Fix fleet in-place rotation coordination
- Gate rotate-mode compensation PI by active fleet omega and reset the integrator/timer when idle, so releasing the joystick stops the cars cleanly instead of drifting/self-rotating from a wound-up integral. - Add conditional integration anti-windup in RotatePiTerm to reduce the startup overshoot after the initial relative-pose spike. - Raise translational P gain for faster startup correction. - Superimpose body-frame compensation onto swerve rotation and add MultiVehicleDbg / RotateDbg / RotatePoseDbg diagnostics. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -12,6 +12,7 @@ public class PilotConfig : MultiWheelPilotConfig
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[FieldMember(desc = "[sync] 编队布局偏角(deg)")] public float TestCarSyncTh = 0f;
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// 手动遥控 Vx 已是 m/s、Vth 已是转向角(deg),此处系数保持 1(直通),不要再次缩放。
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[FieldMember(desc = "[sync] 手动Vx系数")] public float ManualCarSyncVxFac = 1f;
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[FieldMember(desc = "[sync] 手动Vy系数(蟹行横向)")] public float ManualCarSyncVyFac = 1f;
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[FieldMember(desc = "[sync] 手动Vth系数")] public float ManualCarSyncVthFac = 1f;
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[FieldMember(desc = "[sync] 检测中心偏移(mm)")] public float DeltaDetectCenter = 350f;
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[FieldMember(desc = "[sync] 是否启用Detour定位")] public bool PosAvailable = true;
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@@ -47,6 +48,20 @@ public class PilotConfig : MultiWheelPilotConfig
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[FieldMember(desc = "多车联动:互识别 Y补偿阈值(mm)")] public float MultiVehicleDetectBiasYThreshold = 50f;
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[FieldMember(desc = "多车联动:互识别 Th补偿阈值(deg)")] public float MultiVehicleDetectBiasThThreshold = 5f;
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// 原地旋转(mode2)闭环纠偏(PI):把"本车应移动到的位置(dx,dy,mm)/应转角(dth,deg)"作为误差,
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// 用 PI 控制器换算成车体系修正速度叠加到绕队心旋转上。纯 P 对抗恒定横向滑移扰动有稳态残差,
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// 加积分项把稳态误差拉到 0;积分带限幅(抗 windup),总输出限幅在 Max 内防过冲/振荡。
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// Fac=比例增益(mm/s per mm、deg/s per deg);IFac=积分增益(mm/s per mm·s、deg/s per deg·s);Max=总输出上限。
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[FieldMember(desc = "原地旋转纠偏:平移比例增益P(mm/s per mm)")] public float MultiVehicleRotateCompXyFac = 1.2f;
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[FieldMember(desc = "原地旋转纠偏:平移积分增益I(mm/s per mm·s)")] public float MultiVehicleRotateCompXyIFac = 0.8f;
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[FieldMember(desc = "原地旋转纠偏:平移速度上限(mm/s)")] public float MultiVehicleRotateCompXyMax = 150f;
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[FieldMember(desc = "原地旋转纠偏:转向比例增益P(deg/s per deg)")] public float MultiVehicleRotateCompThFac = 0.8f;
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[FieldMember(desc = "原地旋转纠偏:转向积分增益I(deg/s per deg·s)")] public float MultiVehicleRotateCompThIFac = 0.8f;
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[FieldMember(desc = "原地旋转纠偏:转向速度上限(deg/s)")] public float MultiVehicleRotateCompThMax = 15f;
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// 仅当车队实际被指令旋转(|fleetOmega|超过此阈值)时才运行纠偏 PI;否则清零并复位积分,
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// 避免松开摇杆后积分残留持续驱动车辆"自行旋转停不下来"。
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[FieldMember(desc = "原地旋转纠偏:生效的最小角速度阈值(deg/s)")] public float MultiVehicleRotateActiveOmega = 0.5f;
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[FieldMember(desc = "单车同步 xy 精度(mm)")] public float SingleCarSyncPrecisionXy = 10f;
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[FieldMember(desc = "单车同步 th 精度(deg)")] public float SingleCarSyncPrecisionTh = 0.2f;
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@@ -56,6 +71,9 @@ public class PilotConfig : MultiWheelPilotConfig
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[FieldMember(desc = "Playground 小车名称(场景 robots[].name)")]
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public string PlaygroundRobotName = "agv_multi_1";
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[FieldMember(desc = "Playground 邻车名称(仅主车用于原地旋转位姿诊断)")]
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public string PlaygroundNeighborRobotName = "agv_multi_2";
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[FieldMember(desc = "WebAPI 平移测试:平移距离(mm)")]
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public float WebApiTranslateMm = 100f;
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@@ -64,30 +64,25 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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// 诊断日志:节流计时 + 最近一次检测几何(中心/朝向/距离),用于定位剧烈运动来源
