- Gate rotate-mode compensation PI by active fleet omega and reset the integrator/timer when idle, so releasing the joystick stops the cars cleanly instead of drifting/self-rotating from a wound-up integral. - Add conditional integration anti-windup in RotatePiTerm to reduce the startup overshoot after the initial relative-pose spike. - Raise translational P gain for faster startup correction. - Superimpose body-frame compensation onto swerve rotation and add MultiVehicleDbg / RotateDbg / RotatePoseDbg diagnostics. Co-authored-by: Cursor <cursoragent@cursor.com>
982 lines
47 KiB
C#
982 lines
47 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Net.Http;
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using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using ClumsyCore;
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using ClumsyCore.DTools;
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using ClumsyCore.Interfaces;
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using ClumsyCore.Pilot;
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using ClumsyCore.Utilities;
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using CommonUsage;
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using CommonUsage.Chassis;
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using FundamentalLib;
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using FundamentalLib.Utilities;
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using MDCSToolBox.Clumsy.Pilot.MultiWheel;
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using Newtonsoft.Json;
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using Vector = ClumsyCore.Utilities.Vector;
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namespace MultiWheelC;
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public class PilotDefinition : MultiWheelPilotDefinition<PilotConfig, PilotDefinition>
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{
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public new float CarLength = 1472f;
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public new float CarWidth = 948f;
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public override void StandardInit()
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{
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InitMultiVehicleCoordination();
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}
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#region MultiVehicleCoordination (从 MDCSToolBox 内联回 Tutorial)
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[AsLowerIO(desc = "启用(手动)多车联动")] public bool MultiVehicleManualEnabled;
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[AsLowerIO(desc = "(手动)多车联动模式")] public int MultiVehicleManualMode;
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[FieldMember(desc = "多车联动已同步")] public bool MultiVehicleAligned;
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[AsLowerIO(desc = "多车联动:遥控器Vx")] public float MultiVehicleManualVx;
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[AsLowerIO(desc = "多车联动:遥控器Vy")] public float MultiVehicleManualVy;
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[AsLowerIO(desc = "多车联动:遥控器Vth")] public float MultiVehicleManualVth;
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[AsUpperIO(desc = "多车联动:自动驾驶", timeOutReset = true)] public bool MultiVehicleAutoEnabled;
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[FieldMember(desc = "多车联动:自动驾驶Vx")] public float MultiVehicleAutoVx;
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[FieldMember(desc = "多车联动:自动驾驶FrontTh")] public float MultiVehicleAutoFrontTh;
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[FieldMember(desc = "多车联动:自动驾驶RearTh")] public float MultiVehicleAutoRearTh;
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public Dictionary<int, VehicleSyncInfo> MultiVehicleFleet = new();
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public VehicleSyncNotification MultiVehicleNotification;
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[FieldMember(desc = "多车联动:车队姿态x")] public float CenterX;
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[FieldMember(desc = "多车联动:车队姿态y")] public float CenterY;
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[FieldMember(desc = "多车联动:车队姿态th")] public float CenterTh;
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[AsLowerIO(desc = "车号")] public int CarNum = 1;
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private float _multiVehicleAccumulateTh;
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private DateTime _multiVehicleLastThTime = DateTime.Now;
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private readonly object _multiVehicleNotificationLock = new();
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private DateTime _multiVehicleLastNotifyTime = DateTime.MinValue;
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private bool _multiVehicleSyncInitialized;
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// 诊断日志:节流计时 + 最近一次检测几何(中心/朝向/距离),用于定位剧烈运动来源
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private DateTime _mvDbgLastLog = DateTime.MinValue;
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private float _mvLastDetCenterX, _mvLastDetCenterY, _mvLastDetDir, _mvLastDetDist;
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// 原地旋转(mode2)实际叠加的车体系纠偏旋量(mm/s, mm/s, deg/s),仅用于诊断日志。
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private float _mvRotCompVx, _mvRotCompVy, _mvRotCompOmega;
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// 原地旋转纠偏 PI 控制器的积分累加器(mm·s, mm·s, deg·s)与上次计算时刻。
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private float _rotIntegX, _rotIntegY, _rotIntegTh;
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private DateTime _rotPiLastTime = DateTime.MinValue;
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// 原地旋转“两车实际 sim 位姿”诊断采样状态(仅主车,通过 Playground WebAPI 读取)。
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private DateTime _rotPoseLastLog = DateTime.MinValue;
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private DateTime _rotPosePrevTime = DateTime.MinValue;
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private float _rotPosePrevYaw1, _rotPosePrevYaw2;
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private bool _rotPoseEpisode; // 本次旋转片段是否已捕获参考量
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private float _rotPoseMid0X, _rotPoseMid0Y; // 起转瞬间车队几何中心(世界系),用于度量整体平移漂移
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// 写盘诊断日志(Clumsy 侧)。改用 DLog 落盘:同一 topic 的日志会归到以 topic 命名的文件夹,
