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Estimation of hub position after vision is lost #24

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@e3l e3l commented Feb 18, 2022

IMG_5491

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ky28059 commented Feb 20, 2022

This should be merging into develop, not master, right?

@ky28059 ky28059 changed the base branch from master to develop February 22, 2022 01:33
ky28059 added a commit that referenced this pull request Mar 13, 2022
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ky28059 commented Mar 13, 2022

Hmm, it didn't automatically get closed in the commit message :(

@ky28059 ky28059 closed this Mar 13, 2022
eggaskin added a commit that referenced this pull request Mar 28, 2022
* Initial test with chained paths

* Start on auton sequences

This introduces some semi-sketchy callback logic to InternalSubsystem to implement a "WaitUntilShotFired" command. Perhaps we should think of a better way to do this.

* changed turret turntable CIM/Talon to NEO/SparkMax

* Turret encoder constants and PID tuning framework

* Small progress on tuning

* Odometry based turret tracking

* Tuned turret controller and implemented drivetrain tracking

* Merge Ethan's feedforward / relative angle code

* Fix discrepancies in cherry picking

* Flywheel configuring

* Copy flywheel gear ratio from `develop`, rebase

* Driver override for intake with 2 second buffer

* Intake limit switch

* Ring light toggling

* Rudimentary turntable FF

* Turntable limit switches, angle constraining

* Turret lazy tracking

* Turntable testing, runtime error fixes

* Turret interpolation framework

* climb testing code (without turret testing, comment in/out as needed)

* Climb port shuffling

* Fixed intake logic bug

* PID constants after turret tuning

* Hood constants

* Reenable turret angle locking

* Use GRTNetworkTableEntry to hopefully improve loop overrun

* Use NetworkTable callbacks

* Changed shoot command to not use a callback

* Touched up turret PID, remove threaded pose estimation, reset pose on construct

* Flywheel PID tuning setup

* Tune flywheel PIDF

* Add ball coordinates to constants

* Tune min and max angles, theta FF

* Shooter testing

* Measure encoder + path following constants

The measured `kP` seems scarily high, but unsure if this is a SysId issue or not (I had trouble getting data analysis to work properly). Will test hopefully soon.

* Add interpolation table entries, fix logic

* Merge `rtheta` into `shooter-testing`, closes #24

* Turret setInitialPose method

* Working `rtheta` + interpolation

* Initial position setting in RobotContainer

* Clean things up, add more debug flags

* Correct `setInitialPose` logic

* Tweaks for easier testing + jetson thread sleeps + jetson debugging + L + ratio

* Flywheel disabling when robot is moving

* Read latest jetson line

* Tuned intake deploy PID

* Networktable callbacks, add periodic PID back

* Stop entrance if 5 seconds have passed

* More debug flags

We should test the tolerance logic

* Finish red sequences, `GRTAutonSequence` abstraction

* Blue auton sequences

* Auton sequence abstraction

* Distance and theta offsets, controller bindings

* Distance offset in interpolation logic

* Preliminary testing routine

* Merge with new offset methods

* Camera server automatic capture, cleanup, constants

* Merge auton code, more cleanup

* Offset and intake gamepad tweaks

* smoll debugs

* Intake 'auto deploy' returns to state position when rollers are not powered, rather than default of 'RAISED'

* Climb PID testing framework

* Fix intake logic error, turret cleanup

* add turret freezing and tweak driver commands to match doc

* Some cleanup

* Jetson disabling on shuffleboard, hopefully fix intake

* Manual climb control on right mech joystick

* Intake internals check shuffleboard button, auton ball localization change

* Force shot when button pressed twice

* Move climb to right mech joystick

* Debug flag to skip auton if needed

* Fix climb, troubleshoot shooter

* more comp tuning

* turret low hub mode

* Shuffleboard auton sequences as int

* drivetrain slowmode, shooting logic shifts, beginning of pleb auto

* climb tweaks

* more adjustments, post-comp push

* low hub lock turret

* Internals transition states

* Decorate auton with timeouts

* Interpolation clamping

* Clamp distance offset between max-min and -(max-min)

* Pleb auton path shot requested logic

* Skip auto option, driver override flywheel logic

* Auto 2 ball fixes

* GRTNetworkTable abstraction

* final comp tweaks

* Even more shuffleboard abstraction, pilot with turret

Co-authored-by: eggaskin <[email protected]>
Co-authored-by: unknown <[email protected]>
Co-authored-by: pinkbluesky <[email protected]>
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