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private DateTime _mvDbgLastLog = DateTime.MinValue;
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private float _mvLastDetCenterX, _mvLastDetCenterY, _mvLastDetDir, _mvLastDetDist;
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// 原地旋转(mode2)实际叠加的车体系纠偏旋量(mm/s, mm/s, deg/s),仅用于诊断日志。
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private float _mvRotCompVx, _mvRotCompVy, _mvRotCompOmega;
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// 原地旋转纠偏 PI 控制器的积分累加器(mm·s, mm·s, deg·s)与上次计算时刻。
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private float _rotIntegX, _rotIntegY, _rotIntegTh;
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private DateTime _rotPiLastTime = DateTime.MinValue;
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// 写盘诊断日志(Clumsy 侧)。文件落在 Clumsy 工作目录,复现后离线分析。
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// 每次进程启动清空一次(_fleetDiagInit),同一次运行内追加,避免跨多次运行累积。
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// 原地旋转“两车实际 sim 位姿”诊断采样状态(仅主车,通过 Playground WebAPI 读取)。
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private DateTime _rotPoseLastLog = DateTime.MinValue;
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private DateTime _rotPosePrevTime = DateTime.MinValue;
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private float _rotPosePrevYaw1, _rotPosePrevYaw2;
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private bool _rotPoseEpisode; // 本次旋转片段是否已捕获参考量
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private float _rotPoseMid0X, _rotPoseMid0Y; // 起转瞬间车队几何中心(世界系),用于度量整体平移漂移
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// 写盘诊断日志(Clumsy 侧)。改用 DLog 落盘:同一 topic 的日志会归到以 topic 命名的文件夹,
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// 由 DLog 统一管理落点/滚动,无需自行维护文件句柄与 session 清空逻辑。
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private DateTime _mvDiskLastLog = DateTime.MinValue;
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private static bool _fleetDiagInit;
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private void FleetDiag(string msg)
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{
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try
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{
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const string path = "fleet_diag_clumsy.log";
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var line = $"{DateTime.Now:HH:mm:ss.fff} car{CarNum} {msg}{Environment.NewLine}";
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if (!_fleetDiagInit)
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{
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_fleetDiagInit = true;
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System.IO.File.WriteAllText(path,
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$"=== session start {DateTime.Now:yyyy-MM-dd HH:mm:ss} ==={Environment.NewLine}" + line);
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}
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else
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System.IO.File.AppendAllText(path, line);
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}
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catch
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{
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// 诊断日志失败不影响主流程
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}
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DLog.Log($"car{CarNum} {msg}", "FleetDiagClumsy");
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}
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// 互识别:邻车两腿检测的滑动窗口(最近 1s,最多 10 帧),用于平滑抖动
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@@ -222,6 +217,8 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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}
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});
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DLog.Log("MultiVehicle coordination initialized, starting loop thread", "MultiVehicle");
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Console.WriteLine("[MultiVehicle] coordination initialized, starting loop thread");
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new Thread(() => MultiVehicleLoop(hc)) { Name = "MultiVehicle", IsBackground = true }.Start();
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}
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@@ -246,6 +243,9 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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Clear = () => sendMotionPainter.Clear()
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};
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DLog.Log("MultiVehicleLoop thread running", "MultiVehicle");
