Update
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2b400958df
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@ -1,57 +1,104 @@
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import pygame
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import odrive
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from odrive.enums import *
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import time
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pygame.init()
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pygame.font.init()
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font_name = pygame.font.get_default_font()
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font = pygame.font.Font(font_name, 20)
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window = pygame.display.set_mode((500, 500))
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pygame.display.set_caption("RAH Visual Controller V0.1")
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class Odrive:
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def __init__(self) -> None:
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return
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self.drive = odrive.find_any()
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time.sleep(1)
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self.set_closed_loop()
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run = True
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armed = False
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def set_idle(self):
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self.drive.axis0.requested_state = AXIS_STATE_IDLE
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self.drive.axis1.requested_state = AXIS_STATE_IDLE
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prev_x = 0
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prev_y = 0
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def set_closed_loop(self):
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self.drive.axis0.requested_state = AXIS_STATE_CLOSED_LOOP_CONTROL
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self.drive.axis1.requested_state = AXIS_STATE_CLOSED_LOOP_CONTROL
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time.sleep(1)
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def update_and_send_pos_to_odrive():
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pass
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def goto(self, mot_0, mot_1):
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return
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self.drive.axis0.controller.input_pos = mot_0
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self.drive.axis1.controller.input_pos = mot_1
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while run:
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pygame.time.delay(20)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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class Controller:
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def __init__(self) -> None:
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self.drive = Odrive()
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pygame.init()
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pygame.font.init()
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self.font_name = pygame.font.get_default_font()
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self.font = pygame.font.Font(self.font_name, 20)
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self.window = pygame.display.set_mode((500, 500))
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pygame.display.set_caption("RAH Visual Controller V0.1")
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self.run = True
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self.armed = False
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self.prev_x = 0
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self.prev_y = 0
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self.a0 = 0
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self.a1 = 0
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self.a0_t = 0
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self.a1_t = 0
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def calculate_angles(self, large_x, large_y):
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x = large_x / 10.0
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y = large_y / 10.0
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pi = 3.142
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pulley_diameter = 10.0 # cm
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distance_per_revolution = pi * pulley_diameter
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mouse_x, mouse_y = pygame.mouse.get_pos()
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target_angle_0 = (y / distance_per_revolution) - (x / distance_per_revolution)
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target_angle_1 = (y / distance_per_revolution) + (x / distance_per_revolution) # TODO: Derive this matrix
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keys = pygame.key.get_pressed()
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if keys[pygame.K_SPACE]:
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armed = True
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window.fill((64, 0, 0))
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idkwhatthisis_2 = font.render(f"Armed: {armed}", True, (255, 0, 0))
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prev_x = mouse_x
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prev_y = mouse_y
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# clear where the striker currently is
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else:
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armed = False
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window.fill((10, 10, 10))
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pygame.draw.circle(window, (255, 0, 0), (prev_x, prev_y), (20))
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idkwhatthisis_2 = font.render(f"Armed: {armed}", True, (200, 200, 200))
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# draw where the striker currently is
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return target_angle_0, target_angle_1
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# window.fill((0, 0, 0))
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pygame.draw.circle(window, (255, 0, 0), (mouse_x, mouse_y), (20))
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pygame.draw.rect(window, (0, 255, 0), (mouse_x, 0, 1, 500))
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pygame.draw.rect(window, (0, 128, 255), (0, mouse_y, 500, 1))
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idkwhatthisis = font.render(f"X: {mouse_x} | Y: {mouse_y}", True, (255, 255, 255))
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window.blit(idkwhatthisis, (0, 0))
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window.blit(idkwhatthisis_2, (0, 480))
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pygame.display.update()
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def start(self):
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while self.run:
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pygame.time.delay(20)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.run = False
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if armed:
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update_and_send_pos_to_odrive()
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mouse_x, mouse_y = pygame.mouse.get_pos()
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keys = pygame.key.get_pressed()
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pygame.font.quit()
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pygame.quit()
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if keys[pygame.K_SPACE]:
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self.armed = True
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self.window.fill((64, 0, 0))
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idkwhatthisis_2 = self.font.render(f"Armed: {self.armed}", True, (255, 0, 0))
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self.prev_x = mouse_x
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self.prev_y = mouse_y
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else:
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self.armed = False
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self.window.fill((10, 10, 10))
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pygame.draw.circle(self.window, (255, 0, 0), (self.prev_x, self.prev_y), (20))
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idkwhatthisis_2 = self.font.render(f"Armed: {self.armed}", True, (200, 200, 200))
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pygame.draw.circle(self.window, (255, 0, 0), (mouse_x, mouse_y), (20))
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pygame.draw.rect(self.window, (0, 255, 0), (mouse_x, 0, 1, 500))
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pygame.draw.rect(self.window, (0, 128, 255), (0, mouse_y, 500, 1))
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idkwhatthisis = self.font.render(f"X: {mouse_x} | Y: {500 - mouse_y}", True, (255, 255, 255))
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idkwhatthisis_3 = self.font.render(f"X: {mouse_x/100} | Y: {(500 - mouse_y)/100}", True, (255, 255, 255))
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idkwhatthisis_4 = self.font.render(f"M0: {self.a0:.3f} | M1: {self.a1:.3f}", True, (255, 255, 255))
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self.a0_t, self.a1_t = self.calculate_angles(mouse_x, 500 - mouse_y)
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idkwhatthisis_5 = self.font.render(f"M0: {self.a0_t:.3f} | M1: {self.a1_t:.3f}", True, (0, 255, 255))
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self.window.blit(idkwhatthisis, (0, 0))
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self.window.blit(idkwhatthisis_2, (0, 480))
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self.window.blit(idkwhatthisis_3, (150, 0))
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self.window.blit(idkwhatthisis_4, (200, 480))
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self.window.blit(idkwhatthisis_5, (200, 450))
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pygame.display.update()
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if self.armed:
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self.a0, self.a1 = self.calculate_angles(mouse_x, 500 - mouse_y)
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self.drive.goto(self.a0, self.a1)
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pygame.font.quit()
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pygame.quit()
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if __name__ == "__main__":
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c = Controller()
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c.start()
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