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How to go about making tankDrive and ArcadeDrive methods
So I'm a new programmer for my team and we program in Java. I already know Java programming language and i get the basics of FRC robotics programming. However our main programmer wants me to be able to make the tank drive and arcade drive methods instead of just knowing how to call them. I'm not allowed to look at the methods FRC provides so I was wondering whats the best way to go about making those methods on my own
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Re: How to go about making tankDrive and ArcadeDrive methods
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Re: How to go about making tankDrive and ArcadeDrive methods
Right, see what you can figure out. Read the sticks and turn on motors indivdually. Start with tank drive.
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Re: How to go about making tankDrive and ArcadeDrive methods
Start by looking into the Jaguar or Victor classes respective to the speed controllers you have.
A hint, tank drive directly maps joysticks to speed controllers. Arcade drive is a little trickier, but here's a hint. To turn the robot you send a positive value to one speed controller and a negative to the other. To go in a direction you send the same value to both controllers. Remember your max value is 1 too, so you may want to consider that if you really want to impress :). |
Re: How to go about making tankDrive and ArcadeDrive methods
When doing these sorts of problems, I like to make a table. What are my inputs? (Joystick positions). What are my outputs? (Motor PWM values). What are the "points" for which I have well behavior (for example, when your sticks aren't being touched you probably want to set your motors to 0 speed)?
Once you have this data down in front of you, the relationship between inputs and outputs can be analyzed and you can derive mathematical functions relating them. |
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L1 left 1 (Jaguar) R1 right 1 So S1 = speed 1 (variable) S2 = Speed 2 L1 S1 R1 S2 L2 S1 R2 S2 |
Re: How to go about making tankDrive and ArcadeDrive methods
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[edit] The above is actually a generic description for a skid steer vehicle. For a "tank drive" interface to a skid-steer vehicle (where you are using only the Y axis of each of two joysticks) it is even easier. Just control the left wheel(s) with the left joystick Y-axis, and the right wheel(s) with the right joystick Y-axis. [/edit] |
Re: How to go about making tankDrive and ArcadeDrive methods
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sorry this is in reference to an arcade drive. are you driving this via joystick or via autonomous? also you may want to create a drive class that contains 2 functions arcade drive and tank drive. encapsulating the drive within its own class is good practice. |
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I am driving via joystick but I dont have the robot or a driver station on my personal laptop to actually test it so thats kind of a problem, and ya my assignment is to pretty much make the drive class with those methods and when I know trig i gotta add mecanum to it, but thats next year. |
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Actually doing an encoder based mecanum drive could be done without trig too. Its only when you start going field centric that you really need trig. Also the trig isn't too bad either, you could find it online. Just treat the left joystick as a circle and find the angle and distance from center based on the 2 values. x^2 + y^2 = magnitude^2 angle = arctan(y/x) soh cah toa sin = opposite over hypotenuse cos = adjacent over hypotenuse tan = opposite over adjacent cos(angle)*mag = y mag sin(angle)*mag = x mag give all 4 motor the y mag top right back left y mag + x mag top left back right y mag - x mag i may have the side flipped not sure :) programming a mec via trig is a lot easier than doing it without it, that why i suggest you try doing it by taking all joystick values / 2 and setting the motors via that. its def possible. for scaling reasons i'd leave out rotation at first. if your feeling really ambitious let a gyro set the rotation value and you just set the x and y. |
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Left is y. - x Right is y+ x They may be flipped Once again remember scaling |
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FL = -Y +X +Z RR = -Y +X -Z RL = -Y -X +Z How does trig make the above any easier ? Quote:
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or a divide by 2 those should work somewhat. the best case would be to use trig even for an arcade drive to ensure max values |
Re: How to go about making tankDrive and ArcadeDrive methods
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Some drivers find this behavior more intuitive. |
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Also knowing whether or not iterative or simple robot are being used is helpful too. I prefer simple robot as I like to have control over initialization and my loops. My interest has been peaked by approaching the arcade drive similar to a mecanum by using arc functions. however arc estimators will have to be coded up as only standard sin cos and tan are supported |
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It looks pretty inefficient but without trig i dont think theres another way to do it. |
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the best case would be to use trig even for an arcade drive to ensure max values programming a mec via trig is a lot easier than doing it without it |
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Try this: Use L=Y+X and R=Y-X. Then limit L and R to the range -1..+1. Spoiler hint at bottom. If you do this, you should get these values: Code:
X Y L RThe above table matches this diagram. If the above table is not the result you are seeking, post a table showing the result you want. Warning: spoiler follows: Hint: for limiting (clipping), do this: if(L>1) L=1; else if(L<-1) L=-1; if(R>1) R=1; else if(R<-1) R=-1; instead of clipping, you could normalize instead. you'll still get the same table as above, but intermediate joystick results will be slightly different: max=fabs(L); if(fabs(R)>max) max=fabs(R); if(max>1){ L/=max; R/=max;} if you want to get the exact same results as the WPI library functions for all intermediate joystick settings, a slightly different algorithm will be necessary... but still no trig required. |
Re: How to go about making tankDrive and ArcadeDrive methods
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See attached chart. The first column is for the simple L=Y+X, R=Y-X with normalization. The second column is the same as the first except it uses clipping instead of normalization. The third column is a slightly (very slightly) more complicated algorithm which I believe gives the same results as what you get from the WPI library (and may indeed even be mathematically identical... I haven't checked). The first 8 rows of the chart are the values around the perimeter of the large square in this diagram, starting at the top center and going around the square clockwise. Notice that all three algorithms give the same values for these points. The remaining rows show the outputs for intermediate joystick values. The three algorithms differ somewhat for these inputs. None of these algorithms uses any trigonometry. |
Re: How to go about making tankDrive and ArcadeDrive methods
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How do you access atan2? Its not included in the stripped down Math util. A perfect arcade drive would map every point within a circle to a set of motor outputs. Using trig you can program for every case using one formula. Same is true for the mecanum drive. By knowing the resulting vector and magnitude you want, you can program a whole mec drive with a couple calculations. The code would be a lot cleaner and more efficient, as every point on the circle formed by the joystick would map to a distinct ideal set of motor outputs. (as opposed to using a scaling algorithm.) |
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FL = -Y +X +Z RR = -Y +X -Z RL = -Y -X +Z How does trig make the above any easier ? Quote:
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I guess if you approach the js as a square, you are def right. I personally always approach the joystick as a circle as the points you can get on a joystick can be easily mapped to either a circle or a square. The way you solve the grid seems to be a case statement. Personally I would rather have one equation that gets the value based on heading and magnitude. Again your algorithm certainly solves the problem well and I do not believe it would have any dead spots. But i guess we approach the joystick from 2 different views: a square vs a circle. I believe both approaches to be correct. approaching it as a square requires normalization where as approaching it as a circle does not (unless we start looking at mecanum where factoring in rotation requires normalization ) |
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L = Y+X R = Y-X I can't imagine anything simpler. It works for all 4 quadrants. No case statement is necessary. Quote:
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Would you be willing to post your code ? I'd like to understand better what you are saying. |
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