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Console.WriteLine("[MultiVehicle] loop thread running");
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var loopCount = 0L;
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while (true)
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{
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try
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@@ -257,6 +257,10 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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DLog.Log($"MultiVehicle loop error: {e.FormatEx()}", "MultiVehicle");
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}
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// 每 ~5s 打一条心跳,确认循环确实在跑(用于区分“循环没跑”与“写盘失败”)
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if (loopCount++ % Math.Max(1, 5000 / Math.Max(1, Conf.MultiVehicleSyncInterval)) == 0)
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DLog.Log($"MultiVehicleLoop heartbeat #{loopCount}", "MultiVehicle");
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Thread.Sleep(Conf.MultiVehicleSyncInterval);
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}
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}
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@@ -338,7 +342,8 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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var syncTh = Conf.TestCarSyncTh;
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var syncDistance = Conf.TestCarSyncDistance;
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var deltaDetectCenter = Conf.DeltaDetectCenter;
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float fleetVx = 0, fleetFrontTh = 0, fleetRearTh = 0;
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float fleetVx = 0, fleetFrontTh = 0, fleetRearTh = 0, fleetOmega = 0;
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var fleetMode = 0; // 0=常规 1=蟹行 2=原地旋转
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CenterX = CenterY = CenterTh = 0;
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@@ -347,6 +352,35 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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if (MultiVehicleManualEnabled)
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{
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syncTh = 0;
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fleetMode = MultiVehicleManualMode;
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if (fleetMode == 2)
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{
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// 原地旋转:摇杆左右 → 绕车队中心角速度(deg/s)。底盘 SetOriginBias 已设为车队中心。
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fleetOmega = MultiVehicleManualVth * Conf.ManualCarSyncVthFac;
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fleetVx = 0;
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fleetFrontTh = 0;
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fleetRearTh = 0;
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_multiVehicleAccumulateTh = 0f;
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_multiVehicleLastThTime = DateTime.Now;
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}
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else if (fleetMode == 1)
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{
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// 蟹行:把 (前后向Vx, 横向Vy) 合成速度矢量,四轮同向打到该方向(前后舵轮角相同)。
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// 舵轮角限制在 ±90°,超出则取反向并令速度取负,避免出现 180° 这类不可达转角。
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var vx = MultiVehicleManualVx * Conf.ManualCarSyncVxFac;
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var vy = MultiVehicleManualVy * Conf.ManualCarSyncVyFac;
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var speed = (float)Math.Sqrt(vx * vx + vy * vy);
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var crabAngle = (float)(Math.Atan2(vy, vx) * 180.0 / Math.PI);
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if (crabAngle > 90f) { crabAngle -= 180f; speed = -speed; }
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else if (crabAngle < -90f) { crabAngle += 180f; speed = -speed; }
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fleetVx = speed;
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fleetFrontTh = crabAngle;
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fleetRearTh = crabAngle;
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_multiVehicleAccumulateTh = 0f;
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_multiVehicleLastThTime = DateTime.Now;
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}
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else
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{
