118 lines
4.5 KiB
Python
118 lines
4.5 KiB
Python
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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class Odrive:
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def __init__(self) -> None:
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self.drive = odrive.find_any()
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time.sleep(1)
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self.set_zero()
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self.set_closed_loop()
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def set_zero(self):
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self.drive.axis0.encoder.set_linear_count(0)
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self.drive.axis1.encoder.set_linear_count(0)
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self.drive.axis0.controller.config.input_mode = 1
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self.drive.axis1.controller.config.input_mode = 1
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self.drive.axis0.controller.config.input_filter_bandwidth = 30
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self.drive.axis1.controller.config.input_filter_bandwidth = 30
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self.drive.axis0.motor.config.current_lim = 65
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self.drive.axis1.motor.config.current_lim = 65
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self.drive.axis0.motor.config.current_lim_margin = 30
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self.drive.axis1.motor.config.current_lim_margin = 30
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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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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 goto(self, mot_0, mot_1):
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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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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.x_offset = 0 #TODO: figure out what these are...
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self.x_multiplier = -98
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self.y_offset = 0 #TODO: figure out what these are...
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self.y_multiplier = 85
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def calculate_angles(self, target_pos_x, target_pos_y) -> float:
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x = (target_pos_x + self.x_offset) * self.x_multiplier
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y = (target_pos_y + self.y_offset) * self.y_multiplier
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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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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)
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return target_angle_0, target_angle_1
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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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mouse_x, mouse_y = pygame.mouse.get_pos()
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keys = pygame.key.get_pressed()
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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, 800))
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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: {mouse_y}", True, (255, 255, 255))
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idkwhatthisis_3 = self.font.render(f"X: {mouse_x/500} | Y: {(mouse_y)/500}", 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.window.blit(idkwhatthisis, (0, 0))
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self.window.blit(idkwhatthisis_2, (0, 450))
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self.window.blit(idkwhatthisis_3, (150, 0))
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self.window.blit(idkwhatthisis_4, (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/500)
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self.drive.goto(self.a0, self.a1)
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self.drive.set_idle()
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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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