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#1
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Re: Offseason Project: Holonomic Kiwi Drive Robot
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So for your example, what I would recommend is this: 1) divide each of the joystick values by 1.57 before plugging them into the inverse kinematic formulas Quote:
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There's a paper titled "1-26-2011 mecanum & omni with gyro for field-centric control" here that shows how to do this. Last edited by Ether : 06-05-2011 at 20:23. Reason: fixed missing link and corrected typo |
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#2
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Re: Offseason Project: Holonomic Kiwi Drive Robot
Okay... bear with me here.
(I made an error in my previous post - the sticks return from -127 to 126, but that won't effect values) If I divide my joystick values by 157 before throwing them into the equations, wouldn't the equations return a value between -1 and 1? For example, my math suggests that if the joystick were at (0,157), the value returned would be W2 and W3 running towards each other at .866 speed. I would then multiply that value by 100 to get the motor speed. The 86.6 would then be looked at in the abs val as the max, and left alone, right? This also suggests to me (I could be wrong) that in that configuration, the robot wouldn't be going to maximum speed it was capable of - Or at least, I would expect that to be with both motors spinning towards each other at 100%. Is there a way to correct for that, or am I just wrong? And for rotation, that would make my formulas... W1 = joyX1 + R W2 = (- joyX1 / 2) + sqrt(3) joyY1 / 2 + R W3 = (- joyX1 / 2) - sqrt(3) joyY1 /2 + R where R is rotation, scaled down from the joystick by dividing by the maximum joystick reading? And then, I'd have to check that none of the equations returned values greater than 100, and if so, make it 100? (100 after being scaled up, 1 before) |
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#3
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Re: Offseason Project: Holonomic Kiwi Drive Robot
Nice rebuttal, Ether!
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I don't have an alternate term to describe the nature of the crab drive, but I'm not sure there needs to be one. Speaking mathematically, I do not see any qualitative difference between a crab drive and unicycle or an Ackerman steered car. All are controllable, kinematic systems with nonholonomic constraints, they just have different degrees of difficulty associated with doing the actual control. We might consider the crab drive to be a member of the class of vehicles with fully articulated wheels, but I don't know of an agreed upon name for that class of vehicles. Quote:
These are all minor details and I admit that they don't matter much from a practical perspective. But I like to think about them and talk about them, and I sincerely appreciate your interest and indulgence. -George |
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#4
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Re: Offseason Project: Holonomic Kiwi Drive Robot
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For Robot1, any instantaneous combination of dX/dt plus dY/dt plus dTheta/dt vehicle motions resolves into an instantaneous set of 4 wheel speeds [see reference 1]. As the desired vehicle dX/dt and dY/dt and dTheta/dt changes over time, the wheel speeds must "instantaneously" change to produce the new vehicle motion values. So Robot1 is limited by the dynamic response of the wheel speeds which is limited by the motor power and the vehicle mass, etc. For Robot2, any instantaneous combination of dX/dt plus dY/dt plus dTheta/dt vehicle motions resolves into an instantaneous set of 4 wheel speeds AND 4 wheel steering angles [see reference 2]. As the desired vehicle dX/dt and dY/dt and dTheta/dt changes over time, the wheel speeds and the wheel steering angles must "instantaneously" change to produce the new vehicle motion values. So Robot2 is limited by the dynamic response of the wheel speeds and the wheel angles which is limited by the motor power and the vehicle mass and the turning friction, etc. So the only difference is dynamic response. Within its dynamic capabilities, Robot2 can do anything (that is, mimic any motion, however complicated) that Robot1 can do. In that sense, from a kinematic standpoint they are equivalent. [1] http://www.chiefdelphi.com/media/papers/download/2722 [2] http://www.chiefdelphi.com/media/papers/download/3027 |
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#5
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Re: Offseason Project: Holonomic Kiwi Drive Robot
This would be a great off season project. In addition to the theory, which is indeed interesting, there are several practical engineering aspects of such machines you won't really appreciate until you try building one. 2077 built a robot almost exactly like you're describing last year. Some interesting things we learned...