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fleetVx = MultiVehicleManualVx * Conf.ManualCarSyncVxFac;
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var targetTh = MultiVehicleManualVth * Conf.ManualCarSyncVthFac;
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var now = DateTime.Now;
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@@ -358,6 +392,7 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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fleetFrontTh = _multiVehicleAccumulateTh;
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fleetRearTh = -fleetFrontTh;
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}
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}
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else
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{
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fleetVx = MultiVehicleAutoVx;
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@@ -382,6 +417,8 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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fleetVx = notification.FleetVx;
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fleetFrontTh = notification.FleetFrontTh;
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fleetRearTh = notification.FleetRearTh;
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fleetMode = notification.Mode;
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fleetOmega = notification.FleetOmega;
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}
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var (layoutX, layoutY, layoutTh) = GetLayoutPose(syncTh, syncDistance);
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@@ -451,6 +488,7 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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fleetVx = 0;
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fleetFrontTh = 0;
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fleetRearTh = 0;
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fleetOmega = 0;
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Hedingben.ToastText(
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$"车队停车:{(!ownDetectOk ? "本车" : "其它车")}2腿检测丢失(速度已置零)",
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$"MultiVehicle{CarNum}-stop");
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@@ -516,11 +554,71 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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}
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sendMotionPainter.Clear();
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if (fleetMode == 2)
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{
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// 原地旋转:底盘原点已偏置到车队中心,绕队中心旋转,并叠加 PI 闭环纠偏维持队形。
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// detect/pos 偏差(dx,dy,dth) 本身就是"本车参考点应在车体系移动到的位置/应转的角",作为误差喂给 PI。
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// 纯 P 对抗恒定横向滑移有稳态残差,积分项消除之。检测丢失(canMove=false)时不纠偏并清空积分。
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float rotCompVx = 0, rotCompVy = 0, rotCompOmega = 0;
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var now = DateTime.Now;
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// dt 限幅,避免首帧/卡顿导致积分突跳
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var dt = _rotPiLastTime == DateTime.MinValue ? 0f
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: (float)Math.Min(0.2, Math.Max(0, (now - _rotPiLastTime).TotalSeconds));
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_rotPiLastTime = now;
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// 仅在"被指令旋转"时才纠偏:松开摇杆(fleetOmega≈0)时绝不再下发补偿,
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// 否则积分残留会持续驱动车辆平移/旋转,表现为"松杆后轮子来回打、自转停不下来"。
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var rotating = Math.Abs(fleetOmega) > Conf.MultiVehicleRotateActiveOmega;
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if (canMove && rotating)
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{
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var errX = detectDx + posBiasX; // mm,车体系:本车纵向(前+)应移动量
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var errY = detectDy + posBiasY; // mm,车体系:本车横向(左+)应移动量
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var errTh = detectDth + posBiasTh; // deg,本车应转角
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rotCompVx = RotatePiTerm(errX, ref _rotIntegX, Conf.SingleCarSyncPrecisionXy,
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Conf.MultiVehicleRotateCompXyFac, Conf.MultiVehicleRotateCompXyIFac,
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Conf.MultiVehicleRotateCompXyMax, dt);
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rotCompVy = RotatePiTerm(errY, ref _rotIntegY, Conf.SingleCarSyncPrecisionXy,
