![]() |
paper: Bomb Squad Swerve Steering Code
Thread created automatically to discuss a document in CD-Media.
Bomb Squad Swerve Steering Code by Jefferson |
Re: paper: Bomb Squad Swerve Steering Code
I have noticed some interest in seeing some swerve steering code, so I posted the class that performs our wheel speed and angle calculations.
There are some inefficiencies, but it has served us well for the last 2+ seasons. Feel free to ask questions. I'll answer as best I can. |
Re: paper: Bomb Squad Swerve Steering Code
Its times like this that make me truly happy I just finished a C++ class at college!
Thank you for posting this! I know I'll enjoy looking through it, and every team looking to break into the swerve business will find it very helpful. A great team sharing some of their great work. What more can you ask? |
Re: paper: Bomb Squad Swerve Steering Code
Thanks Jefferson... you have inspired me to do the same. :)
I'm looking forward to reviewing this as soon as time allows. ;) |
Re: paper: Bomb Squad Swerve Steering Code
I meant to do this last summer and failed. Here is an update for anybody thinking about doing swerve this year. See top post for link
I added the swerve class and zipped up the files. Steer is just a steering calculator. Swerve implements all the driving modes. Again, feel free to ask questions. I'll answer as best I can. |
Re: paper: Bomb Squad Swerve Steering Code
Hey, I am from team 288, and this year, we are using crab drive for our drive train and our code is a little shakey still. We use analog encoders from usdigital.com and they are all independent of each other. Would you recommend us to try using your code or would it not work??
Thank you so much! Morrie (Driver and programmer of team 288) |
Re: paper: Bomb Squad Swerve Steering Code
The code I posted here uses 4-wheel independent swerve drive. We also use the magnetic encoders from US digital.
I wouldn't try to directly implement our Swerve class for a few reasons: 1) There are a lot of specific functions and driving modes for how we wanted our robot to operate last year. This may not be how you want to operate. Look through the code to figure out what it's doing and decide if you want your robot to work that way. 2) We used the HOTPID last year, and I've not included that code here. Please contact Team 67 if you would like to use their PID class instead of the PIDController in WPILib. We have switched to the PIDController this year. In fact, I think Team 67 did as well. 3) I've not included the primary class for the robot from last year that includes all the OI. If you want to check how that is handled, all of our code from last year is here: https://github.com/FRCTeam16/TMW2012.git The primary class is called TMW2012. Obviously there is a lot in there that isn't drivetrain releated. 4) Most importantly, there is a LOT of value in really understanding the drivetrain and the code behind it. Use what you see as a direction you might want to go, but don't get carried away with the copy/paste. It generally makes things harder in the long-run. The Steer class is really just a calculator for the drive mode we call steer. This is something you could implement directly if you wanted. Just call the Calc4WheelTurn function and use the Gets to set the wheel speeds and positions. However, there is also a LOT of value in understanding the Trigonometry behind these calcs. We calculate things a little differently than a lot of teams because we like to be able to turn about different points within the robot (variable A in the Steer Class) depending on the situation. All other steering code I have seen assumes a turn about the center of the robot. I apologize for the wall of text. Got a little carried away with the answer. Hope this helps. Feel free to contact me if you have any questions. P.S. Got your email. I have forwarded it to one of our students. He should be in touch in the next couple of days. Let me know if you don't hear from him (I'm looking at you JTN). |
Re: paper: Bomb Squad Swerve Steering Code
Here is a swerve calculator (Excel spreadsheet) you can use to test your code. It shows (both graphically and numerically) what each wheel angle and speed should be for any given vehicle-desired-motion vector [FWD,STR,RCW]. Just enter the vehicle forward/reverse command, strafe right/left command, and rotate clockwise/counterclockwise command into cells A6, A7, and A8, respectively. |
Re: paper: Bomb Squad Swerve Steering Code
Thanks for posting that Ether. That's a really handy reference.
