发布beta版本,目前基本功能都可用

This commit is contained in:
NeoZng
2022-12-11 14:59:45 +08:00
parent 37c23ddb79
commit 78cc27ee1a
19 changed files with 320 additions and 115 deletions

View File

@@ -38,7 +38,7 @@ void ShootInit()
.Kp = 10,
.Ki = 0,
.Kd = 0,
.MaxOut = 200,
.MaxOut = 2000,
},
},
.controller_setting_init_config = {
@@ -47,7 +47,7 @@ void ShootInit()
.outer_loop_type = SPEED_LOOP,
.close_loop_type = SPEED_LOOP | CURRENT_LOOP,
.reverse_flag = MOTOR_DIRECTION_REVERSE,
.reverse_flag = MOTOR_DIRECTION_NORMAL,
},
.motor_type = M3508};
// 右摩擦轮
@@ -58,16 +58,16 @@ void ShootInit()
},
.controller_param_init_config = {
.speed_PID = {
.Kp = 1,
.Kp = 10,
.Ki = 0,
.Kd = 0,
.MaxOut = 200,
},
.current_PID = {
.Kp = 1,
.Kp = 5,
.Ki = 0,
.Kd = 0,
.MaxOut = 200,
.MaxOut = 2000,
},
},
.controller_setting_init_config = {
@@ -75,7 +75,7 @@ void ShootInit()
.speed_feedback_source = MOTOR_FEED,
.outer_loop_type = SPEED_LOOP,
.close_loop_type = SPEED_LOOP | CURRENT_LOOP,
.reverse_flag = MOTOR_DIRECTION_REVERSE,
.reverse_flag = MOTOR_DIRECTION_NORMAL,
},
.motor_type = M3508};
// 拨盘电机
@@ -88,28 +88,28 @@ void ShootInit()
.angle_PID = {
// 如果启用位置环来控制发弹,需要较大的I值保证输出力矩的线性度否则出现接近拨出的力矩大幅下降
.Kp = 10,
.Ki = 1,
.Kd = 2,
.Ki = 0,
.Kd = 0,
.MaxOut = 200,
},
.speed_PID = {
.Kp = 1,
.Ki = 0,
.Kd = 0,
.MaxOut = 200,
.MaxOut = 2000,
},
.current_PID = {
.Kp = 1,
.Kp = 10,
.Ki = 0,
.Kd = 0,
.MaxOut = 200,
.MaxOut = 3000,
},
},
.controller_setting_init_config = {
.angle_feedback_source = MOTOR_FEED, .speed_feedback_source = MOTOR_FEED,
.outer_loop_type = SPEED_LOOP, // 初始化成SPEED_LOOP,让拨盘停在原地,防止拨盘上电时乱转
.close_loop_type = ANGLE_LOOP | SPEED_LOOP | CURRENT_LOOP,
.reverse_flag = MOTOR_DIRECTION_REVERSE, // 注意方向设置为拨盘的拨出的击发方向
.close_loop_type = ANGLE_LOOP | SPEED_LOOP ,
.reverse_flag = MOTOR_DIRECTION_NORMAL, // 注意方向设置为拨盘的拨出的击发方向
},
.motor_type = M2006 // 英雄使用m3508
};
@@ -134,6 +134,13 @@ void ShootTask()
DJIMotorStop(friction_r);
DJIMotorStop(loader);
}
else // 恢复运行
{
DJIMotorEnable(friction_l);
DJIMotorEnable(friction_r);
DJIMotorEnable(loader);
}
// 如果上一次触发单发或3发指令的时间加上不应期仍然大于当前时间(尚未休眠完毕),直接返回即可
if (hibernate_time + dead_time > DWT_GetTimeline_ms())
@@ -147,7 +154,7 @@ void ShootTask()
DJIMotorOuterLoop(loader, SPEED_LOOP);
DJIMotorSetRef(loader, 0);
break;
// 单发模式,根据鼠标按下的时间,触发一次之后需要进入不响应输入的状态(否则按下的时间内可能多次进入)F
// 单发模式,根据鼠标按下的时间,触发一次之后需要进入不响应输入的状态(否则按下的时间内可能多次进入)
case LOAD_1_BULLET: // 激活能量机关/干扰对方用,英雄用.
DJIMotorOuterLoop(loader, ANGLE_LOOP);
DJIMotorSetRef(loader, loader->motor_measure.total_angle + ONE_BULLET_DELTA_ANGLE); // 增加一发弹丸的角度
@@ -164,7 +171,7 @@ void ShootTask()
// 连发模式,对速度闭环,射频后续修改为可变
case LOAD_BURSTFIRE:
DJIMotorOuterLoop(loader, SPEED_LOOP);
DJIMotorSetRef(loader, shoot_cmd_recv.shoot_rate * 360 * REDUCTION_RATIO_WHEEL / NUM_PER_CIRCLE);
DJIMotorSetRef(loader, shoot_cmd_recv.shoot_rate * 360 * REDUCTION_RATIO_LOADER / 8);
// x颗/秒换算成速度: 已知一圈的载弹量,由此计算出1s需要转的角度,注意换算角速度
break;
// 拨盘反转,对速度闭环,后续增加卡弹检测(通过裁判系统剩余热量反馈)
@@ -193,8 +200,17 @@ void ShootTask()
DJIMotorSetRef(friction_r, 0);
break;
default:
DJIMotorSetRef(friction_l, 200);
DJIMotorSetRef(friction_r, 200);
break;
} // 关闭摩擦轮
if (shoot_cmd_recv.friction_mode==FRICTION_OFF)
{
DJIMotorSetRef(friction_l, 0);
DJIMotorSetRef(friction_r, 0);
}
// 开关弹舱盖
if (shoot_cmd_recv.lid_mode == LID_CLOSE)