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Conf.MultiVehicleRotateCompXyFac, Conf.MultiVehicleRotateCompXyIFac,
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Conf.MultiVehicleRotateCompXyMax, dt);
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rotCompOmega = RotatePiTerm(errTh, ref _rotIntegTh, Conf.SingleCarSyncPrecisionTh,
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Conf.MultiVehicleRotateCompThFac, Conf.MultiVehicleRotateCompThIFac,
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Conf.MultiVehicleRotateCompThMax, dt);
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}
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else
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{
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// 检测丢失或未指令旋转:清零补偿并复位积分/计时,停止时不再有残留驱动。
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_rotIntegX = _rotIntegY = _rotIntegTh = 0;
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_rotPiLastTime = DateTime.MinValue;
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}
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_mvRotCompVx = rotCompVx;
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_mvRotCompVy = rotCompVy;
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_mvRotCompOmega = rotCompOmega;
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chassis.SendRotateMotion(fleetOmega,
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localCompensateX: rotCompVx, localCompensateY: rotCompVy, localCompensateTh: rotCompOmega);
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// 仅主车:读取两车实际 sim 位姿,量化"开环横向滑移"来源(节流 ~200ms)。
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if (isMaster)
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LogRotatePoseSample();
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}
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else
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{
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_mvRotCompVx = 0;
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_mvRotCompVy = 0;
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_mvRotCompOmega = 0;
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// 退出原地旋转:清空 PI 积分与计时、位姿诊断片段,下次进入重新起算。
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_rotIntegX = _rotIntegY = _rotIntegTh = 0;
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_rotPiLastTime = DateTime.MinValue;
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_rotPoseEpisode = false;
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_rotPosePrevTime = DateTime.MinValue;
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// 常规/蟹行:蟹行时 frontTh==rearTh(四轮同向)即为平移,与常规共用同一下发路径。
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chassis.SendMotion(fleetVx, fleetFrontTh, fleetRearTh, localControlRadius: 510,
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localCompensateX: xDetectCompensate + xPosCompensate,
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localCompensateY: yDetectCompensate + yPosCompensate,
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localCompensateTh: thDetectCompensate + thPosCompensate);
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}
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}
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// === 诊断日志(节流 ~300ms)===
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// 用于定位“剧烈运动”来源:BASE=遥控基础速度;DETECT=2腿检测补偿;POS=SLAM编队补偿;SEND=最终下发。
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@@ -544,7 +642,8 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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$"| POS self({selfX:F0},{selfY:F0},{selfTh:F1}) center({CenterX:F0},{CenterY:F0},{CenterTh:F1}) " +
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$"bias({posBiasX:F0},{posBiasY:F0},{posBiasTh:F1}) -> comp x:{xPosCompensate:F1} y:{yPosCompensate:F1} th:{thPosCompensate:F2} " +
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$"| LAYOUT({layoutX:F0},{layoutY:F0},{layoutTh:F0}) R:{syncDistance / 2f:F0} " +
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$"| SEND vx:{fleetVx:F3} fTh:{fleetFrontTh:F2} rTh:{fleetRearTh:F2} cx:{cx:F1} cy:{cy:F1} cth:{cth:F2}";
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$"| SEND mode:{fleetMode} omega:{fleetOmega:F1} vx:{fleetVx:F3} fTh:{fleetFrontTh:F2} rTh:{fleetRearTh:F2} cx:{cx:F1} cy:{cy:F1} cth:{cth:F2} " +
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$"rotComp(vx:{_mvRotCompVx:F1} vy:{_mvRotCompVy:F1} om:{_mvRotCompOmega:F2})";
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DLog.Log(dbg, "MultiVehicleDbg");
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FleetDiag(dbg);
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@@ -584,6 +683,8 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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FleetVx = fleetVx,