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// 由 DLog 统一管理落点/滚动,无需自行维护文件句柄与 session 清空逻辑。
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private DateTime _mvDiskLastLog = DateTime.MinValue;
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private void FleetDiag(string msg)
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{
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DLog.Log($"car{CarNum} {msg}", "FleetDiagClumsy");
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}
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// 互识别:邻车两腿检测的滑动窗口(最近 1s,最多 10 帧),用于平滑抖动
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private readonly object _neighborDetectLock = new();
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private readonly List<(DateTime Time, Vector2 Src, Vector2 Dst)> _neighborDetects = new();
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// 互识别:上一帧检测中心,用作下一帧猜测(闭环跟踪),与「多舵轮-2腿检测」MovementTest 一致
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private Vector2 _neighborGuess;
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private bool _neighborGuessValid;
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private DateTime _neighborGuessTime = DateTime.MinValue;
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/// <summary>
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/// 互识别钩子:用单线雷达识别邻车的两腿/两轮,换算成本车体坐标系下相对“理应对齐参考点”的偏差。
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/// 全对齐时返回 (true, 0, 0, 0);未检测到时返回 (false, ...)。
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/// detectDistance = 编队车间距 - 检测中心偏移(即邻车检测中心到本车原点的标称距离,恒为正值,方向由 TwoLegGuessX 符号决定)。
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/// </summary>
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private (bool Valid, float Dx, float Dy, float Dth, float NeighborDist) DetectNeighborBias(float detectDistance)
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{
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// 检测猜测点与「多舵轮-2腿检测」MovementTest 完全一致:首帧 / 跟丢回落都用 Conf.TwoLegGuessX
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// (方向与距离都由它一处决定),跟到后用上一帧中心闭环跟踪。
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// detectDistance 只用于计算编队对齐偏差/间距,不参与“去哪里找邻车”,避免猜测点偏离导致 ROI 框漏掉真实邻车。
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var nominal = new Vector2(Conf.TwoLegGuessX, 0f);
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var now = DateTime.Now;
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// 闭环跟踪:1s 内检到过就用上一帧中心作猜测,使绿色 ROI 框收敛到真实邻车(与 MovementTest 行为一致);
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// 跟丢超时则回落到编队标称位置,避免框漂走。
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var guess = (_neighborGuessValid && (now - _neighborGuessTime).TotalSeconds < 1) ? _neighborGuess : nominal;
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var seg = TwoLegDetect.Detect(Conf.TwoLegLidarName, guess.X, TwoLegDetect.SetFilters(guess.X, guess.Y));
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Vector2 avgSrc, avgDst;
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lock (_neighborDetectLock)
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{
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if (seg != null)
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{
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_neighborDetects.Add((now, seg.Src, seg.Dst));
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_neighborGuess = (seg.Src + seg.Dst) / 2f;
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_neighborGuessValid = true;
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_neighborGuessTime = now;
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}
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_neighborDetects.RemoveAll(r => (now - r.Time).TotalSeconds > 1);
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var cnt = _neighborDetects.Count;
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if (cnt == 0)
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{
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_neighborGuessValid = false;
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Hedingben.ToastText($"邻车未检到 (guess x:{guess.X:F0} y:{guess.Y:F0})", $"MultiVehicle{CarNum}-detect");
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return (false, 0f, 0f, 0f, 0f);
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}
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if (cnt > 10) _neighborDetects.RemoveRange(0, cnt - 10);
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avgSrc = new Vector2(_neighborDetects.Average(r => r.Src.X), _neighborDetects.Average(r => r.Src.Y));
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avgDst = new Vector2(_neighborDetects.Average(r => r.Dst.X), _neighborDetects.Average(r => r.Dst.Y));
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}
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// 两腿连线中点为邻车检测中心;连线的垂线方向即邻车朝向
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var dirVec = avgDst - avgSrc;
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var center = (avgSrc + avgDst) / 2f;
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var dir = (float)LessMath.RoundTh(Math.Atan2(dirVec.Y, dirVec.X) / Math.PI * 180 + 90);
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// 从检测中心沿邻车朝向外推 detectDistance,得到“本车理应所在的参考点”(车体系)
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var target = LessMath.Transform2D(center, dir, detectDistance, 0);
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var dx = target.X;
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var dy = target.Y;
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var dth = (float)LessMath.ThDiff(dir, 0);
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var neighborDist = center.Length();
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_mvLastDetCenterX = center.X;
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_mvLastDetCenterY = center.Y;
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_mvLastDetDir = dir;
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_mvLastDetDist = neighborDist;
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var painter = UI.GetPainter("MultiVehicleDetectBias", false);
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painter.Clear();
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painter.DrawLine(Color.DeepPink, center, target, width: 2);
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painter.DrawText(Color.Yellow, $"dx:{dx:F0} dy:{dy:F0} dth:{dth:F2}", center.X, center.Y);
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Hedingben.ToastText(