Beyond the discussed-ad-nauseum limits on "pushing power" due to traction, there are a new set of speed and acceleration limits. Theory, of course, predicts and explains these things, but their significance may not jump out at you from the equations:
It will be surprisingly difficult to make the machine drive in a straight line, especially in directions other than the three where two wheels are turning the same speed and the third is stopped. The problem is that the beautiful theoretical math only works as expected with beautiful theoretical hardware. In particular, the math solves for wheel speeds, and unless you have a good wheel/motor regulation arrangement, what you're actually setting is motor drive (e.g. PWM) level. How this translates to wheel speed depends on the voltage/speed linearity of the motor and even more on the load. While this problem in principle affects other drive systems, it's worse on 3-wheel omni because you're almost always at different speed/load points for each wheel. We dealt with it using gyro feedback. Another approach would be closed-loop PID on each wheel so you really do get the wheel speeds your program asks for. Another amusing thing we observed was behavior under hard acceleration. The fact that the wheels tend to be driving all different speeds means typically one will break loose and start spinning before the two. For something like a car where all the pushing wheels are going the same way, one wheel spinning means maybe a moderate swerve to one side. For a 3-wheel omni with the wheels 120 degrees apart, the behavior is more "interesting". We saw this on hard surfaces and were a bit baffled by it (blaming it on the software) until we figured out what was happening. It was not a problem on carpet. Whether or not you choose to use such a system in competition, knowledge of how to make one will be an asset to your team. Your software people will enjoy it too. There are already written drive programs available, but they're not too hard to program from scratch (another thing I'd recommend doing as a learning experience). Have fun. Last edited by buchanan : 07-05-2011 at 14:22. |
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#6
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Re: Offseason Project: Holonomic Kiwi Drive Robot
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Now, once dynamics are taken into consideration, then I admit that the crab drive becomes practically indistinguishable from (what I would call) true omnidirectional systems. With dynamic constraints in effect, the laws of nature dictate that trajectory must be smooth in the sense that it has continuous velocities. As a result, any dynamically feasible vehicle trajectory would not require discontinuous steering angles and the crab can do anything the mecanum can do. In fact, the crab can probably do more because it can generate larger reactions forces against the floor and thus achieve higher accelerations. Thanks, by the way, for pointing out your papers on the subject. They will come in handy if I ever convince my students to attempt and omnidirectional (or pseudo-omnidirectional ) chassis.-George |
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#7
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Re: Offseason Project: Holonomic Kiwi Drive Robot
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But if you allow discontinuous vehicle commands, then the mecanum requires infinite wheel speed accelerations (instantaneous changes in wheel speed). So I don't see a bright-line difference between the two; they both sink or swim together. Hey, we can agree to disagree; vive la difference :-) Quote:
Last edited by Ether : 07-05-2011 at 18:38. |
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#8
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Re: Offseason Project: Holonomic Kiwi Drive Robot
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#9
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Re: Offseason Project: Holonomic Kiwi Drive Robot
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. Another reason to start w/ three wheels is that this sort of drive requires traction, and hence normal force (weight) on all driven wheels at all times. With three wheels you get that pretty much for free if you have the COG in the middle. There are ways to deal with it with four or more wheels, but for learning the technology reducing the number of design factors to be managed makes it easier to get started. Besides, three wheelers just look cool. One idea we toyed with last year was using five wheels (maximum legal CIMs) just to get more power on the ground. We decided not to for the reason I just mentioned, but if a three wheeler attracts attention, imagine the looks you'd get with five .Quote:
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#10
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Re: Offseason Project: Holonomic Kiwi Drive Robot
Okay, our RobotC license expired, so I'm using LabVIEW. I haven't used LabVIEW in a few years, and never with an NXT, so I'm struggling a little bit. I figured out what I hoped would be right, and it compiles just fine and runs on the NXT until the Enabled signal is sent, at which point the NXT crashes and throws a "file error."
I'm using the LabVIEW firmware, and I think I set everything up right. The VI is attached, both as a pic and the file. Hopefully the new RobotC license will be acquired soon; I feel much more comfortable in that. |
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#11
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Re: Offseason Project: Holonomic Kiwi Drive Robot
Okay, got RobotC back and working. Thanks for all the help so far - it's really appreciated. So far, we've got translation and rotation working mostly... It's that mostly I'm worried about.
When I try to have the robot go sideways (Namely, JoyX=-128, JoyY=0), it sort of drives along an arc with a central point about 10 feet in front of the robot, as if the back wheel were going too fast. I can post code tomorrow; I don't have it with me now. I tried scaling the back wheel, but that didn't help. This is without encoder feedback - once I get that figured out, I might use the constant speed feature to do the math into encoder ticks to do the trick - That would use PID, right? |
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#12
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Re: Offseason Project: Holonomic Kiwi Drive Robot
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#13
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Re: Offseason Project: Holonomic Kiwi Drive Robot
Yeah, I saw that. I was more wondering if there was an obvious fix I was missing. Will using the encoders help?
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#14
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Re: Offseason Project: Holonomic Kiwi Drive Robot
Not a problem.