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FleetFrontTh = fleetFrontTh,
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FleetRearTh = fleetRearTh,
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Mode = fleetMode,
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FleetOmega = fleetOmega,
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AutoEnabled = MultiVehicleAutoEnabled,
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ManualEnabled = MultiVehicleManualEnabled,
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SyncTh = syncTh,
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@@ -769,5 +870,112 @@ public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefin
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private static float ClampBias(float value, float threshold)
|
||||
=> Math.Sign(value) * Math.Min(Math.Abs(value), threshold);
|
||||
|
||||
/// <summary>
|
||||
/// 原地旋转纠偏单轴 PI 控制器。err 为车体系偏差(mm 或 deg),输出为修正速度(mm/s 或 deg/s),
|
||||
/// 带死区、积分抗饱和(限制积分贡献在 ±max 内)与总输出限幅。死区内冻结积分(保留稳态修正以抵消恒定扰动)。
|
||||
/// </summary>
|
||||
private static float RotatePiTerm(float err, ref float integ, float deadband,
|
||||
float pFac, float iFac, float max, float dt)
|
||||
{
|
||||
// 死区内:不再累加误差,仅输出已积累的积分项(维持对恒定扰动的稳态补偿)。
|
||||
if (Math.Abs(err) < deadband)
|
||||
return ClampBias(integ * iFac, max);
|
||||
|
||||
// 条件积分(抗 windup):仅当总输出未在同向饱和时才累加误差。
|
||||
// 起步阶段大误差会让 P 项接近/超过 max,此时继续积分会顶满积分器,
|
||||
// 误差反向后需很久才能泄放,造成纠偏"过冲再回拉"。此处饱和即停积分。
|
||||
var unclamped = err * pFac + integ * iFac;
|
||||
var saturatedSameSign = Math.Abs(unclamped) >= max && Math.Sign(unclamped) == Math.Sign(err);
|
||||
if (!saturatedSameSign)
|
||||
integ += err * dt;
|
||||
|
||||
var iTerm = integ * iFac;
|
||||
// 抗积分饱和:把积分贡献限制在 ±max,并反算回写积分器,避免 windup。
|
||||
if (iFac > 1e-9f)
|
||||
{
|
||||
var iLimit = max / iFac;
|
||||
if (integ > iLimit) integ = iLimit;
|
||||
else if (integ < -iLimit) integ = -iLimit;
|
||||
iTerm = integ * iFac;
|
||||
}
|
||||
|
||||
return ClampBias(err * pFac + iTerm, max);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 主车专用:通过 Playground WebAPI 读取本车与邻车的真实 sim 位姿,落 RotatePoseDbg 日志。
|
||||
/// 量化"开环横向滑移"来源:
|
||||
/// - w1/w2/dw:两车实际偏航角速率(deg/s)。dw 持续非零 ⇒ 主从转速不一致(相对旋转)。
|
||||
/// - rel_in1(x,y,dyaw):邻车在本车体系下的真实相对位姿;dyaw=实际相对朝向−180°。
|
||||
/// dyaw≈0 但 y 持续漂 ⇒ 纯横向平移滑移(非角度滞后,印证 B 无用)。
|
||||
/// - midDrift:车队几何中心(世界系)相对起转瞬间的位移 ⇒ 整体平移漂移量。
|
||||
/// 节流 ~200ms;WebAPI 异常时静默跳过,不影响控制环。
|
||||
/// </summary>
|
||||
private void LogRotatePoseSample()
|
||||
{
|
||||
var now = DateTime.Now;
|
||||
if ((now - _rotPoseLastLog).TotalMilliseconds < 200) return;
|
||||
_rotPoseLastLog = now;
|
||||
|
||||
var neighbor = Conf.PlaygroundNeighborRobotName;
|
||||
if (string.IsNullOrWhiteSpace(neighbor) || neighbor == Conf.PlaygroundRobotName) return;
|
||||
|
||||
try
|
||||
{
|
||||
var p1 = PlaygroundWebApi.GetPose(Conf.PlaygroundWebApiUrl, Conf.PlaygroundRobotName);
|
||||
var p2 = PlaygroundWebApi.GetPose(Conf.PlaygroundWebApiUrl, neighbor);
|
||||
|
||||
// 邻车在本车(car1)体系下的相对位姿:rel = R(-yaw1)·(p2-p1)
|
||||
var ddx = p2.X - p1.X;
|
||||
var ddy = p2.Y - p1.Y;
|
||||
var th1 = p1.YawDeg * (float)Math.PI / 180f;
|
||||
var c = (float)Math.Cos(th1);
|
||||
var s = (float)Math.Sin(th1);
|
||||
var relX = ddx * c + ddy * s;
|
||||
var relY = -ddx * s + ddy * c;
|
||||
var relYaw = (float)LessMath.ThDiff(p2.YawDeg - p1.YawDeg, 180f); // 实际相对朝向偏离 180° 的量
|
||||
var dist = (float)Math.Sqrt(ddx * ddx + ddy * ddy);
|
||||
|
||||
var midX = (p1.X + p2.X) / 2f;
|
||||
var midY = (p1.Y + p2.Y) / 2f;
|
||||
if (!_rotPoseEpisode)
|
||||
{
|
||||
_rotPoseEpisode = true;
|
||||
_rotPoseMid0X = midX;
|
||||
_rotPoseMid0Y = midY;
|
||||
}
|
||||
var midDx = midX - _rotPoseMid0X;
|
||||
var midDy = midY - _rotPoseMid0Y;
|
||||
|
||||
// 实际偏航角速率(数值微分)
|
||||
float w1 = 0, w2 = 0, dw = 0;
|
||||
if (_rotPosePrevTime != DateTime.MinValue)
|
||||
{
|
||||
var dt = (float)(now - _rotPosePrevTime).TotalSeconds;
|
||||
if (dt > 1e-3)
|
||||
{
|
||||
w1 = (float)LessMath.ThDiff(p1.YawDeg, _rotPosePrevYaw1) / dt;
|
||||
w2 = (float)LessMath.ThDiff(p2.YawDeg, _rotPosePrevYaw2) / dt;
|
||||
dw = w1 - w2;
|
||||
}
|
||||
}
|
||||
_rotPosePrevTime = now;
|
||||
_rotPosePrevYaw1 = p1.YawDeg;
|
||||
_rotPosePrevYaw2 = p2.YawDeg;
|
||||
|
||||
DLog.Log(
|
||||
$"car1({p1.X:F0},{p1.Y:F0},{p1.YawDeg:F2}) car2({p2.X:F0},{p2.Y:F0},{p2.YawDeg:F2}) " +
|
||||
$"| rel_in1(x:{relX:F0} y:{relY:F0} dyaw:{relYaw:F2}) dist:{dist:F0} " +
|
||||
$"| mid({midX:F0},{midY:F0}) midDrift(dx:{midDx:F0} dy:{midDy:F0} |d|:{Math.Sqrt(midDx * midDx + midDy * midDy):F0}) " +
|
||||
$"| w1:{w1:F2} w2:{w2:F2} dw:{dw:F2}",
|
||||
"RotatePoseDbg");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// 诊断用途,WebAPI 不通时静默(仅偶发提示),不打断控制环。
|
||||