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$"[联动检测] lidar:{Conf.TwoLegLidarName} guess x:{guess.X:F0} y:{guess.Y:F0} | " +
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$"中心 x:{center.X:F0} y:{center.Y:F0} dir:{dir:F1} dist:{neighborDist:F0} | 偏差 dx:{dx:F0} dy:{dy:F0} dth:{dth:F2}",
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$"MultiVehicle{CarNum}-detect");
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return (true, dx, dy, dth, neighborDist);
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}
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private void InitMultiVehicleCoordination()
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{
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if (_multiVehicleSyncInitialized) return;
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_multiVehicleSyncInitialized = true;
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var hc = new HttpClient { Timeout = TimeSpan.FromSeconds(2) };
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PicoHttpServer.AddGetHandler("/multi-vehicle-register", new { CarNum = 0, Info = "" }, query =>
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{
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try
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{
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var infoJson = Uri.UnescapeDataString(query.Info ?? "");
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var info = JsonConvert.DeserializeObject<VehicleSyncInfo>(infoJson)
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?? throw new Exception("VehicleSyncInfo is null");
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lock (MultiVehicleFleet)
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MultiVehicleFleet[query.CarNum] = info;
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return JsonConvert.SerializeObject(new { code = 200, message = "ok" });
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}
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catch (Exception e)
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{
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DLog.Log($"/multi-vehicle-register error: {e.FormatEx()}", "MultiVehicle");
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return JsonConvert.SerializeObject(new { code = 500, message = e.Message });
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}
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});
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PicoHttpServer.AddGetHandler("/multi-vehicle-notify", new { Notification = "" }, query =>
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{
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try
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{
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var notifyJson = Uri.UnescapeDataString(query.Notification ?? "");
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var notification = JsonConvert.DeserializeObject<VehicleSyncNotification>(notifyJson)
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?? throw new Exception("notification is null");
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MultiVehicleAligned = notification.Aligned;
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lock (MultiVehicleFleet)
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MultiVehicleFleet = notification.Fleet ?? new Dictionary<int, VehicleSyncInfo>();
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lock (_multiVehicleNotificationLock)
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{
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MultiVehicleNotification = notification;
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_multiVehicleLastNotifyTime = DateTime.Now;
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}
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return JsonConvert.SerializeObject(new { code = 200, message = "ok" });
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}
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catch (Exception e)
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{
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DLog.Log($"/multi-vehicle-notify error: {e.FormatEx()}", "MultiVehicle");
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return JsonConvert.SerializeObject(new { code = 500, message = e.Message });
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}
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});
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DLog.Log("MultiVehicle coordination initialized, starting loop thread", "MultiVehicle");
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Console.WriteLine("[MultiVehicle] coordination initialized, starting loop thread");
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new Thread(() => MultiVehicleLoop(hc)) { Name = "MultiVehicle", IsBackground = true }.Start();
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}
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private void MultiVehicleLoop(HttpClient hc)
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{
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var carLength = CarLength;
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var carWidth = CarWidth;
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var contour = new List<Vector2>
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{
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new(carLength / 2f, carWidth / 2f),
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new(-carLength / 2f, carWidth / 2f),
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new(-carLength / 2f, -carWidth / 2f),
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new(carLength / 2f, -carWidth / 2f),
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};
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var chassis = (MultiWheelChassis)Chassis;
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var sendMotionPainter = UI.GetPainter("MultiWheelChassis-SendMotionVis", false);
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chassis.SendMotionVisualizer = new Visualizer
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{
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LineAction = (color, src, dst, startArrow, endArrow, width) =>
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sendMotionPainter.DrawLine(color, src, dst, startArrow, endArrow, width),
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TextAction = (color, str, pos) => sendMotionPainter.DrawText(color, str, pos),