I need to point out, though, that this calculator is a different drive method than the Steer class from out 2012 code. Ether's spreadsheet implements crab drive with the ability to change the orientation of the robot. The Steer class implements a drive method similar to how a car drives... a car with 4-wheel steering anyway. |
Re: paper: Bomb Squad Swerve Steering Code
Quote:
Quote:
In other words, 4-wheel steering can be described in terms of those 3 degrees of freedom. For example, here's how Ackermann steering (standard auto front-wheel steering) can be described in terms of the 3 degrees of freedom. So no matter what your operator interface is (4 wheel steering, Ackermann steering, or even tank-style steering), if you convert those operator-interface steering commands to the equivalent 3-degrees-of-freedom commands then you can duplicate it with the tester spreadsheet. |
Re: paper: Bomb Squad Swerve Steering Code
Quote:
|
Re: paper: Bomb Squad Swerve Steering Code
Quote:
Quote:
So, for example, the robot's orientation only changes when the throttle is non-zero. The wheel angles can all change without any robot movement. Quote:
|
Re: paper: Bomb Squad Swerve Steering Code
Ether,
When I was looking at the spreadsheet calcs, I also pulled up your derivation for the formulas here: http://www.chiefdelphi.com/media/papers/download/3027 I noticed that you defined A-D using L/2 and W/2 in the paper while you used L/R and W/R in the spreadsheet. |
Re: paper: Bomb Squad Swerve Steering Code
Quote:
In the paper, A = Vx - ω*(L/2) To convert this to +/-1 joystick commands for use in the spreadsheet, Vx=STR and ω=RCW/(R/2) So in the spreadsheet, A = STR - RCW/(R/2)*(L/2) = STR - RCW*(L/R) This was explained somewhat in the companion paper, albeit perhaps not in sufficient detail. |
Re: paper: Bomb Squad Swerve Steering Code
Quote:
Now, this is not an operator interface that you'd want to give your driver to use in competition - it's too difficult to control. But that's not the purpose of the spreadsheet. The purpose is to test swerve code, to make sure it is creating the correct wheel speeds and angles... where "correct" in this context means "no translational motion of any wheel parallel to its axis". Quote:
1) Even if you have to do significant calculations, those calculations are likely to be quite different from the analysis you originally had to do to create the equations for your code. If you get the same answers for wheel speeds and angles, that's a pretty good check. 2) I would argue that it is easier to translate your operator interface commands at a point in time into the equivalent FWD|STR|RCW degrees of freedom than it is to develop the swerve code in the first place. I don't want to badger you, but if you have any interest in pursuing this I have a suggestion. Give me a set of operator interface commands for your operator interface, describe what those commands are supposed to make the robot do, and tell me what each wheel speed and angle is calculated by your code at a point in time, given those commands. I will convert that to the associated FWD|STR|RCW and see if we get the same answer. |
Re: paper: Bomb Squad Swerve Steering Code
Quote:
|
Re: paper: Bomb Squad Swerve Steering Code
Quote:
|
Re: paper: Bomb Squad Swerve Steering Code
Quote:
|
Re: paper: Bomb Squad Swerve Steering Code
Quote:
|
Re: paper: Bomb Squad Swerve Steering Code
Quote:
Our OI consists of a steering wheel and 2-axis joystick. In what we call Steer mode, the steering wheel simply changes the turning radius of the robot, much like a car steering wheel, and the Y-axis on the joystick is the throttle. We find this setup is intuitive for most people. Our third degree of freedom is fixed in this mode. It is the point in the Y direction of the robot where the center of the turn is. We fix this at the midway point between the front and back wheels, creating a 4-wheel steered robot. We have used a similar setup with the center of the turn fixed on the front wheels, so the back wheels do all the turning and the front wheel directions are fixed... but I digress. The joystick has a range of 0 to pi with neutral at pi/2. When the steering wheel is at 0, the turning radius is 0 and throttle forward will spin the robot about its axis to the left. At pi/2, all wheels are pointed forward. At pi, the turning radius is again 0, but forward throttle will spin the robot about its axis to the right. All wheel speeds are calculated based on the turning radius of each wheel and multiplied by the throttle (-1 to 1). Our crab mode is somewhat field-centric in that we zero the gyro when the driver initiates crab by pulling the trigger on the joystick. The direction and speed of crab are defined by the X and Y values from the joystick. The robot can be re-oriented by turning the steering wheel. The X-Y direction and speeds are based on the original orientation of the robot. The orientation is reset when the driver lets off the trigger. Crab (and switching between modes) is MUCH less intuitive for the driver, so practice is an absolute necessity. We shamelessly stole your calculations to make crab work the way we wanted (and then worked it out for ourselves), so thank for your help in that. Our 2013 code in case anybody is interested... https://github.com/FRCTeam16/TMW2013 |
| All times are GMT -5. The time now is 04:48. |
Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi