using System; using System.Collections.Generic; using System.Numerics; using ClumsyCore; using ClumsyCore.Interfaces; using ClumsyCore.Pilot; using FundamentalLib; using CommonUsage.Chassis; using CommonUsage.Mathematics; using MDCSToolBox.Clumsy.MotionControllers; using MDCSToolBox.Clumsy.Movements; using MDCSToolBox.Clumsy.Pilot; using MDCSToolBox.Clumsy.Tracks; namespace MultiWheelC; public class MultiForwardTest : MovementDefinition { public float Speed = 0.2f; public float DurationSeconds = 2f; public override IEnumerable Get() { var chassis = (MultiWheelChassis)BasicPilotBase.Chassis; chassis.SetOriginBias(0, 0, 0); var end = DateTime.Now.AddSeconds(DurationSeconds); while (DateTime.Now < end) { chassis.SendMotion(Speed, 0, 0); yield return true; } chassis.SendMotion(0, 0, 0); } } // 原地旋转到指定世界坐标系朝向:先把舵轮打到旋转所需角度,对齐后再旋转,按目标角度停止(非固定时长)。 public class MultiRotateToWorldAngle : MovementDefinition { /// 目标朝向(世界坐标系,单位 deg)。 public float TargetWorldDeg; /// 旋转角速度(deg/s,逆时针为正)。 public float RotSpeed = 30f; /// 到位角度精度(deg)。 public float ArriveDeg = 1f; /// 起转前舵轮对齐精度(deg)。 public float WheelAlignDeg = 2f; public override IEnumerable Get() { var chassis = (MultiWheelChassis)BasicPilotBase.Chassis; chassis.SetOriginBias(0, 0, 0); // 阶段一:仅把舵轮打到原地旋转所需角度(下发 0 速度,只对齐不旋转)。 while (true) { chassis.SendRotateMotion(0); if (WheelsAligned(chassis, WheelAlignDeg)) break; yield return true; } // 阶段二:旋转到目标世界朝向,到位即停。 var target = CommonMath.RoundTh(TargetWorldDeg); while (true) { var cur = CommonMath.RoundTh((float)DetourInterface.getCartLocation().th); var diff = CommonMath.ThDiff(target, cur); // 逆时针为正 if (Math.Abs(diff) <= ArriveDeg) break; chassis.SendRotateMotion(Math.Sign(diff) * RotSpeed); yield return true; } chassis.PredefinedDriveStop(); } private static bool WheelsAligned(MultiWheelChassis chassis, float tolDeg) { #pragma warning disable CS0612, CS0618 var wheels = chassis.GetSteerWheels(); #pragma warning restore CS0612, CS0618 foreach (var sw in wheels) if (Math.Abs(CommonMath.ThDiff(sw.ReadAngle(), sw.GetSendAngle())) > tolDeg) return false; return true; } } [MovementTest(name = "多舵轮-前进2秒")] public class MultiForwardMovementTest : MovementTest { private DriveTask _task; public override void Test() { _task = new DriveTask(new MultiForwardTest().Get()); _task.Wait(); } public override void TestStop() => _task?.Stop(); } [MovementTest(name = "多舵轮-原地旋转到目标角度")] public class MultiRotateMovementTest : MovementTest { private DriveTask _task; public override void Test() { _task = new DriveTask(new MultiRotateToWorldAngle { TargetWorldDeg = PilotDefinition.Conf.InPlaceRotateTargetWorldDeg, RotSpeed = PilotDefinition.Conf.InPlaceRotateSpeed, ArriveDeg = PilotDefinition.Conf.InPlaceRotateArriveDeg, WheelAlignDeg = PilotDefinition.Conf.InPlaceRotateWheelAlignDeg }.Get()); _task.Wait(); } public override void TestStop() { _task?.Stop(); ((MultiWheelChassis)BasicPilotBase.Chassis).PredefinedDriveStop(); } } // ===== 车队联动-原地旋转动作 ===== // 等价于 FleetRemote 的「原地旋转」模式(已实测可用):FleetRemote 通过 Medulla 手动 IO // (MultiVehicleManualEnabled + Mode=2 + Vth) 驱动 PilotDefinition.TickMultiVehicle 绕车队中心旋转。 // 手动 IO 是 [AsLowerIO](Medulla→Clumsy,每周期回写),Clumsy 侧动作直接写会被覆盖; // 因此本动作改用 Clumsy 内部脚本字段 MultiVehicleScript*(TickMultiVehicle 已将其作为手动等价输入), // 不写一行底盘指令——实际的 SendRotateMotion + PI 纠偏 + 向从车广播均由 TickMultiVehicle 完成。 // // 前提:在「主车」(MultiVehicleMasterEndpoint == "/") 的 Clumsy 上运行,且从车已注册(编队就绪)。 // 停止条件:主车 SLAM 朝向累计转过 |TargetDeltaDeg|(刚体原地旋转,整车朝向变化量 == 车队转角); // 无定位时退化为按 |TargetDeltaDeg| / |Omega| 估算时长;并带安全超时。 public class FleetRotateInPlace : MovementDefinition { /// 角速度大小(deg/s);实际方向由 TargetDeltaDeg 的符号决定。 public float Omega = 15f; /// 目标相对转角(deg,带符号,+ 为逆时针)。 public float TargetDeltaDeg = 90f; /// 到位角度精度(deg)。 public float ArriveDeg = 1.5f; /// 减速区宽度(deg):剩余角度小于此值时,角速度按剩余比例线性降到 MinOmega,抑制惯性超调。 public float SlowDeg = 25f; /// 减速区末段最小角速度(deg/s):避免越接近目标越慢、长尾停不下/到不了位。 public float MinOmega = 3f; /// 缓启动角加速度(deg/s²):起步时角速度从 0 按此斜率爬升到巡航值,抑制起步抖动/队形骤偏。仅作用于起步加速,<=0 关闭缓启动(阶跃起步)。 public float AccelDegPerSec2 = 20f; /// /// 是否用 Detour 主车航向闭环判停(读 getCartLocation().th 累计实际转角,到 |TargetDeltaDeg| 停)。 /// 与 MultiVehicleSyncUseDetour 解耦:转到指定角度需要角度反馈,故默认 true。 /// false 时退化为按估算时长开环停止(实际转速≠指令时不精确)。注意 true 时若无有效全局定位, /// getCartLocation() 会阻塞(与单车 MultiRotateToWorldAngle 行为一致)。 /// public bool UseDetourHeading = true; // 注:不设超时上限——旋转持续到到位(或无定位时按估算时长结束),或被 Stop()/TestStop() 主动中止。 /// 到位后保持脚本使能、角速度归零的安定时长(s),让纠偏把队形稳住再撤离。 public float SettleSec = 0.5f; private void ClearScript() { var self = PilotDefinition.Self; self.MultiVehicleScriptVx = 0; self.MultiVehicleScriptVy = 0; self.MultiVehicleScriptVth = 0; self.MultiVehicleScriptEnabled = false; } public void Stop() => ClearScript(); public override IEnumerable Get() { var self = PilotDefinition.Self; var conf = PilotDefinition.Conf; if (conf.MultiVehicleMasterEndpoint != "/") { Hedingben.ToastText("车队原地旋转需在主车(主车端点=\"/\")运行", "FleetRotate"); yield break; } var dir = Math.Sign(TargetDeltaDeg); if (dir == 0) dir = 1; var maxOmega = Math.Abs(Omega); var minOmega = Math.Min(Math.Abs(MinOmega), maxOmega); // 最小不超过最大 var slowDeg = Math.Max(1e-3f, SlowDeg); // 减速区宽度 var accel = AccelDegPerSec2; // 缓启动角加速度,仅作用于起步,<=0 关闭 var targetMag = Math.Abs(TargetDeltaDeg); var hasPos = UseDetourHeading; var prevTh = hasPos ? (float)DetourInterface.getCartLocation().th : 0f; var startTh = prevTh; var accumulated = 0f; // 累计带符号转角(deg) var start = DateTime.Now; var lastTime = start; var lastLog = DateTime.MinValue; var cmdMag = 0f; // 当前实际下发角速度大小(deg/s),缓启动从 0 斜坡爬升 // 无定位按时长估算时,补上缓启动斜坡少转的等效时间(≈ maxOmega/(2·accel)),使时长更接近目标角。 var estDuration = maxOmega > 1e-3 ? targetMag / maxOmega : 0; if (accel > 1e-3) estDuration += maxOmega / (2 * accel); DLog.Log( $"REQUEST target={TargetDeltaDeg:0.0} dir={dir} omega={maxOmega:0.0} accel={accel:0.0} " + $"slowDeg={slowDeg:0.0} minOmega={minOmega:0.0} useDetourHeading={hasPos} startTh={startTh:0.00} " + $"estDuration={estDuration:0.00}s syncUseDetour={conf.MultiVehicleSyncUseDetour}", "FleetRotateDbg"); // 使能脚本驱动的原地旋转(mode2)。TickMultiVehicle 后台循环据此执行旋转并广播给从车。 // 起步从 0 角速度开始,由缓启动斜坡爬升,避免阶跃下发导致队形骤偏/抖动。 self.MultiVehicleScriptVx = 0; self.MultiVehicleScriptVy = 0; self.MultiVehicleScriptMode = 2; self.MultiVehicleScriptVth = 0; self.MultiVehicleScriptEnabled = true; self.MultiVehicleRotateWheelsReady = false; self.MultiVehicleRotateFleetReady = false; DLog.Log("WAIT_ALIGN fleet rotate wheels", "FleetRotateDbg"); while (!self.MultiVehicleRotateFleetReady) { self.MultiVehicleScriptVx = 0; self.MultiVehicleScriptVy = 0; self.MultiVehicleScriptMode = 2; self.MultiVehicleScriptVth = 0; self.MultiVehicleScriptEnabled = true; Hedingben.ToastText("车队原地旋转舵轮预对齐中", "FleetRotate"); yield return true; } if (hasPos) { prevTh = (float)DetourInterface.getCartLocation().th; startTh = prevTh; } accumulated = 0f; start = DateTime.Now; lastTime = start; lastLog = DateTime.MinValue; cmdMag = 0f; DLog.Log( $"START target={TargetDeltaDeg:0.0} dir={dir} omega={maxOmega:0.0} startTh={startTh:0.00} " + $"fleetAligned={self.MultiVehicleRotateFleetReady}", "FleetRotateDbg"); var stopReason = "stop()"; while (true) { var now = DateTime.Now; var dt = (float)Math.Min(0.2, Math.Max(0, (now - lastTime).TotalSeconds)); lastTime = now; var elapsed = (now - start).TotalSeconds; float desiredMag; float curTh = 0f, remaining = 0f, actualRate = 0f; if (hasPos) { curTh = (float)DetourInterface.getCartLocation().th; var step = (float)CommonMath.ThDiff(curTh, prevTh); // 本帧实际转角(逆时针为正) accumulated += step; actualRate = dt > 1e-3 ? step / dt : 0f; // 实际角速率(deg/s),用于对比指令 prevTh = curTh; remaining = targetMag - Math.Abs(accumulated); if (remaining <= ArriveDeg) { stopReason = "arrived"; break; } // 减速区:剩余角度 < SlowDeg 时,目标角速度按剩余比例线性降到 MinOmega, // 使切断指令瞬间残余动量足够小,抑制惯性滑行造成的超调。宽度直观、便于现场调试。 desiredMag = remaining < slowDeg ? Math.Max(minOmega, maxOmega * (remaining / slowDeg)) : maxOmega; } else { // 无定位:按时长估算,无法测角,目标维持巡航速度到估算时长(仅缓启动整形)。 desiredMag = maxOmega; if (elapsed >= estDuration) { stopReason = "estDuration"; break; } } // 缓启动:只对“加速(目标>当前)”按角加速度限斜率,让起步平滑爬升; // “减速(目标<当前)”跟随上面的减速曲线立即下调,保证及时刹车不超调。 if (accel > 1e-3 && desiredMag > cmdMag) cmdMag = Math.Min(desiredMag, cmdMag + accel * dt); else cmdMag = desiredMag; self.MultiVehicleScriptVth = dir * cmdMag; // 落盘诊断(节流~150ms):实际航向/累计转角/实际角速率 vs 指令角速率,定位"开环转速不足"。 if ((now - lastLog).TotalMilliseconds >= 150) { lastLog = now; DLog.Log( hasPos ? $"t={elapsed:0.00}s curTh={curTh:0.00} acc={accumulated:0.0} remain={remaining:0.0} " + $"cmdW={dir * cmdMag:0.0} actualW={actualRate:0.0} (实际/指令={(Math.Abs(cmdMag) > 1e-3 ? actualRate / (dir * cmdMag) : 0):0.00})" : $"t={elapsed:0.00}s/{estDuration:0.00}s (无航向反馈,开环按时长) cmdW={dir * cmdMag:0.0}", "FleetRotateDbg"); } Hedingben.ToastText( hasPos ? $"车队原地旋转 目标{TargetDeltaDeg:0.0}° 已转{accumulated:0.0}° 余{targetMag - Math.Abs(accumulated):0.0}° ω={cmdMag:0.0}" : $"车队原地旋转(无定位,按时长) {elapsed:0.0}/{estDuration:0.0}s ω={cmdMag:0.0}", "FleetRotate"); yield return true; } // 到位:角速度先归零,保持脚本使能让 TickMultiVehicle 的 PI 把队形稳住一小段时间再撤离。 self.MultiVehicleScriptVth = 0; var settleEnd = DateTime.Now.AddSeconds(Math.Max(0, SettleSec)); while (DateTime.Now < settleEnd) yield return true; ClearScript(); DLog.Log( $"DONE reason={stopReason} 累计转角={accumulated:0.0}° 目标={TargetDeltaDeg:0.0}° " + $"用时={(DateTime.Now - start).TotalSeconds:0.00}s useDetourHeading={hasPos}", "FleetRotateDbg"); Hedingben.ToastText($"车队原地旋转完成({stopReason}) 累计{accumulated:0.0}°", "FleetRotate"); } } [MovementTest(name = "车队联动-原地旋转")] public class FleetRotateInPlaceTest : MovementTest { private FleetRotateInPlace _proc; private DriveTask _task; public override void Test() { _proc = new FleetRotateInPlace { Omega = PilotDefinition.Conf.FleetRotateOmega, TargetDeltaDeg = PilotDefinition.Conf.FleetRotateTargetDeltaDeg, ArriveDeg = PilotDefinition.Conf.FleetRotateArriveDeg, SlowDeg = PilotDefinition.Conf.FleetRotateSlowDeg, MinOmega = PilotDefinition.Conf.FleetRotateMinOmega, AccelDegPerSec2 = PilotDefinition.Conf.FleetRotateAccel, SettleSec = PilotDefinition.Conf.FleetRotateSettleSec, UseDetourHeading = PilotDefinition.Conf.FleetRotateUseDetourHeading }; _task = new DriveTask(_proc.Get()); _task.Wait(); } public override void TestStop() { _proc?.Stop(); _task?.Stop(); } } // ===== 车队联动-自动蟹行动作 ===== // 以当前车队中心为起点,构造指定方向和长度的直线路径; // 执行侧直接写 MultiVehicleAuto...,由 TickMultiVehicle 自动分支统一下发。 // // 控制思路参考 MDCSToolbox 几何控制器,但实现收在 MultiWheelC 内: // 1) 读取主车 Detour 反推车队中心,计算沿直线的进度、横向偏差和车身目标朝向偏差; // 2) 根据横向偏差给前后 GCP 同向修正,根据车身目标朝向偏差给前后 GCP 反向修正; // 3) 根据终点距离减速,并发布 ideal fleet center 给从车做前馈。 // // 前提:在主车(MultiVehicleMasterEndpoint=="/")运行,且主车有 Detour 定位。 public class FleetCrabWalk : MovementDefinition { /// 路径方向相对启动时车队朝向的夹角(deg,逆时针为正)。 public float CrabAngleDeg = 45f; /// 路径方向相对车身目标朝向的夹角(deg,逆时针为正)。MovementTest 会设为 CrabAngleDeg,以保持启动时车身朝向。 public float BodyToPathAngleDeg = 45f; /// 路径长度(mm)。 public float CrabLengthMm = 2000f; /// 行驶速度(m/s)。 public float CrabSpeed = 0.2f; /// 速度命令加速度限制(m/s^2),小于等于 0 表示不限制。 public float FleetCrabAccel = 0.2f; /// 末端开始减速距离(mm)。 public float FleetCrabSlowDistance = 2000f; /// 完成距离(mm),低于该剩余距离结束动作。 public float FleetCrabFinishDistance = 20f; /// 末端最低速度(m/s)。 public float FleetCrabFinishSpeed = 0.02f; /// 末端减速曲线指数。 public float FleetCrabSlowingPow = 0.8f; /// 前后 GCP 舵角修正上限(deg)。 public float GcpThetaThreshold = 95f; private bool _stopping; private void Cleanup() { var self = PilotDefinition.Self; self.MultiVehicleScriptVx = 0; self.MultiVehicleScriptVy = 0; self.MultiVehicleScriptVth = 0; self.MultiVehicleScriptMode = 0; self.MultiVehicleScriptEnabled = false; self.MultiVehicleAutoVx = 0; self.MultiVehicleAutoFrontTh = 0; self.MultiVehicleAutoRearTh = 0; self.MultiVehicleAutoHasIdeal = false; self.MultiVehicleAutoEnabled = false; } public void Stop() { _stopping = true; Cleanup(); } private static float Clamp(float value, float min, float max) { if (value < min) return min; if (value > max) return max; return value; } private static float ClampAbs(float value, float limit) { var absLimit = Math.Abs(limit); if (absLimit <= 0) return value; if (value > absLimit) return absLimit; if (value < -absLimit) return -absLimit; return value; } private static float Slew(float current, float target, float maxDelta) { if (maxDelta <= 0) return target; if (target > current + maxDelta) return current + maxDelta; if (target < current - maxDelta) return current - maxDelta; return target; } public override IEnumerable Get() { var self = PilotDefinition.Self; var conf = PilotDefinition.Conf; _stopping = false; DLog.Log( $"ENTER master?={conf.MultiVehicleMasterEndpoint == "/"} endpoint={conf.MultiVehicleMasterEndpoint} " + $"fleetNum={conf.MultiVehicleFleetNum} useDetect={conf.MultiVehicleUseDetect} " + $"syncUseDetour={conf.MultiVehicleSyncUseDetour} useIdealCenter={conf.MultiVehicleAutoUseIdealCenter} " + $"autoFields=true pathAngle={CrabAngleDeg:0.0} bodyToPath={BodyToPathAngleDeg:0.0} " + $"gcpLimit={GcpThetaThreshold:0.0} biasFac={conf.BiasFac:0.00} dthFac={conf.DthLinearFac:0.00}", "FleetCrabDbg"); if (conf.MultiVehicleMasterEndpoint != "/") { DLog.Log($"ABORT: 非主车 (endpoint={conf.MultiVehicleMasterEndpoint})", "FleetCrabDbg"); Hedingben.ToastText("车队蟹行需在主车(主车端点=\"/\")运行", "FleetCrab"); yield break; } // 注意:getCartLocation() 在无有效 Detour 定位时会阻塞——若卡在这里且后面看不到 CENTER 日志,即定位未就绪。 DLog.Log("主车校验通过,开始读取车队中心 (getCartLocation 无定位会阻塞)…", "FleetCrabDbg"); if (!self.TryGetFleetCenterFromSlam(out var x0, out var y0, out var theta)) { DLog.Log("ABORT: TryGetFleetCenterFromSlam 返回 false (无定位)", "FleetCrabDbg"); Hedingben.ToastText("车队蟹行需要主车 Detour 定位", "FleetCrab"); yield break; } DLog.Log($"CENTER 车队中心=({x0:0},{y0:0},{theta:0.0})", "FleetCrabDbg"); var phi = CommonMath.RoundTh(theta + CrabAngleDeg); var targetBodyTh = CommonMath.RoundTh(phi - BodyToPathAngleDeg); var dst = CommonMath.Transform2D(new Vector2(x0, y0), phi, new Vector2(CrabLengthMm, 0)); var phiRad = phi / 180.0 * Math.PI; var pathDir = new Vector2((float)Math.Cos(phiRad), (float)Math.Sin(phiRad)); var pathLeft = new Vector2(-pathDir.Y, pathDir.X); DLog.Log( $"START center=({x0:0},{y0:0},{theta:0.0}) pathAngle={CrabAngleDeg:0.0} bodyToPath={BodyToPathAngleDeg:0.0} " + $"phi={phi:0.0} targetBody={targetBodyTh:0.0} " + $"len={CrabLengthMm:0} dst=({dst.X:0},{dst.Y:0}) speed={CrabSpeed:0.000} accel={FleetCrabAccel:0.000} " + $"slow={FleetCrabSlowDistance:0} finishDist={FleetCrabFinishDistance:0} " + $"finishSpeed={FleetCrabFinishSpeed:0.000} slowingPow={FleetCrabSlowingPow:0.00}", "FleetCrabDbg"); self.MultiVehicleScriptEnabled = false; self.MultiVehicleScriptMode = 0; self.MultiVehicleScriptVx = 0; self.MultiVehicleScriptVy = 0; self.MultiVehicleScriptVth = 0; self.MultiVehicleAutoEnabled = true; self.MultiVehicleAutoVx = 0; self.MultiVehicleAutoFrontTh = 0; self.MultiVehicleAutoRearTh = 0; self.MultiVehicleAutoIdealX = x0; self.MultiVehicleAutoIdealY = y0; self.MultiVehicleAutoIdealTh = targetBodyTh; self.MultiVehicleAutoHasIdeal = true; self.MultiVehicleAutoCmdTime = DateTime.Now; self.PrimeMasterAutoFromSlam(); DLog.Log("WARMUP auto fields enabled, waiting for fleet members...", "FleetCrabDbg"); var warmEnd = DateTime.Now.AddSeconds(2.0); var warmIter = 0; var warmReady = false; while (!