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Clear = () => sendMotionPainter.Clear()
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};
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DLog.Log("MultiVehicleLoop thread running", "MultiVehicle");
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Console.WriteLine("[MultiVehicle] loop thread running");
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var loopCount = 0L;
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while (true)
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{
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try
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{
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TickMultiVehicle(hc, chassis, contour, sendMotionPainter);
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}
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catch (Exception e)
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{
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DLog.Log($"MultiVehicle loop error: {e.FormatEx()}", "MultiVehicle");
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}
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// 每 ~5s 打一条心跳,确认循环确实在跑(用于区分“循环没跑”与“写盘失败”)
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if (loopCount++ % Math.Max(1, 5000 / Math.Max(1, Conf.MultiVehicleSyncInterval)) == 0)
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DLog.Log($"MultiVehicleLoop heartbeat #{loopCount}", "MultiVehicle");
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Thread.Sleep(Conf.MultiVehicleSyncInterval);
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}
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}
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private void TickMultiVehicle(HttpClient hc, MultiWheelChassis chassis, List<Vector2> contour, Painter sendMotionPainter)
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{
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var isMaster = IsMultiVehicleMaster();
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var autoEnabled = false;
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var manualEnabled = MultiVehicleManualEnabled;
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if (isMaster)
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autoEnabled = MultiVehicleAutoEnabled;
|
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else
|
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{
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// 从车:自动/手动联动均可由主车广播解锁(无需各自再拨开关)。
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// 仅在 notification 新鲜时认账,主车停发后超时即自动停车,避免用旧指令跑飞。
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lock (_multiVehicleNotificationLock)
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{
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var fresh = (DateTime.Now - _multiVehicleLastNotifyTime).TotalMilliseconds <
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Math.Max(300, Conf.MultiVehicleSyncInterval * 5);
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if (fresh && MultiVehicleNotification != null)
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{
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autoEnabled = MultiVehicleNotification.AutoEnabled;
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manualEnabled = manualEnabled || MultiVehicleNotification.ManualEnabled;
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}
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}
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}
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// 入口诊断(节流 ~300ms):记录从 Medulla 收到的原始 IO 值与门控判定,
|
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// 用于确认遥控指令是否真的传到了 Clumsy,以及为何提前 return。
|
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if ((DateTime.Now - _mvDiskLastLog).TotalMilliseconds >= 300)
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{
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_mvDiskLastLog = DateTime.Now;
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int fleetCnt;
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lock (MultiVehicleFleet) fleetCnt = MultiVehicleFleet.Count;
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var notifFresh = (DateTime.Now - _multiVehicleLastNotifyTime).TotalMilliseconds <
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Math.Max(300, Conf.MultiVehicleSyncInterval * 5);
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FleetDiag(
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$"ENTRY master={isMaster} | IO: ManualEn={MultiVehicleManualEnabled} Mode={MultiVehicleManualMode} " +
|
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$"Vx={MultiVehicleManualVx:0.000} Vy={MultiVehicleManualVy:0.000} Vth={MultiVehicleManualVth:0.0} AutoEn(IO)={MultiVehicleAutoEnabled} " +
|
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$"| gate: manualEnabled={manualEnabled} autoEnabled={autoEnabled} notifFresh={notifFresh} " +
|
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$"notifManualEn={(MultiVehicleNotification != null ? MultiVehicleNotification.ManualEnabled.ToString() : "null")} " +
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$"fleetCnt={fleetCnt}/{Conf.MultiVehicleFleetNum} useDetect={Conf.MultiVehicleUseDetect} pos={Conf.PosAvailable}");
|
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}
|
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|
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if (!manualEnabled && !autoEnabled)
|
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{
|
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UI.GetPainter("MultiVehicleFleet-vis", false).Clear();
|
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sendMotionPainter.Clear();
|
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lock (MultiVehicleFleet)
|
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MultiVehicleFleet.Clear();
|
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MultiVehicleAutoEnabled = false;
|
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_multiVehicleAccumulateTh = 0f;
|
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_multiVehicleLastThTime = DateTime.Now;
|
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|
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if (!isMaster)
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FireAndForgetRegister(hc, BuildSelfInfo(false, false, 0, 0, 0, 0, 0, 0, false));
|
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|
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return;
|
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}
|
||
|
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if (isMaster && autoEnabled && !MultiVehicleManualEnabled && !FleetHasPosAvailable())
|
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{
|
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MultiVehicleAutoEnabled = false;
|
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Hedingben.ToastText("自动多车联动需要至少一台车有 Detour 定位", "MultiVehicle-auto-gate");
|
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return;
|
||
}
|
||
|
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var posAvailable = Conf.PosAvailable;
|
||
float selfX = 0, selfY = 0, selfTh = 0;
|
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if (posAvailable)
|
||
{
|
||
var carPos = DetourInterface.getCartLocation();
|
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selfX = (float)carPos.x;
|
||
selfY = (float)carPos.y;
|
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selfTh = (float)carPos.th;
|
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}
|
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|
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var syncTh = Conf.TestCarSyncTh;
|
||
var syncDistance = Conf.TestCarSyncDistance;
|
||
var deltaDetectCenter = Conf.DeltaDetectCenter;
|
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float fleetVx = 0, fleetFrontTh = 0, fleetRearTh = 0, fleetOmega = 0;
|
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var fleetMode = 0; // 0=常规 1=蟹行 2=原地旋转
|
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CenterX = CenterY = CenterTh = 0;
|
||
|
||
if (isMaster)
|
||
{
|
||
if (MultiVehicleManualEnabled)
|
||
{
|
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syncTh = 0;
|
||
fleetMode = MultiVehicleManualMode;
|
||
if (fleetMode == 2)
|
||
{
|
||
// 原地旋转:摇杆左右 → 绕车队中心角速度(deg/s)。底盘 SetOriginBias 已设为车队中心。
|
||
fleetOmega = MultiVehicleManualVth * Conf.ManualCarSyncVthFac;
|
||
fleetVx = 0;
|
||
fleetFrontTh = 0;
|
||
fleetRearTh = 0;
|
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_multiVehicleAccumulateTh = 0f;
|
||
_multiVehicleLastThTime = DateTime.Now;
|
||
}
|
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else if (fleetMode == 1)
|
||
{
|
||
// 蟹行:把 (前后向Vx, 横向Vy) 合成速度矢量,四轮同向打到该方向(前后舵轮角相同)。
|
||
// 舵轮角限制在 ±90°,超出则取反向并令速度取负,避免出现 180° 这类不可达转角。
|
||
var vx = MultiVehicleManualVx * Conf.ManualCarSyncVxFac;
|
||
var vy = MultiVehicleManualVy * Conf.ManualCarSyncVyFac;
|
||
var speed = (float)Math.Sqrt(vx * vx + vy * vy);
|
||
var crabAngle = (float)(Math.Atan2(vy, vx) * 180.0 / Math.PI);
|
||
if (crabAngle > 90f) { crabAngle -= 180f; speed = -speed; }
|
||
else if (crabAngle < -90f) { crabAngle += 180f; speed = -speed; }
|
||
fleetVx = speed;
|
||
fleetFrontTh = crabAngle;
|
||
fleetRearTh = crabAngle;
|
||
_multiVehicleAccumulateTh = 0f;
|
||
_multiVehicleLastThTime = DateTime.Now;
|
||
}
|
||
else
|
||
{
|
||
fleetVx = MultiVehicleManualVx * Conf.ManualCarSyncVxFac;
|
||
var targetTh = MultiVehicleManualVth * Conf.ManualCarSyncVthFac;
|
||
var now = DateTime.Now;
|
||
var dt = (float)Math.Min(0.2, Math.Max(0, (now - _multiVehicleLastThTime).TotalSeconds));
|
||
_multiVehicleLastThTime = now;
|
||
var sign = Math.Sign(targetTh - _multiVehicleAccumulateTh);
|
||
_multiVehicleAccumulateTh += sign * Math.Min(Math.Abs(targetTh - _multiVehicleAccumulateTh),
|
||
Conf.SyncThAccPerSec * dt);
|
||
fleetFrontTh = _multiVehicleAccumulateTh;
|
||
fleetRearTh = -fleetFrontTh;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
fleetVx = MultiVehicleAutoVx;
|
||
fleetFrontTh = MultiVehicleAutoFrontTh;
|
||
fleetRearTh = MultiVehicleAutoRearTh;
|
||
}
|
||
}
|
||
else if (MultiVehicleNotification != null)
|
||
{
|
||
VehicleSyncNotification notification;
|
||
lock (_multiVehicleNotificationLock)
|
||
notification = MultiVehicleNotification;
|
||
|
||
syncTh = notification.SyncTh;
|
||
syncDistance = notification.SyncDistance;
|
||
deltaDetectCenter = notification.DeltaDetectCenter;
|
||
CenterX = notification.CenterX;
|
||
CenterY = notification.CenterY;
|
||
CenterTh = notification.CenterTh;
|
||
posAvailable = notification.PosAvailable;
|
||
MultiVehicleAutoEnabled = notification.AutoEnabled;
|
||
fleetVx = notification.FleetVx;
|
||
fleetFrontTh = notification.FleetFrontTh;
|
||
fleetRearTh = notification.FleetRearTh;
|
||
fleetMode = notification.Mode;
|
||
fleetOmega = notification.FleetOmega;
|
||
}
|
||
|
||
var (layoutX, layoutY, layoutTh) = GetLayoutPose(syncTh, syncDistance);
|
||
|
||
if (isMaster)
|
||
{
|
||
lock (MultiVehicleFleet)
|
||
MultiVehicleFleet[CarNum] = BuildSelfInfo(true, posAvailable, selfX, selfY, selfTh,
|
||
layoutX, layoutY, layoutTh, true);
|
||
|
||
if (TryInferFleetCenter(out var cx, out var cy, out var cth))
|
||
{
|
||
CenterX = cx;
|
||
CenterY = cy;
|
||
CenterTh = cth;
|
||
}
|
||
}
|
||
|
||
var selfAligned = !Conf.MultiVehicleUseDetect;
|
||
var detectValid = false;
|
||
float detectDx = 0, detectDy = 0, detectDth = 0;
|
||
var currentSpacing = float.NaN;
|
||
if (Conf.MultiVehicleUseDetect)
|
||
{
|
||
var (valid, dx, dy, dth, neighborDist) = DetectNeighborBias(syncDistance - deltaDetectCenter);
|
||
detectValid = valid;
|
||
if (valid)
|
||
{
|
||
detectDx = dx;
|
||
detectDy = dy;
|
||
detectDth = dth;
|
||
// 检测中心到本车原点距离 + 检测中心偏移 = 两车参考点当前间距
|
||
currentSpacing = neighborDist + deltaDetectCenter;
|
||
selfAligned = Math.Abs(dx) < Conf.SingleCarSyncPrecisionXy &&
|
||
Math.Abs(dy) < Conf.SingleCarSyncPrecisionXy &&
|
||
Math.Abs(dth) < Conf.SingleCarSyncPrecisionTh;
|
||
}
|
||
else selfAligned = false;
|
||
}
|
||
|
||
// 检测不可用(关闭/跟丢)时回落到 SLAM 世界坐标计算间距(两台车都需有定位)
|
||
if (float.IsNaN(currentSpacing) && posAvailable)
|
||
currentSpacing = TryGetSlamSpacing(selfX, selfY);
|
||
|
||
if (float.IsNaN(currentSpacing))
|
||
Hedingben.ToastText($"间距 当前:N/A 目标:{syncDistance:F0}mm", $"MultiVehicle{CarNum}-spacing");
|
||
else
|
||
Hedingben.ToastText(
|
||
$"间距 当前:{currentSpacing:F0}mm 目标:{syncDistance:F0}mm 差:{currentSpacing - syncDistance:F0}mm",
|
||
$"MultiVehicle{CarNum}-spacing");
|
||
|
||
lock (MultiVehicleFleet)
|
||
{
|
||
MultiVehicleAligned = MultiVehicleFleet.Count == Conf.MultiVehicleFleetNum &&
|
||
MultiVehicleFleet.Values.All(v => v.Aligned);
|
||
}
|
||
|
||
// 安全门:开启互识别时,本车或任一其它车检测不到邻车则整队停车(速度置零)。
|
||
// ownDetectOk 是本轮新鲜值;其它车的 DetectOk 来自其上报/主车下发(滑动窗口已给 1s 去抖)。
|
||
var ownDetectOk = !Conf.MultiVehicleUseDetect || detectValid;
|
||
bool othersDetectOk;
|
||
lock (MultiVehicleFleet)
|
||
othersDetectOk = MultiVehicleFleet.Where(kv => kv.Key != CarNum).All(kv => kv.Value.DetectOk);
|
||
