Lowpass applies a filter to previous line centers
                #ifdef LOWPASS
                //Only add the line center to the average if it was found
                if(ReturnLineFound()) {
                    //Set LineLostRecovery to false, since line is found
                    LineLostRecovery = false;
                    //Set the past line average to 0, and calculate new running average
                    PastLineAverage = 0;
                    LineLostCounter = 0; //Line is found, so reset the line lost counter
                    for (int i = 0; i < NUM_PAST_CENTER-1; i+= 1) {
                        PastLine[i+1] = PastLine[i];
                    }
                    PastLine[0] = Error;
                    for (int i = 0; i < NUM_PAST_CENTER; i+= 1) {
                        PastLineAverage += PastLine[i];
                    }
                    PastLineAverage /= NUM_PAST_CENTER;
                } else {
                    LineLostCounter += 1;
                }
                //Set the error to the previous average
                Error = PastLineAverage;
                #endif
                
                //Implement anti-windup logic and I-control.
                //If the accumulated error is greater than some bound, and error is positive,
                //don't add to the accumulated error
                if(AccumulatedError > WINDUP_BOUND && Error > 0) {
                    AppendError = 0;
                //If the accumulated error is less than than negative of some bound, and error is negative,
                //don't add to the accumulated error
                } else if(AccumulatedError < -WINDUP_BOUND && Error < 0) {
                    AppendError = 0;
                //Otherwise, add to the accumulated error
                } else {
                    AppendError = (float) Error;
                }
                AccumulatedError += ((float) CONTROL_LOOP_TIMEOUT/1000)*AppendError;
                
                //Implement D-control
                Derivative = (Error - PreviousError)/((float) CONTROL_LOOP_TIMEOUT/1000);
                //Set the previous error to the current error
                PreviousError = Error;
                
                //Make the robot follow the line by slowing down one of the motors by a certain amount
                //and leaving the other motor at the nominal PWM setting
                Command = Kp*Error+Ki*AccumulatedError+Kd*Derivative;

                //Implement adaptive speed, which slows the car down based on amount of turning
                #ifdef ADAPTIVE_SPEED
                SpeedReduction = Ks*Command;
                if(SpeedReduction > RIGHT_NOMINAL_DUTY) {
                    SpeedReduction = RIGHT_NOMINAL_DUTY;
                }
                #else
                SpeedReduction = 0;
                #endif
                //If the line has been lost for more than LINE_LOST_COUNTER_THRESHOLD cycles,
                //make the car go straight
                if(LineLostCounter > LINE_LOST_COUNTER_THRESHOLD) {
                    LineLostRecovery = true;
                }
                //Based on the calculated command, slow down one of the wheels, saturate command if too large
                if(Command >= 0) {
                    if((RIGHT_NOMINAL_DUTY+NEUTRAL_DUTY - Command) < RIGHT_UPPER_DEADBAND) {
                        Command = RIGHT_UPPER_DEADBAND - (RIGHT_NOMINAL_DUTY+NEUTRAL_DUTY - Command);
                        InPWMDeadband = true;
                    } else {
                        InPWMDeadband = false;
                    }
                    LeftInput = LEFT_NOMINAL_DUTY*Direction+NEUTRAL_DUTY-SpeedReduction;
                    if(InPWMDeadband) {
                        RightInput = RIGHT_LOWER_DEADBAND - Command;
                    } else {
                        RightInput = (RIGHT_NOMINAL_DUTY-Command)*Direction+NEUTRAL_DUTY-SpeedReduction;
                    }
                    if(LeftInput > 99) {
                        LeftInput = 99;
                    } else if(LeftInput < 1) {
                        LeftInput = 1;
                    }
                    if(RightInput > 99) {
                        RightInput = 99;
                    } else if(RightInput < 1) {
                        RightInput = 1;
                    }
                    UpdatePWM(LeftInput, RightInput); //May be wrong (opposite)
                } else if(Command < 0) {
                    if((LEFT_NOMINAL_DUTY + PWM_SCALING*Command+NEUTRAL_DUTY) < LEFT_UPPER_DEADBAND) {
                        Command = LEFT_UPPER_DEADBAND - (LEFT_NOMINAL_DUTY+NEUTRAL_DUTY + PWM_SCALING*Command);
                        InPWMDeadband = true;
                    } else {
                        InPWMDeadband = false;
                    }
                    RightInput = RIGHT_NOMINAL_DUTY*Direction+NEUTRAL_DUTY-SpeedReduction;
                    if(InPWMDeadband) {
                        LeftInput = LEFT_LOWER_DEADBAND - Command;
                    } else {
                        LeftInput = (LEFT_NOMINAL_DUTY+PWM_SCALING*Command)*Direction+NEUTRAL_DUTY-SpeedReduction;
                    }
                    if(LeftInput > 99) {
                        LeftInput = 99;
                    } else if(LeftInput < 1) {
                        LeftInput = 1;
                    }
                    if(RightInput > 99) {
                        RightInput = 99;
                    } else if(RightInput < 1) {
                        RightInput = 1;
                    }
                    UpdatePWM(LeftInput, RightInput); //May be wrong (opposite)
                }
                
                //If the line is lost, ignore everything before and go straight
                if(LineLostRecovery) {
                    UpdatePWM(50+20*PWM_SCALING, 50+20);
                }
                //Poll the ultrasonic sensor reading
                float pseudoDistance = querydistance();
                //Add some logic to get rid of results that don't make sense from the ultrasonic
                if(pseudoDistance > LOWER_DISTANCE_THRESHOLD && !(pseudoDistance > 0.069 &&
                    pseudoDistance < 0.079)) {
                    distance = pseudoDistance;
                } else {
                    for (int i = 0; i < NUM_PAST_PROXIMITY-1; i+= 1) {
                        PastProximity[i] = 0.12;
                    }
                }
                //Implement a low pass filter for the ultrasonic results
                AverageProximity = 0;
                for (int i = 0; i < NUM_PAST_PROXIMITY-1; i+= 1) {
                    PastProximity[i] = PastProximity[i+1];
                }
                PastProximity[NUM_PAST_PROXIMITY-1] = distance;
                for (int i = 0; i < NUM_PAST_PROXIMITY; i+= 1) {
                    AverageProximity += PastProximity[i];
                }
                AverageProximity /= NUM_PAST_PROXIMITY;
                //If the distance is within a threshold (too close), rotate 180
                if (AverageProximity > LOWER_DISTANCE_THRESHOLD && AverageProximity < DISTANCE_THRESHOLD &&
                    LineLostRecovery) {
                    StopMotors();
                    ReturnEvent.EventType = ROTATE180;
                    //After rotating 180 degrees flush the low pass filter
                    for(int i = 0; i < NUM_PAST_PROXIMITY; i += 1) {
                        PastProximity[i] = DISTANCE_THRESHOLD + 0.05;
                    }
                } else {
                    //Set a timer for the drive loop timeout.
                    ES_Timer_InitTimer(DRIVE_TIMER, CONTROL_LOOP_TIMEOUT);
                }
      
        // do any activity that is repeated as long as we are in this state
    }
        // return either Event, if you don't want to allow the lower level machine
        // to remap the current event, or ReturnEvent if you do want to allow it.
    return(ReturnEvent);
}