Hedingben.ToastText($"RotatePose WebAPI err: {e.Message}", $"MultiVehicle{CarNum}-rotpose");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -32,6 +32,10 @@ public class VehicleSyncNotification
|
||||
[JsonProperty("FleetVx")] public float FleetVx { get; set; }
|
||||
[JsonProperty("FleetFrontTh")] public float FleetFrontTh { get; set; }
|
||||
[JsonProperty("FleetRearTh")] public float FleetRearTh { get; set; }
|
||||
// 联动运动模式:0=常规(前进+转向) 1=蟹行(四轮同向平移) 2=原地旋转(绕车队中心)
|
||||
[JsonProperty("Mode")] public int Mode { get; set; }
|
||||
// 原地旋转角速度(deg/s,逆时针为正),仅 Mode==2 有效
|
||||
[JsonProperty("FleetOmega")] public float FleetOmega { get; set; }
|
||||
[JsonProperty("AutoEnabled")] public bool AutoEnabled { get; set; }
|
||||
[JsonProperty("ManualEnabled")] public bool ManualEnabled { get; set; }
|
||||
[JsonProperty("SyncTh")] public float SyncTh { get; set; }
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using CartActivator;
|
||||
using CycleGUI;
|
||||
using CycleGUI.API;
|
||||
using FundamentalLib;
|
||||
using Medulla.Types;
|
||||
|
||||
namespace MultiWheelM;
|
||||
@@ -12,28 +12,11 @@ public partial class CartDefinition
|
||||
private bool _fleetRemoteActive;
|
||||
private DateTime _fleetDiagLastStick = DateTime.MinValue;
|
||||
|
||||
// 写盘诊断日志(Medulla 侧)。文件落在 Medulla 工作目录,便于复现后离线分析。
|
||||
// 每次进程启动清空一次(_fleetDiagInit),同一次运行内追加,避免跨多次运行累积。
|
||||
private static bool _fleetDiagInit;
|
||||
// 写盘诊断日志(Medulla 侧)。改用 DLog 落盘:同一 topic 的日志会归到以 topic 命名的文件夹,
|
||||
// 由 DLog 统一管理落点/滚动,无需自行维护文件句柄与 session 清空逻辑。
|
||||
private void FleetDiag(string msg)
|
||||
{
|
||||
try
|
||||
{
|
||||
const string path = "fleet_diag_medulla.log";
|
||||
var line = $"{DateTime.Now:HH:mm:ss.fff} car{CarNum} {msg}{Environment.NewLine}";
|
||||
if (!_fleetDiagInit)
|
||||
{
|
||||
_fleetDiagInit = true;
|
||||
File.WriteAllText(path,
|
||||
$"=== session start {DateTime.Now:yyyy-MM-dd HH:mm:ss} ==={Environment.NewLine}" + line);
|
||||
}
|
||||
else
|
||||
File.AppendAllText(path, line);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// 诊断日志失败不影响主流程
|
||||
}
|
||||
DLog.Log($"car{CarNum} {msg}", "FleetDiagMedulla");
|
||||
}
|
||||
|
||||
private void ZeroFleetManualFields()
|
||||
@@ -56,69 +39,36 @@ public partial class CartDefinition
|
||||
|
||||
_fleetRemoteActive = true;
|
||||
var fleetOn = false;
|
||||
// 速度比例 0~1,作用于摇杆输出的线速度与转向角。
|
||||
// 运动模式开关:互斥由用户操作保证,代码用 if/else 优先级确保同一时刻只有一个模式生效。
|
||||
var crabOn = false; // 蟹行(四轮同向平移)
|
||||
var rotateOn = false; // 原地旋转(绕车队中心)
|
||||
// 速度比例 0~1,作用于摇杆输出的线速度/横移/角速度。
|
||||
var speedRatio = 1f;
|
||||
UseGesture? manip = null;
|
||||
|
||||
// 0=常规(前进+转向) 1=蟹行 2=原地旋转。crab 优先于 rotate(同时打开时蟹行生效)。
|
||||
int CurrentMode() => crabOn ? 1 : rotateOn ? 2 : 0;
|
||||
void ApplyMode() => MultiVehicleManualMode = fleetOn ? CurrentMode() : 0;
|
||||
|
||||
void CleanupFleetRemote()
|
||||
{
|
||||
manip?.End();
|
||||
manip = null;
|
||||
fleetOn = false;
|
||||
crabOn = false;
|
||||
rotateOn = false;
|
||||
ZeroFleetManualFields();
|
||||
_fleetRemoteActive = false;
|
||||
}
|
||||
|
||||
manip = new UseGesture();
|
||||
|
||||
manip.AddWidget(new UseGesture.ToggleWidget
|
||||
{
|
||||
name = "fleet_enable",
|
||||
text = "车队联动",
|
||||
position = "12.5%+10px, 75%+10px",
|
||||
size = "25%-10px, 12.5%-10px",
|
||||
OnValue = b =>
|
||||
{
|
||||
fleetOn = b;
|
||||
MultiVehicleManualEnabled = b;
|
||||
MultiVehicleManualMode = 0;
|
||||
if (!b)
|
||||
ZeroFleetManualFields();
|
||||
FleetDiag($"TOGGLE fleetOn={b} -> ManualEnabled={MultiVehicleManualEnabled}");
|
||||
}
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.ThrottleWidget
|
||||
{
|
||||
name = "fleet_speed_ratio",
|
||||
text = "速度比例",
|
||||
position = "50%+10px, 75%+10px",
|
||||
size = "50%-10px, 12.5%-10px",
|
||||
bounceBack = false,
|
||||
OnValue = (val, _) => speedRatio = Math.Clamp(val, 0, 1)
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.ButtonWidget
|
||||
{
|
||||
name = "fleet_stop",
|
||||
text = "急停/归零",
|
||||
position = "25%+10px, 87.5%+10px",
|
||||
size = "25%-10px, 12.5%-10px",
|
||||
OnPressed = _ =>
|
||||
{
|
||||
MultiVehicleManualVx = 0;
|
||||
MultiVehicleManualVy = 0;
|
||||
MultiVehicleManualVth = 0;
|
||||
FleetDiag("BUTTON stop/zero");
|
||||
}
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.StickWidget
|
||||
{
|
||||
name = "fleet_stick",
|
||||
text = "速度摇杆",
|
||||
position = "37.5%+10px, 25%+10px",
|
||||
size = "37.5%-10px, 37.5%-10px",
|
||||
position = "37.5%+10px, 18%+10px",
|
||||
size = "37.5%-10px, 32%-10px",
|
||||
bounceBack = true,
|
||||
keyboard = "Up,Down,Left,Right",
|
||||
joystick = "Axis0,Axis1",
|
||||
@@ -137,22 +87,116 @@ public partial class CartDefinition
|
||||
return;
|
||||
}
|
||||
|
||||
// pos.Y(前后) → 车队线速度(m/s);pos.X(左右) → 车队转向角(deg)。松手 bounceBack 自动回零。
|
||||
var ratio = Math.Clamp(speedRatio, 0, 1);
|
||||