var canMove = !Conf.MultiVehicleUseDetect || (ownDetectOk && othersDetectOk);
|
||
if (!canMove)
|
||
{
|
||
fleetVx = 0;
|
||
fleetFrontTh = 0;
|
||
fleetRearTh = 0;
|
||
fleetOmega = 0;
|
||
Hedingben.ToastText(
|
||
$"车队停车:{(!ownDetectOk ? "本车" : "其它车")}2腿检测丢失(速度已置零)",
|
||
$"MultiVehicle{CarNum}-stop");
|
||
}
|
||
else
|
||
{
|
||
Hedingben.ToastText("车队检测正常", $"MultiVehicle{CarNum}-stop");
|
||
}
|
||
|
||
VisualizeFleet(contour, layoutX, layoutY, layoutTh);
|
||
|
||
var fleetReady = false;
|
||
var fleetCount = 0;
|
||
lock (MultiVehicleFleet)
|
||
{
|
||
fleetCount = MultiVehicleFleet.Count;
|
||
fleetReady = fleetCount == Conf.MultiVehicleFleetNum;
|
||
}
|
||
|
||
// 补偿量提到块外,便于诊断日志统一记录三类来源(检测/SLAM)的贡献。
|
||
float xDetectCompensate = 0, yDetectCompensate = 0, thDetectCompensate = 0;
|
||
float xPosCompensate = 0, yPosCompensate = 0, thPosCompensate = 0;
|
||
float posBiasX = 0, posBiasY = 0, posBiasTh = 0;
|
||
|
||
if (fleetReady)
|
||
{
|
||
chassis.SetOriginBias(layoutX, layoutY, layoutTh);
|
||
chassis.ControlPointRadius = syncDistance / 2f;
|
||
|
||
if (canMove && Conf.MultiVehicleUseDetect)
|
||
{
|
||
xDetectCompensate = Math.Abs(detectDx) > Conf.SingleCarSyncPrecisionXy
|
||
? detectDx * Conf.MultiVehicleDetectBiasXFac : 0;
|
||
yDetectCompensate = Math.Abs(detectDy) > Conf.SingleCarSyncPrecisionXy
|
||
? detectDy * Conf.MultiVehicleDetectBiasYFac : 0;
|
||
thDetectCompensate = Math.Abs(detectDth) > Conf.SingleCarSyncPrecisionTh
|
||
? detectDth * Conf.MultiVehicleDetectBiasThFac : 0;
|
||
|
||
xDetectCompensate = ClampBias(xDetectCompensate, Conf.MultiVehicleDetectBiasXThreshold);
|
||
yDetectCompensate = ClampBias(yDetectCompensate, Conf.MultiVehicleDetectBiasYThreshold);
|
||
thDetectCompensate = ClampBias(thDetectCompensate, Conf.MultiVehicleDetectBiasThThreshold);
|
||
}
|
||
|
||
if (canMove && posAvailable && TryInferFleetCenter(out _, out _, out _))
|
||
{
|
||
var supposedPos = LessMath.Transform2D(
|
||
Tuple.Create(CenterX, CenterY, CenterTh),
|
||
Tuple.Create(layoutX, layoutY, layoutTh));
|
||
var posBias = LessMath.SolveTransform2D(Tuple.Create(selfX, selfY, selfTh), supposedPos);
|
||
posBiasX = (float)posBias.Item1;
|
||
posBiasY = (float)posBias.Item2;
|
||
posBiasTh = (float)posBias.Item3;
|
||
|
||
xPosCompensate = Math.Abs(posBias.Item1) > Conf.SingleCarSyncPrecisionXy
|
||
? ClampBias(posBias.Item1 * Conf.MultiVehiclePosBiasXFac, Conf.MultiVehiclePosBiasXThreshold)
|
||
: 0;
|
||
yPosCompensate = Math.Abs(posBias.Item2) > Conf.SingleCarSyncPrecisionXy
|
||
? ClampBias(posBias.Item2 * Conf.MultiVehiclePosBiasYFac, Conf.MultiVehiclePosBiasYThreshold)
|
||
: 0;
|
||
thPosCompensate = Math.Abs(posBias.Item3) > Conf.SingleCarSyncPrecisionTh
|
||
? ClampBias(posBias.Item3 * Conf.MultiVehiclePosBiasThFac, Conf.MultiVehiclePosBiasThThreshold)
|
||
: 0;
|
||
}
|
||
|
||
sendMotionPainter.Clear();
|
||
if (fleetMode == 2)
|
||
{
|
||
// 原地旋转:底盘原点已偏置到车队中心,绕队中心旋转,并叠加 PI 闭环纠偏维持队形。
|
||
// detect/pos 偏差(dx,dy,dth) 本身就是"本车参考点应在车体系移动到的位置/应转的角",作为误差喂给 PI。
|
||
// 纯 P 对抗恒定横向滑移有稳态残差,积分项消除之。检测丢失(canMove=false)时不纠偏并清空积分。
|
||
float rotCompVx = 0, rotCompVy = 0, rotCompOmega = 0;
|
||
var now = DateTime.Now;
|
||
// dt 限幅,避免首帧/卡顿导致积分突跳
|
||
var dt = _rotPiLastTime == DateTime.MinValue ? 0f
|
||
: (float)Math.Min(0.2, Math.Max(0, (now - _rotPiLastTime).TotalSeconds));
|
||
_rotPiLastTime = now;
|
||
|
||
// 仅在"被指令旋转"时才纠偏:松开摇杆(fleetOmega≈0)时绝不再下发补偿,
|
||
// 否则积分残留会持续驱动车辆平移/旋转,表现为"松杆后轮子来回打、自转停不下来"。
|
||
var rotating = Math.Abs(fleetOmega) > Conf.MultiVehicleRotateActiveOmega;
|
||
if (canMove && rotating)
|
||
{
|
||
var errX = detectDx + posBiasX; // mm,车体系:本车纵向(前+)应移动量
|
||
var errY = detectDy + posBiasY; // mm,车体系:本车横向(左+)应移动量
|
||
var errTh = detectDth + posBiasTh; // deg,本车应转角
|
||
rotCompVx = RotatePiTerm(errX, ref _rotIntegX, Conf.SingleCarSyncPrecisionXy,
|
||
Conf.MultiVehicleRotateCompXyFac, Conf.MultiVehicleRotateCompXyIFac,
|
||
Conf.MultiVehicleRotateCompXyMax, dt);
|
||
rotCompVy = RotatePiTerm(errY, ref _rotIntegY, Conf.SingleCarSyncPrecisionXy,
|
||
Conf.MultiVehicleRotateCompXyFac, Conf.MultiVehicleRotateCompXyIFac,
|
||
Conf.MultiVehicleRotateCompXyMax, dt);
|
||
rotCompOmega = RotatePiTerm(errTh, ref _rotIntegTh, Conf.SingleCarSyncPrecisionTh,
|
||
Conf.MultiVehicleRotateCompThFac, Conf.MultiVehicleRotateCompThIFac,
|
||
Conf.MultiVehicleRotateCompThMax, dt);
|
||
}
|
||
else
|
||
{
|
||
// 检测丢失或未指令旋转:清零补偿并复位积分/计时,停止时不再有残留驱动。
|
||
_rotIntegX = _rotIntegY = _rotIntegTh = 0;
|
||
_rotPiLastTime = DateTime.MinValue;
|
||
}
|
||
|
||
_mvRotCompVx = rotCompVx;
|
||
_mvRotCompVy = rotCompVy;
|
||
_mvRotCompOmega = rotCompOmega;
|
||
|
||
chassis.SendRotateMotion(fleetOmega,
|
||
localCompensateX: rotCompVx, localCompensateY: rotCompVy, localCompensateTh: rotCompOmega);
|
||
|
||
// 仅主车:读取两车实际 sim 位姿,量化"开环横向滑移"来源(节流 ~200ms)。
|
||
if (isMaster)
|
||
LogRotatePoseSample();
|
||
}
|
||
else
|
||
{
|
||
_mvRotCompVx = 0;
|
||
_mvRotCompVy = 0;
|
||
_mvRotCompOmega = 0;
|
||
// 退出原地旋转:清空 PI 积分与计时、位姿诊断片段,下次进入重新起算。
|
||
_rotIntegX = _rotIntegY = _rotIntegTh = 0;
|
||
_rotPiLastTime = DateTime.MinValue;
|
||
_rotPoseEpisode = false;
|
||
_rotPosePrevTime = DateTime.MinValue;
|
||
// 常规/蟹行:蟹行时 frontTh==rearTh(四轮同向)即为平移,与常规共用同一下发路径。
|
||
chassis.SendMotion(fleetVx, fleetFrontTh, fleetRearTh, localControlRadius: 510,
|
||
localCompensateX: xDetectCompensate + xPosCompensate,
|
||
localCompensateY: yDetectCompensate + yPosCompensate,
|
||
localCompensateTh: thDetectCompensate + thPosCompensate);
|
||
}
|
||
}
|
||
|
||
// === 诊断日志(节流 ~300ms)===
|
||
// 用于定位“剧烈运动”来源:BASE=遥控基础速度;DETECT=2腿检测补偿;POS=SLAM编队补偿;SEND=最终下发。
|
||
// 若 BASE≈0 但 SEND 持续非零,说明是补偿在驱动;再看 DETECT/POS 哪一路的 comp 持续非零即定位到来源。
|
||
// 同时落 DLog(tag MultiVehicleDbg) 与屏幕 ToastText(tag MultiVehicle{CarNum}-dbg),后者无需开启磁盘转储即可直接观察。
|
||
if ((DateTime.Now - _mvDbgLastLog).TotalMilliseconds >= 300)
|
||
{
|
||
_mvDbgLastLog = DateTime.Now;
|
||
var spacingStr = float.IsNaN(currentSpacing) ? "NaN" : currentSpacing.ToString("F0");
|
||
var cx = xDetectCompensate + xPosCompensate;
|
||
var cy = yDetectCompensate + yPosCompensate;
|
||
var cth = thDetectCompensate + thPosCompensate;
|
||
|
||
var dbg =
|
||
$"car{CarNum} master:{isMaster} manual:{manualEnabled} auto:{autoEnabled} pos:{posAvailable} " +
|
||
$"ready:{fleetReady}({fleetCount}/{Conf.MultiVehicleFleetNum}) canMove:{canMove} useDetect:{Conf.MultiVehicleUseDetect} " +
|
||
$"| BASE vx:{fleetVx:F3} fTh:{fleetFrontTh:F2} rTh:{fleetRearTh:F2} " +
|
||
$"| DETECT valid:{detectValid} center({_mvLastDetCenterX:F0},{_mvLastDetCenterY:F0}) dir:{_mvLastDetDir:F1} ndist:{_mvLastDetDist:F0} " +
|
||
$"dx:{detectDx:F0} dy:{detectDy:F0} dth:{detectDth:F2} spacing:{spacingStr}/{syncDistance:F0} delta:{deltaDetectCenter:F0} guessX:{Conf.TwoLegGuessX:F0} " +
|
||
$"-> comp x:{xDetectCompensate:F1} y:{yDetectCompensate:F1} th:{thDetectCompensate:F2} " +
|
||
$"| POS self({selfX:F0},{selfY:F0},{selfTh:F1}) center({CenterX:F0},{CenterY:F0},{CenterTh:F1}) " +
|
||
$"bias({posBiasX:F0},{posBiasY:F0},{posBiasTh:F1}) -> comp x:{xPosCompensate:F1} y:{yPosCompensate:F1} th:{thPosCompensate:F2} " +
|
||
$"| LAYOUT({layoutX:F0},{layoutY:F0},{layoutTh:F0}) R:{syncDistance / 2f:F0} " +
|
||
$"| SEND mode:{fleetMode} omega:{fleetOmega:F1} vx:{fleetVx:F3} fTh:{fleetFrontTh:F2} rTh:{fleetRearTh:F2} cx:{cx:F1} cy:{cy:F1} cth:{cth:F2} " +
|
||
$"rotComp(vx:{_mvRotCompVx:F1} vy:{_mvRotCompVy:F1} om:{_mvRotCompOmega:F2})";
|
||
|
||
DLog.Log(dbg, "MultiVehicleDbg");
|
||
FleetDiag(dbg);
|
||
|
||
// 屏幕分两行显示,便于直接观察(无需开启 DLog 磁盘转储)
|
||
Hedingben.ToastText(
|
||
$"BASE vx{fleetVx:F3} fTh{fleetFrontTh:F1} | SEND vx{fleetVx:F3} c({cx:F0},{cy:F0},{cth:F1}) " +
|
||
$"| ready{fleetReady} canMove{canMove}",
|
||
$"MultiVehicle{CarNum}-dbg");
|
||
Hedingben.ToastText(
|
||
$"DET v{detectValid} dx{detectDx:F0} dy{detectDy:F0} dth{detectDth:F1} cmp({xDetectCompensate:F0},{yDetectCompensate:F0},{thDetectCompensate:F1}) " +
|
||
$"| POS bias({posBiasX:F0},{posBiasY:F0},{posBiasTh:F1}) cmp({xPosCompensate:F0},{yPosCompensate:F0},{thPosCompensate:F1})",
|
||
$"MultiVehicle{CarNum}-dbg2");
|
||
}
|
||
|
||
if (isMaster)
|
||
{
|
||
lock (MultiVehicleFleet)
|
||
{
|
||
MultiVehicleFleet[CarNum] = BuildSelfInfo(true, posAvailable, selfX, selfY, selfTh,
|
||
layoutX, layoutY, layoutTh, selfAligned, ownDetectOk);
|
||
}
|
||
|
||
if (fleetReady)
|
||
{
|
||
VehicleSyncNotification notification;
|
||
lock (MultiVehicleFleet)
|
||
{
|
||
notification = new VehicleSyncNotification
|
||
{
|
||
PosAvailable = posAvailable,
|
||
CenterX = CenterX,
|
||
CenterY = CenterY,
|
||
CenterTh = CenterTh,
|
||
Aligned = MultiVehicleAligned,
|
||
Fleet = new Dictionary<int, VehicleSyncInfo>(MultiVehicleFleet),
|
||
FleetVx = fleetVx,
|
||
FleetFrontTh = fleetFrontTh,
|
||
FleetRearTh = fleetRearTh,
|
||
Mode = fleetMode,
|
||
FleetOmega = fleetOmega,
|
||
AutoEnabled = MultiVehicleAutoEnabled,
|
||
ManualEnabled = MultiVehicleManualEnabled,
|
||
SyncTh = syncTh,
|
||
SyncDistance = syncDistance,
|
||
DeltaDetectCenter = deltaDetectCenter
|
||
};
|
||
}
|
||
|
||
foreach (var kv in notification.Fleet)
|
||
{
|
||
var ip = kv.Value.Ip;
|
||
var port = kv.Value.Port > 0 ? kv.Value.Port : WebAPI.port;
|
||
if (string.IsNullOrWhiteSpace(ip) || kv.Key == CarNum)
|
||
continue;
|
||
FireAndForgetNotify(hc, ip, port, notification);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
FireAndForgetRegister(hc, BuildSelfInfo(false, posAvailable, selfX, selfY, selfTh,
|
||
layoutX, layoutY, layoutTh, selfAligned, ownDetectOk));
|
||
}
|
||
}
|
||
|
||
private bool IsMultiVehicleMaster() => Conf.MultiVehicleMasterEndpoint == "/";
|
||
|
||
private bool FleetHasPosAvailable()
|
||
{
|
||
lock (MultiVehicleFleet)
|
||
return MultiVehicleFleet.Values.Any(v => v.PosAvailable);
|
||
}
|
||
|
||
// 基于 SLAM 世界坐标的最近邻车间距(mm);无可用定位邻车时返回 NaN。
|
||
private float TryGetSlamSpacing(float selfX, float selfY)
|
||
{
|
||
List<VehicleSyncInfo> others;
|
||
lock (MultiVehicleFleet)
|
||
others = MultiVehicleFleet
|
||
.Where(kv => kv.Key != CarNum && kv.Value.PosAvailable)
|
||
.Select(kv => kv.Value).ToList();
|
||
|
||
if (others.Count == 0) return float.NaN;
|
||
return others.Min(o => (float)Math.Sqrt((o.X - selfX) * (o.X - selfX) + (o.Y - selfY) * (o.Y - selfY)));
|
||
}
|
||
|
||
private bool TryInferFleetCenter(out float centerX, out float centerY, out float centerTh)
|
||
{
|
||
centerX = centerY = centerTh = 0;
|
||
List<VehicleSyncInfo> positioned;
|
||
lock (MultiVehicleFleet)
|
||
positioned = MultiVehicleFleet.Values.Where(v => v.PosAvailable).ToList();
|
||
|
||
if (positioned.Count == 0) return false;
|
||
|
||
var centers = positioned.Select(InferFleetCenterFromCar).ToList();
|
||
centerX = centers.Average(c => c.Item1);
|
||
centerY = centers.Average(c => c.Item2);
|
||
var avgSin = centers.Average(c => Math.Sin(c.Item3 * Math.PI / 180.0));
|
||
var avgCos = centers.Average(c => Math.Cos(c.Item3 * Math.PI / 180.0));
|
||
centerTh = (float)(Math.Atan2(avgSin, avgCos) * 180.0 / Math.PI);
|
||
return true;
|
||
}
|
||
|
||
private static (float, float, float) InferFleetCenterFromCar(VehicleSyncInfo car)
|
||
{
|
||
// 由 carWorld = Transform2D(center, layout) 反推 center = carWorld ∘ layout⁻¹。
|
||
// 注意 layout⁻¹ 是真正的 SE(2) 逆,而非逐分量取负 (-layout):
|
||
// 当 layoutTh≠0(如从车 180°)时,逐分量取负会把平移方向算错,导致车队中心偏移 → 位姿补偿跑飞。
|
||
var layout = Tuple.Create((double)car.LayoutX, (double)car.LayoutY, (double)car.LayoutTh);
|
||
var layoutInv = LessMath.SolveTransform2D(layout, Tuple.Create(0.0, 0.0, 0.0));
|
||
var center = LessMath.Transform2D(
|
||
Tuple.Create((double)car.X, (double)car.Y, (double)car.Th),
|
||
layoutInv);
|
||
return ((float)center.Item1, (float)center.Item2, (float)center.Item3);
|
||
}
|
||
|
||
private (float, float, float) GetLayoutPose(float syncTh, float syncDistance)
|
||
{
|
||
// 双车编队布局由 TestCarSyncDistance(=syncDistance) 与 TestCarSyncTh(=syncTh) 唯一确定:
|
||
// 车体相对车队中心沿编队方向 ±syncDistance/2 对称分布,从车额外朝向翻转 180°。
|
||
var rad = syncTh / 180f * Math.PI;
|
||
var sign = CarNum == 1 ? 1f : -1f;
|
||
var xx = (float)(Math.Cos(rad) * syncDistance / 2 * sign);
|
||
var yy = (float)(Math.Sin(rad) * syncDistance / 2 * sign);
|
||
return (xx, yy, syncTh + (CarNum == 1 ? 0 : 180));
|
||
}
|
||
|
||
private VehicleSyncInfo BuildSelfInfo(bool master, bool posAvailable, float x, float y, float th,
|
||
float layoutX, float layoutY, float layoutTh, bool aligned, bool detectOk = true)
|
||
{
|
||
return new VehicleSyncInfo
|
||
{
|
||
Master = master,
|
||
Ip = Conf.SimpleIp,
|
||
Port = WebAPI.port,
|
||
PosAvailable = posAvailable,
|
||
X = x,
|
||
Y = y,
|
||
Th = th,
|
||
LayoutX = layoutX,
|
||
LayoutY = layoutY,
|
||
LayoutTh = layoutTh,
|
||
Aligned = aligned,
|
||
DetectOk = detectOk
|
||
};
|
||
}
|
||
|
||
private void VisualizeFleet(List<Vector2> contour, float egoLayoutX, float egoLayoutY, float egoLayoutTh)
|
||
{
|
||
// 画在本车车体系:global=false,渲染时由 ClumsyLite 叠加本车真实位姿。
|
||
// 每个成员按“相对本车 layout 的位姿”绘制(memberInEgo = egoLayout⁻¹ ∘ memberLayout),
|
||
// 这样手动模式无 SLAM 定位也能正确显示编队相对关系;避免之前用车队系 layout 坐标叠加本车位姿造成的整体平移。
|
||
var fleetPainter = UI.GetPainter("MultiVehicleFleet-vis", false);
|
||
Dictionary<int, VehicleSyncInfo> fleet;
|
||
lock (MultiVehicleFleet)
|
||
fleet = new Dictionary<int, VehicleSyncInfo>(MultiVehicleFleet);