_stopping && DateTime.Now < warmEnd) { warmIter++; self.MultiVehicleScriptEnabled = false; self.MultiVehicleScriptMode = 0; self.MultiVehicleAutoEnabled = true; self.MultiVehicleAutoVx = 0; self.MultiVehicleAutoFrontTh = 0; self.MultiVehicleAutoRearTh = 0; self.MultiVehicleAutoIdealX = x0; self.MultiVehicleAutoIdealY = y0; self.MultiVehicleAutoIdealTh = targetBodyTh; self.MultiVehicleAutoHasIdeal = true; self.MultiVehicleAutoCmdTime = DateTime.Now; self.PrimeMasterAutoFromSlam(); var snap = self.GetFleetCenterSnapshot(); int cnt; lock (self.FleetLock) cnt = self.MultiVehicleFleet.Count; if (warmIter % 5 == 0) DLog.Log( $"WARMUP#{warmIter} 快照=({snap.X:0},{snap.Y:0},{snap.Th:0.0}) tick={snap.Tick} " + $"autoEn={self.MultiVehicleAutoEnabled} scriptEn={self.MultiVehicleScriptEnabled} cnt={cnt}/{conf.MultiVehicleFleetNum}", "FleetCrabDbg"); if (cnt >= conf.MultiVehicleFleetNum) { warmReady = true; DLog.Log( $"WARMUP done iter={warmIter} 快照=({snap.X:0},{snap.Y:0},{snap.Th:0.0}) cnt={cnt}", "FleetCrabDbg"); break; } yield return true; } if (!warmReady) DLog.Log("WARMUP timeout: fleet members are not ready; continue with auto fields and safety interlock.", "FleetCrabDbg"); Hedingben.ToastText($"车队蟹行 路径{CrabAngleDeg:0.0}° 车身夹角{BodyToPathAngleDeg:0.0}° 长度{CrabLengthMm:0}mm", "FleetCrab"); var iter = 0; var lastLog = DateTime.MinValue; var finishDistance = Math.Max(0f, FleetCrabFinishDistance); var slowDistance = Math.Max(finishDistance + 1f, FleetCrabSlowDistance); var baseSpeed = Math.Abs(CrabSpeed); var finishSpeed = Math.Min(baseSpeed, Math.Abs(FleetCrabFinishSpeed)); var slowingPow = Math.Max(0.01f, FleetCrabSlowingPow); var accel = Math.Abs(FleetCrabAccel); var cmdSpeed = 0f; var lastTick = DateTime.Now; var gcpLimit = Math.Max(1f, Math.Abs(GcpThetaThreshold)); var holdFrontTh = ClampAbs((float)CommonMath.ThDiff(phi, theta), gcpLimit); var holdRearTh = holdFrontTh; var stopReason = "done"; while (!_stopping) { iter++; if (!self.TryGetFleetCenterFromSlam(out var cx, out var cy, out var cth)) { stopReason = "fleet center invalid"; DLog.Log("ABORT: TryGetFleetCenterFromSlam returned false during auto crab.", "FleetCrabDbg"); break; } var delta = new Vector2(cx - x0, cy - y0); var along = Vector2.Dot(delta, pathDir); var lateral = Vector2.Dot(delta, pathLeft); var remain = CrabLengthMm - along; if (remain <= finishDistance) break; var targetSpeed = baseSpeed; var slowRatio = 1f; if (remain < slowDistance) { slowRatio = (float)Math.Pow(Clamp(Math.Max(0, remain) / slowDistance, 0f, 1f), slowingPow); targetSpeed = slowRatio * (baseSpeed - finishSpeed) + finishSpeed; } var now = DateTime.Now; var dt = Math.Max(0.001f, (float)(now - lastTick).TotalSeconds); lastTick = now; var speed = accel > 0 ? Slew(cmdSpeed, targetSpeed, accel * dt) : targetSpeed; cmdSpeed = speed; var baseCrabTh = (float)CommonMath.ThDiff(phi, cth); var headingErr = (float)CommonMath.ThDiff(targetBodyTh, cth); var dthItem = ClampAbs(conf.DthLinearFac * headingErr, conf.DthLinearThreshold); var biasItem = (float)(-Math.Atan(conf.BiasFac * lateral / 1000f / Math.Max(speed, 0.3f)) / Math.PI * 180.0); biasItem = ClampAbs(biasItem, conf.BiasThreshold); var frontTh = ClampAbs(baseCrabTh + biasItem + dthItem, gcpLimit); var rearTh = ClampAbs(baseCrabTh + biasItem - dthItem, gcpLimit); holdFrontTh = frontTh; holdRearTh = rearTh; var idealAlong = Clamp(along, 0f, CrabLengthMm); var ideal = new Vector2(x0, y0) + pathDir * idealAlong; self.MultiVehicleScriptEnabled = false; self.MultiVehicleScriptMode = 0; self.MultiVehicleScriptVx = 0; self.MultiVehicleScriptVy = 0; self.MultiVehicleScriptVth = 0; self.MultiVehicleAutoEnabled = true; self.MultiVehicleAutoVx = speed; self.MultiVehicleAutoFrontTh = frontTh; self.MultiVehicleAutoRearTh = rearTh; self.MultiVehicleAutoIdealX = ideal.X; self.MultiVehicleAutoIdealY = ideal.Y; self.MultiVehicleAutoIdealTh = targetBodyTh; self.MultiVehicleAutoHasIdeal = true; self.MultiVehicleAutoCmdTime = DateTime.Now; if ((DateTime.Now - lastLog).TotalMilliseconds >= 300) { lastLog = DateTime.Now; var snap = self.GetFleetCenterSnapshot(); int fleetCnt; lock (self.FleetLock) fleetCnt = self.MultiVehicleFleet.Count; DLog.Log( $"ITER#{iter} center=({cx:0},{cy:0},{cth:0.0}) snap=({snap.X:0},{snap.Y:0},{snap.Th:0.0}) " + $"along={along:0} lateral={lateral:0} remain={remain:0} headingErr={headingErr:0.0} " + $"baseTh={baseCrabTh:0.0} bias={biasItem:0.0} dth={dthItem:0.0} " + $"slowRatio={slowRatio:0.000} targetV={targetSpeed:0.000} auto=(vx:{speed:0.000},fTh:{frontTh:0.0},rTh:{rearTh:0.0}) " + $"ideal=({ideal.X:0},{ideal.Y:0},{targetBodyTh:0.0}) scriptEn={self.MultiVehicleScriptEnabled} " + $"cnt={fleetCnt}/{conf.MultiVehicleFleetNum}", "FleetCrabDbg"); } yield return true; } if (_stopping) stopReason = "stop"; self.MultiVehicleAutoVx = 0; self.MultiVehicleAutoFrontTh = holdFrontTh; self.MultiVehicleAutoRearTh = holdRearTh; self.MultiVehicleAutoCmdTime = DateTime.Now; DLog.Log( $"STOP_HOLD iter={iter} reason={stopReason} hold=(fTh:{holdFrontTh:0.0},rTh:{holdRearTh:0.0}) cmdSpeed={cmdSpeed:0.000}", "FleetCrabDbg"); var settleEnd = DateTime.Now.AddMilliseconds(Math.Max(100, conf.MultiVehicleSyncInterval * 3)); while (!_stopping && DateTime.Now < settleEnd) { self.MultiVehicleScriptEnabled = false; self.MultiVehicleScriptMode = 0; self.MultiVehicleAutoEnabled = true; self.MultiVehicleAutoVx = 0; self.MultiVehicleAutoFrontTh = holdFrontTh; self.MultiVehicleAutoRearTh = holdRearTh; self.MultiVehicleAutoCmdTime = DateTime.Now; yield return true; } Cleanup(); Hedingben.ToastText("车队蟹行完成", "FleetCrab"); DLog.Log($"DONE iter={iter} reason={stopReason}", "FleetCrabDbg"); } } [MovementTest(name = "车队联动-自动蟹行")] public class FleetCrabWalkTest : MovementTest { private FleetCrabWalk _proc; private DriveTask _task; public override void Test() { _proc = new FleetCrabWalk { CrabAngleDeg = PilotDefinition.Conf.FleetCrabAngleDeg, BodyToPathAngleDeg = PilotDefinition.Conf.FleetCrabAngleDeg, CrabLengthMm = PilotDefinition.Conf.FleetCrabLengthMm, CrabSpeed = PilotDefinition.Conf.FleetCrabSpeed, FleetCrabAccel = PilotDefinition.Conf.FleetCrabAccel, FleetCrabSlowDistance = PilotDefinition.Conf.FleetCrabSlowDistance, FleetCrabFinishDistance = PilotDefinition.Conf.FleetCrabFinishDistance, FleetCrabFinishSpeed = PilotDefinition.Conf.FleetCrabFinishSpeed, FleetCrabSlowingPow = PilotDefinition.Conf.FleetCrabSlowingPow, GcpThetaThreshold = PilotDefinition.Conf.FleetCrabGcpThetaThreshold }; _task = new DriveTask(_proc.Get()); _task.Wait(); } public override void TestStop() { _proc?.Stop(); _task?.Stop(); } } // ===== 调用 Playground WebAPI 瞬移小车(前移 / 左移 / 旋转)===== // 平移/旋转量在 Fields 面板配置:WebApiTranslateMm(默认100mm)、WebApiRotateDeg(默认5度)。 [MovementTest(name = "多舵轮-WebAPI前移")] public class WebApiForwardMoveTest : MovementTest { public override void Test() { var url = PilotDefinition.Conf.PlaygroundWebApiUrl; var name = PilotDefinition.Conf.PlaygroundRobotName; var d = PilotDefinition.Conf.WebApiTranslateMm; var pose = PlaygroundWebApi.GetPose(url, name); // 车体系前向 (d, 0) 变换到世界系:车头方向即朝向 yaw var dst = CommonMath.Transform2D(new Vector2(pose.X, pose.Y), pose.YawDeg, new Vector2(d, 0)); PlaygroundWebApi.Move(url, name, dst.X, dst.Y, pose.YawDeg); Hedingben.ToastText($"前移 {d:f0}mm -> ({dst.X:f0},{dst.Y:f0})", "WebApiForward"); } public override void TestStop() { } } [MovementTest(name = "多舵轮-WebAPI左移")] public class WebApiLeftMoveTest : MovementTest { public override void Test() { var url = PilotDefinition.Conf.PlaygroundWebApiUrl; var name = PilotDefinition.Conf.PlaygroundRobotName; var d = PilotDefinition.Conf.WebApiTranslateMm; var pose = PlaygroundWebApi.GetPose(url, name); // 车体系左向 (0, d) 变换到世界系(车体 +Y 即左侧) var dst = CommonMath.Transform2D(new Vector2(pose.X, pose.Y), pose.YawDeg, new Vector2(0, d)); PlaygroundWebApi.Move(url, name, dst.X, dst.Y, pose.YawDeg); Hedingben.ToastText($"左移 {d:f0}mm -> ({dst.X:f0},{dst.Y:f0})", "WebApiLeft"); } public override void TestStop() { } } [MovementTest(name = "多舵轮-WebAPI旋转")] public class WebApiRotateTest : MovementTest { public override void Test() { var url = PilotDefinition.Conf.PlaygroundWebApiUrl; var name = PilotDefinition.Conf.PlaygroundRobotName; var deg = PilotDefinition.Conf.WebApiRotateDeg; var pose = PlaygroundWebApi.GetPose(url, name); var ny = pose.YawDeg + deg; // 逆时针为正 PlaygroundWebApi.Move(url, name, pose.X, pose.Y, ny); Hedingben.ToastText($"旋转 {deg:f1}° -> {ny:f1}°", "WebApiRotate"); } public override void TestStop() { } } [MovementTest(name = "多舵轮-WebAPI恢复运动")] public class WebApiMotionResumeTest : MovementTest { public override void Test() { var url = PilotDefinition.Conf.PlaygroundWebApiUrl; PlaygroundWebApi.ResumeMotion(url); Hedingben.ToastText("已恢复车辆运动", "WebApiMotion"); } public override void TestStop() { } } [MovementTest(name = "多舵轮-WebAPI暂停运动")] public class WebApiMotionPauseTest : MovementTest { public override void Test() { var url = PilotDefinition.Conf.PlaygroundWebApiUrl; PlaygroundWebApi.PauseMotion(url); // 默认 zero 模式:反馈归零 Hedingben.ToastText("已暂停车辆运动 (zero)", "WebApiMotion"); } public override void TestStop() { } }