MultiVehicleManualVx = Math.Clamp(pos.Y, -1, 1) * MaxManualSpeed * ratio;
|
||||
var px = Math.Clamp(pos.X, -1, 1);
|
||||
var py = Math.Clamp(pos.Y, -1, 1);
|
||||
var mode = CurrentMode();
|
||||
MultiVehicleManualMode = mode;
|
||||
|
||||
if (mode == 2)
|
||||
{
|
||||
// 原地旋转:pos.X(左右) → 角速度(deg/s),绕车队中心。
|
||||
MultiVehicleManualVx = 0;
|
||||
MultiVehicleManualVy = 0;
|
||||
MultiVehicleManualVth = Math.Clamp(pos.X, -1, 1) * MaxManualAngularSpeed * ratio;
|
||||
MultiVehicleManualVth = px * MaxManualAngularSpeed * ratio;
|
||||
}
|
||||
else if (mode == 1)
|
||||
{
|
||||
// 蟹行:pos.Y → 前后向线速度,pos.X → 横向线速度(m/s)。
|
||||
MultiVehicleManualVx = py * MaxManualSpeed * ratio;
|
||||
MultiVehicleManualVy = px * MaxManualSpeed * ratio;
|
||||
MultiVehicleManualVth = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 常规:pos.Y → 线速度(m/s),pos.X → 转向角(deg)。
|
||||
MultiVehicleManualVx = py * MaxManualSpeed * ratio;
|
||||
MultiVehicleManualVy = 0;
|
||||
MultiVehicleManualVth = px * MaxManualAngularSpeed * ratio;
|
||||
}
|
||||
|
||||
if ((DateTime.Now - _fleetDiagLastStick).TotalMilliseconds >= 200)
|
||||
{
|
||||
_fleetDiagLastStick = DateTime.Now;
|
||||
FleetDiag($"STICK pos=({pos.X:0.00},{pos.Y:0.00}) manip={manipulating} ratio={ratio:0.00} " +
|
||||
$"maxV={MaxManualSpeed:0.00} maxW={MaxManualAngularSpeed:0.0} " +
|
||||
$"-> Vx={MultiVehicleManualVx:0.000} Vth={MultiVehicleManualVth:0.0} en={MultiVehicleManualEnabled}");
|
||||
FleetDiag($"STICK mode={mode} pos=({pos.X:0.00},{pos.Y:0.00}) manip={manipulating} ratio={ratio:0.00} " +
|
||||
$"-> Vx={MultiVehicleManualVx:0.000} Vy={MultiVehicleManualVy:0.000} Vth={MultiVehicleManualVth:0.0} en={MultiVehicleManualEnabled}");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.ToggleWidget
|
||||
{
|
||||
name = "fleet_crab",
|
||||
text = "蟹行模式",
|
||||
position = "12.5%+10px, 52%+10px",
|
||||
size = "37.5%-10px, 10%-10px",
|
||||
OnValue = b =>
|
||||
{
|
||||
crabOn = b;
|
||||
ApplyMode();
|
||||
FleetDiag($"TOGGLE crab={b} -> mode={MultiVehicleManualMode}");
|
||||
}
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.ToggleWidget
|
||||
{
|
||||
name = "fleet_rotate",
|
||||
text = "原地旋转",
|
||||
position = "50%+10px, 52%+10px",
|
||||
size = "37.5%-10px, 10%-10px",
|
||||
OnValue = b =>
|
||||
{
|
||||
rotateOn = b;
|
||||
ApplyMode();
|
||||
FleetDiag($"TOGGLE rotate={b} -> mode={MultiVehicleManualMode}");
|
||||
}
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.ToggleWidget
|
||||
{
|
||||
name = "fleet_enable",
|
||||
text = "车队联动",
|
||||
position = "12.5%+10px, 64%+10px",
|
||||
size = "37.5%-10px, 10%-10px",
|
||||
OnValue = b =>
|
||||
{
|
||||
fleetOn = b;
|
||||
MultiVehicleManualEnabled = b;
|
||||
ApplyMode();
|
||||
if (!b)
|
||||
ZeroFleetManualFields();
|
||||
FleetDiag($"TOGGLE fleetOn={b} -> ManualEnabled={MultiVehicleManualEnabled} mode={MultiVehicleManualMode}");
|
||||
}
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.ThrottleWidget
|
||||
{
|
||||
name = "fleet_speed_ratio",
|
||||
text = "速度比例",
|
||||
position = "50%+10px, 64%+10px",
|
||||
size = "37.5%-10px, 10%-10px",
|
||||
bounceBack = false,
|
||||
OnValue = (val, _) => speedRatio = Math.Clamp(val, 0, 1)
|
||||
});
|
||||
|
||||
manip.AddWidget(new UseGesture.ButtonWidget
|
||||
{
|
||||
name = "fleet_stop",
|
||||
text = "急停/归零",
|
||||
position = "31.25%+10px, 76%+10px",
|
||||
size = "37.5%-10px, 10%-10px",
|
||||
// OnPressed 是电平触发:每帧都会带当前按下状态回调一次(未按下时为 false)。
|
||||
// 必须判断 pressed,否则会每帧无条件清零,把摇杆刚写入的速度立刻抹平 → 整车不动。
|
||||
OnPressed = pressed =>
|
||||
{
|
||||
if (!pressed) return;
|
||||
MultiVehicleManualVx = 0;
|
||||
MultiVehicleManualVy = 0;
|
||||
MultiVehicleManualVth = 0;
|
||||
FleetDiag("BUTTON stop/zero");
|
||||
}
|
||||
});
|
||||
|
||||
manip.ChangeState(new SetAppearance { drawGuizmo = false });
|
||||
manip.Start();
|
||||
|
||||
@@ -168,13 +212,14 @@ public partial class CartDefinition
|
||||
pb.Panel.TopMost(true)
|
||||
.SetDefaultDocking(Panel.Docking.None)
|
||||
.ShowTitle("车队联动遥控")
|
||||
.InitSize(320, 160)
|
||||
.InitSize(340, 190)
|
||||
.InitPos(false, -32, 32, 1, 0, 1, 0);
|
||||
|
||||
pb.SeparatorText("状态");
|
||||
pb.Label($"车队联动: {MultiVehicleManualEnabled}");
|
||||
var modeName = MultiVehicleManualMode == 2 ? "原地旋转" : MultiVehicleManualMode == 1 ? "蟹行" : "常规";
|
||||
pb.Label($"车队联动: {MultiVehicleManualEnabled} 模式: {modeName}");
|
||||
pb.Label($"速度比例: {speedRatio:0.00}");
|
||||
pb.Label($"Vx={MultiVehicleManualVx:0.000} m/s, Vth={MultiVehicleManualVth:0.0} deg/s");
|
||||
pb.Label($"Vx={MultiVehicleManualVx:0.000} Vy={MultiVehicleManualVy:0.000} m/s, Vth={MultiVehicleManualVth:0.0}");
|
||||
pb.Label($"优先级: {CartActivator.CartDefinition.currentPriority} ({CartActivator.CartDefinition.currentPriorityDesc})");
|
||||
pb.Label("请勿同时打开「手动控制」面板");
|
||||
pb.Panel.Repaint();
|
||||
|
||||
Reference in New Issue
Block a user