|
||
|
||
var egoLayout = Tuple.Create((double)egoLayoutX, (double)egoLayoutY, (double)egoLayoutTh);
|
||
|
||
Tuple<double, double, double> MemberInEgo(float mx, float my, float mth)
|
||
=> LessMath.SolveTransform2D(egoLayout, Tuple.Create((double)mx, (double)my, (double)mth));
|
||
|
||
void DrawContour(Color color, Tuple<double, double, double> rel)
|
||
{
|
||
var transformed = contour
|
||
.Select(pp => LessMath.Transform2D((float)rel.Item1, (float)rel.Item2, (float)rel.Item3, pp))
|
||
.ToList();
|
||
for (var i = 0; i < 4; ++i)
|
||
fleetPainter.DrawLine(color, transformed[i], transformed[(i + 1) % 4]);
|
||
// 对角线便于辨认朝向
|
||
fleetPainter.DrawLine(color, transformed[0], transformed[2]);
|
||
fleetPainter.DrawLine(color, transformed[1], transformed[3]);
|
||
}
|
||
|
||
fleetPainter.Clear();
|
||
foreach (var kvp in fleet)
|
||
{
|
||
var color = kvp.Value.Master ? Color.Red : Color.Orange;
|
||
var rel = MemberInEgo(kvp.Value.LayoutX, kvp.Value.LayoutY, kvp.Value.LayoutTh);
|
||
DrawContour(color, rel);
|
||
fleetPainter.DrawText(color, $"{kvp.Key}", new Vector((float)rel.Item1, (float)rel.Item2));
|
||
}
|
||
}
|
||
|
||
private void FireAndForgetRegister(HttpClient hc, VehicleSyncInfo info)
|
||
{
|
||
ParseMasterEndpoint(out var masterIp, out var masterPort);
|
||
var infoJson = JsonConvert.SerializeObject(info);
|
||
var url =
|
||
$"http://{masterIp}:{masterPort}/multi-vehicle-register?CarNum={CarNum}&Info={Uri.EscapeDataString(infoJson)}";
|
||
_ = hc.GetStringAsync(url).ContinueWith(t =>
|
||
{
|
||
if (t.IsFaulted)
|
||
DLog.Log($"register failed: {t.Exception?.GetBaseException().Message}", "MultiVehicle");
|
||
}, TaskScheduler.Default);
|
||
}
|
||
|
||
private static void FireAndForgetNotify(HttpClient hc, string ip, int port, VehicleSyncNotification notification)
|
||
{
|
||
var notifyJson = JsonConvert.SerializeObject(notification);
|
||
var url = $"http://{ip}:{port}/multi-vehicle-notify?Notification={Uri.EscapeDataString(notifyJson)}";
|
||
_ = hc.GetStringAsync(url).ContinueWith(t =>
|
||
{
|
||
if (t.IsFaulted)
|
||
DLog.Log($"notify {ip}:{port} failed: {t.Exception?.GetBaseException().Message}", "MultiVehicle");
|
||
}, TaskScheduler.Default);
|
||
}
|
||
|
||
private void ParseMasterEndpoint(out string ip, out int port)
|
||
{
|
||
ip = "127.0.0.1";
|
||
port = 8008;
|
||
var endpoint = Conf.MultiVehicleMasterEndpoint ?? "/";
|
||
if (endpoint == "/") return;
|
||
var parts = endpoint.Split(':');
|
||
if (parts.Length >= 1 && !string.IsNullOrWhiteSpace(parts[0]))
|
||
ip = parts[0];
|
||
if (parts.Length >= 2 && int.TryParse(parts[1], out var p))
|
||
port = p;
|
||
}
|
||
|
||
private static float ClampBias(float value, float threshold)
|
||
=> Math.Sign(value) * Math.Min(Math.Abs(value), threshold);
|
||
|
||
/// <summary>
|
||
/// 原地旋转纠偏单轴 PI 控制器。err 为车体系偏差(mm 或 deg),输出为修正速度(mm/s 或 deg/s),
|
||
/// 带死区、积分抗饱和(限制积分贡献在 ±max 内)与总输出限幅。死区内冻结积分(保留稳态修正以抵消恒定扰动)。
|
||
/// </summary>
|
||
private static float RotatePiTerm(float err, ref float integ, float deadband,
|
||
float pFac, float iFac, float max, float dt)
|
||
{
|
||
// 死区内:不再累加误差,仅输出已积累的积分项(维持对恒定扰动的稳态补偿)。
|
||
if (Math.Abs(err) < deadband)
|
||
return ClampBias(integ * iFac, max);
|
||
|
||
// 条件积分(抗 windup):仅当总输出未在同向饱和时才累加误差。
|
||
// 起步阶段大误差会让 P 项接近/超过 max,此时继续积分会顶满积分器,
|
||
// 误差反向后需很久才能泄放,造成纠偏"过冲再回拉"。此处饱和即停积分。
|
||
var unclamped = err * pFac + integ * iFac;
|
||
var saturatedSameSign = Math.Abs(unclamped) >= max && Math.Sign(unclamped) == Math.Sign(err);
|
||
if (!saturatedSameSign)
|
||
integ += err * dt;
|
||
|
||
var iTerm = integ * iFac;
|
||
// 抗积分饱和:把积分贡献限制在 ±max,并反算回写积分器,避免 windup。
|
||
if (iFac > 1e-9f)
|
||
{
|
||
var iLimit = max / iFac;
|
||
if (integ > iLimit) integ = iLimit;
|
||
else if (integ < -iLimit) integ = -iLimit;
|
||
iTerm = integ * iFac;
|
||
}
|
||
|
||
return ClampBias(err * pFac + iTerm, max);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 主车专用:通过 Playground WebAPI 读取本车与邻车的真实 sim 位姿,落 RotatePoseDbg 日志。
|
||
/// 量化"开环横向滑移"来源:
|
||
/// - w1/w2/dw:两车实际偏航角速率(deg/s)。dw 持续非零 ⇒ 主从转速不一致(相对旋转)。
|
||
/// - rel_in1(x,y,dyaw):邻车在本车体系下的真实相对位姿;dyaw=实际相对朝向−180°。
|
||
/// dyaw≈0 但 y 持续漂 ⇒ 纯横向平移滑移(非角度滞后,印证 B 无用)。
|
||
/// - midDrift:车队几何中心(世界系)相对起转瞬间的位移 ⇒ 整体平移漂移量。
|
||
/// 节流 ~200ms;WebAPI 异常时静默跳过,不影响控制环。
|
||
/// </summary>
|
||
private void LogRotatePoseSample()
|
||
{
|
||
var now = DateTime.Now;
|
||
if ((now - _rotPoseLastLog).TotalMilliseconds < 200) return;
|
||
_rotPoseLastLog = now;
|
||
|
||
var neighbor = Conf.PlaygroundNeighborRobotName;
|
||
if (string.IsNullOrWhiteSpace(neighbor) || neighbor == Conf.PlaygroundRobotName) return;
|
||
|
||
try
|
||
{
|
||
var p1 = PlaygroundWebApi.GetPose(Conf.PlaygroundWebApiUrl, Conf.PlaygroundRobotName);
|
||
var p2 = PlaygroundWebApi.GetPose(Conf.PlaygroundWebApiUrl, neighbor);
|
||
|
||
// 邻车在本车(car1)体系下的相对位姿:rel = R(-yaw1)·(p2-p1)
|
||
var ddx = p2.X - p1.X;
|
||
var ddy = p2.Y - p1.Y;
|
||
var th1 = p1.YawDeg * (float)Math.PI / 180f;
|
||
var c = (float)Math.Cos(th1);
|
||
var s = (float)Math.Sin(th1);
|
||
var relX = ddx * c + ddy * s;
|
||
var relY = -ddx * s + ddy * c;
|
||
var relYaw = (float)LessMath.ThDiff(p2.YawDeg - p1.YawDeg, 180f); // 实际相对朝向偏离 180° 的量
|
||
var dist = (float)Math.Sqrt(ddx * ddx + ddy * ddy);
|
||
|
||
var midX = (p1.X + p2.X) / 2f;
|
||
var midY = (p1.Y + p2.Y) / 2f;
|
||
if (!_rotPoseEpisode)
|
||
{
|
||
_rotPoseEpisode = true;
|
||
_rotPoseMid0X = midX;
|
||
_rotPoseMid0Y = midY;
|
||
}
|
||
var midDx = midX - _rotPoseMid0X;
|
||
var midDy = midY - _rotPoseMid0Y;
|
||
|
||
// 实际偏航角速率(数值微分)
|
||
float w1 = 0, w2 = 0, dw = 0;
|
||
if (_rotPosePrevTime != DateTime.MinValue)
|
||
{
|
||
var dt = (float)(now - _rotPosePrevTime).TotalSeconds;
|
||
if (dt > 1e-3)
|
||
{
|
||
w1 = (float)LessMath.ThDiff(p1.YawDeg, _rotPosePrevYaw1) / dt;
|
||
w2 = (float)LessMath.ThDiff(p2.YawDeg, _rotPosePrevYaw2) / dt;
|
||
dw = w1 - w2;
|
||
}
|
||
}
|
||
_rotPosePrevTime = now;
|
||
_rotPosePrevYaw1 = p1.YawDeg;
|
||
_rotPosePrevYaw2 = p2.YawDeg;
|
||
|
||
DLog.Log(
|
||
$"car1({p1.X:F0},{p1.Y:F0},{p1.YawDeg:F2}) car2({p2.X:F0},{p2.Y:F0},{p2.YawDeg:F2}) " +
|
||
$"| rel_in1(x:{relX:F0} y:{relY:F0} dyaw:{relYaw:F2}) dist:{dist:F0} " +
|
||
$"| mid({midX:F0},{midY:F0}) midDrift(dx:{midDx:F0} dy:{midDy:F0} |d|:{Math.Sqrt(midDx * midDx + midDy * midDy):F0}) " +
|
||
$"| w1:{w1:F2} w2:{w2:F2} dw:{dw:F2}",
|
||
"RotatePoseDbg");
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
// 诊断用途,WebAPI 不通时静默(仅偶发提示),不打断控制环。
|
||
Hedingben.ToastText($"RotatePose WebAPI err: {e.Message}", $"MultiVehicle{CarNum}-rotpose");
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
}
|