The 157 was a typo. It should have been 1.57 As for your other concerns, I should have explained more fully. The maximum speed of a Kiwi drive is different in different directions. If the max speed that a Kiwi can drive in the sideways direction is, say, 6 feet per second, then the max speed in the forward direction will be (6)(2/sqrt(3)) = 6.93 feet per second... 15% faster. When doing an inverse kinematic calculation to obtain wheel speeds, the inputs to the formulas (the joystick values) represent vehicle speed commands. The inverse kinematic formulas convert those into the individual wheel speeds necessary to achieve the desired overall vehicle speed. The formulas I gave you were scaled to present the driver with a uniform vehicle speed response in all directions. So for example, suppose your Xj and Yj joystick values were first scaled to a range of -6 to +6 (representing +/-6 feet per second vehicle speed) before feeding them to the inverse kinematic formulas. To command the vehicle to go forward at 6 feet per second, you would issue joystick commands Xj=0 and Yj=-6. Calculating the wheel speeds for Xj=0 and Yj=-6, you would get: W1 = 0 W2 = -6*0.866 = -5.2 feet per second tangential wheel velocity W3 = -6*(-0.866) = +5.2 feet per second tangential wheel velocity ... which would cause the vehicle to go forward at 6 feet per second, as commanded. Now look at what happens if you command the vehicle to go sideways to the right at 6 feet per second. To do this, you would have Xj=6, Yj=0. Putting Xj=6 and Yj=0 into the inverse kinematic formulas would give: W1 = 6 W2 = -3 W3 = -3 ... which would cause the vehicle to go straight to the right at 6 feet per second, as commanded. Suppose you wanted to command the vehicle to go 6 feet per second diagonally. You would set Xj=6/sqrt(2) and Yj =-6/sqrt(2), so that sqrt(Xj^2 + Yj^2) would be 6: W1 = 6/sqrt(2) = 4.24 W2 = -(6/sqrt(2))/2 +0.866*(-6/sqrt(2)) = -5.8 W3 = -(6/sqrt(2))/2 -0.866*(-6/sqrt(2)) = 1.55 ... which would cause the vehicle to go 6 feet per second diagonally But what if you give joystick commands Xj=6, Yj=-6. You would be commanding the vehicle to go 6*sqrt(2) = 8.5 feet per second diagonally. What would happen? Plugging in Xj=6 and Yj=-6: W1 = 6 W2 = -6/2 +0.866*(-6) = -8.2 W3 = -6/2 -0.866*(-6) = 2.2 Notice that the maximum absolute value exceeds 6. Multiplying all 3 wheel speeds by 6/(8.2) gives: W1 = 4.4 W2 = -6 W3 = 1.6 ... and the normalization gives wheel speeds pretty close to the previous example Last edited by Ether : 06-05-2011 at 21:58. |
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#15
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Re: Offseason Project: Holonomic Kiwi Drive Robot
Code:
#include <AFMotor.h>
#include <math.h>
AF_DCMotor motor1 (1, MOTOR12_1KHZ);
AF_DCMotor motor3 (3, MOTOR12_1KHZ);
AF_DCMotor motor4 (4, MOTOR12_1KHZ);
long cosOneTwenty = -500;
long sinOneTwenty = 866;
long sinTwoForty = -866;
long cosTwoForty = -500;
struct motorspeeds {long speed4; long speed3; long speed1;};
struct axis {int x; int y;};
struct moveRobotOutputs{
struct motorspeeds speeds;
struct axis axis;
};
int runMtr(AF_DCMotor mtr, long spd) { //given a motor name and a speed -1,000,000 to 1,000,000, runs the motor at the speed
uint8_t drctn;
if (spd < -1000000){spd = -1000000;}
else if (spd > 1000000){spd = 1000000;}
if (spd < 0) {drctn = BACKWARD;}
else {drctn = FORWARD;}
int fspd = fabs(spd) * .00018F + 75; //fspd is between 0 and 255
if (fspd <= 75) {fspd = 0;}
mtr.setSpeed(fspd); //set the speed
mtr.run(drctn); //run the motor
return fspd;
}
struct moveRobotOutputs moveRobot(int x, int y, float gyro) { //taking x, y, (-1000 to 1000), and gyro (in milliradians, 0 to 360,000) values, runs the motors at speeds to move robot in correct direction
struct motorspeeds speeds;
struct axis axis;
struct moveRobotOutputs Outputs;
gyro /= 1000;
float cosgyro = cos(gyro);
float singyro = sin (gyro);
long xp = x * cosgyro - y * singyro; // rotating vectors
long yp = x * singyro + y * cosgyro; // with respect to gyro angle
long speed4 = sinTwoForty * yp + cosTwoForty * xp;
long speed3 = sinOneTwenty * yp + cosOneTwenty * xp;
long speed1 = xp * 1000; //normally, it would just be xp, but the trig values are all fractions of 1000
axis.x = xp;
axis.y = yp;
long highSpeed = fabs(fmax(fmax(fabs(speed1),fabs(speed3)),fabs(speed4)));
float speedDivisor = float(fmax(1000000, highSpeed))/1000000;
speed4 /= speedDivisor;
// speed4 *= 1000000;
speed3 /= speedDivisor;
// speed3 *= 1000000;
speed1 /= speedDivisor;
// speed1 *= 1000000;
speeds.speed4 = runMtr(motor4, speed4);
speeds.speed3 = runMtr(motor3, -speed3);
speeds.speed1 = runMtr(motor1, speed1);
// speeds.speed4 = speed4;
// speeds.speed3 = speed3;
// speeds.speed1 = speed1;
Outputs.speeds = speeds;
Outputs.axis = axis;
return Outputs;
}
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