/* Adept MobileRobots Robotics Interface for Applications (ARIA) Copyright (C) 2004, 2005 ActivMedia Robotics LLC Copyright (C) 2006, 2007, 2008, 2009, 2010 MobileRobots Inc. Copyright (C) 2011, 2012, 2013 Adept Technology This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA If you wish to redistribute ARIA under different terms, contact Adept MobileRobots for information about a commercial version of ARIA at robots@mobilerobots.com or Adept MobileRobots, 10 Columbia Drive, Amherst, NH 03031; +1-603-881-7960 */ #include "Aria.h" /* This demonstrates how to make actions using rot vel and how to use them. It creates two actions, Go and Turn... Go will drive the robot forward safely, while Turn will avoid obstacles by turning. Each of these actions have the normal constructor and destructor, note that the constructors use constructor chaining to create their ArAction part correctly. Each action then also implements the needed fire function, this fire function is where the robot is driven from. Also note that each of these actions override the setRobot function, their implementation grabs the sonar device from the robot in addition to doing the needed caching of the robot pointer. This is what you should do if you care about the presence or absence of a particular sensor. If you don't care about any particular sensor you could just use one of the ArRobot::checkRangeDevice functions (there are four of them). Also note that these are very naive actions, they are simply an example of how to use actions. */ class ActionGo : public ArAction { public: // constructor, sets myMaxSpeed and myStopDistance ActionGo(double maxSpeed, double stopDistance); // destructor, its just empty, we don't need to do anything virtual ~ActionGo(void) {}; // fire, this is what the resolver calls to figure out what this action wants virtual ArActionDesired *fire(ArActionDesired currentDesired); // sets the robot pointer, also gets the sonar device virtual void setRobot(ArRobot *robot); protected: // this is to hold the sonar device form the robot ArRangeDevice *mySonar; // what the action wants to do ArActionDesired myDesired; // maximum speed double myMaxSpeed; // distance to stop at double myStopDistance; }; class ActionTurn : public ArAction { public: // constructor, sets the turnThreshold, and rotVel ActionTurn(double turnThreshold, double rotVel); // destructor, its just empty, we don't need to do anything virtual ~ActionTurn(void) {}; // fire, this is what the resolver calls to figure out what this action wants virtual ArActionDesired *fire(ArActionDesired currentDesired); // sets the robot pointer, also gets the sonar device virtual void setRobot(ArRobot *robot); protected: // this is to hold the sonar device form the robot ArRangeDevice *mySonar; // what the action wants to do ArActionDesired myDesired; // distance at which to start turning double myTurnThreshold; // amount to turn when turning is needed double myTurnAmount; // value ot hold onto so turns are smooth, which direction its turning int myTurning; // -1 == left, 1 == right, 0 == none }; /* This is the constructor, note the use of constructor chaining with the ArAction... also note how it uses setNextArgument, which makes it so that other things can see what parameters this action has, and set them. It also initializes the classes variables. */ ActionGo::ActionGo(double maxSpeed, double stopDistance) : ArAction("Go") { mySonar = NULL; myMaxSpeed = maxSpeed; myStopDistance = stopDistance; setNextArgument(ArArg("maximum speed", &myMaxSpeed, "Maximum speed to go.")); setNextArgument(ArArg("stop distance", &myStopDistance, "Distance at which to stop.")); } /* Sets the myRobot pointer (all setRobot overloaded functions must do this), finds the sonar device from the robot, and if the sonar isn't there, then it deactivates itself. */ void ActionGo::setRobot(ArRobot *robot) { myRobot = robot; mySonar = myRobot->findRangeDevice("sonar"); if (mySonar == NULL) deactivate(); } /* This fire is the whole point of the action. */ ArActionDesired *ActionGo::fire(ArActionDesired currentDesired) { double range; double speed; // reset the actionDesired (must be done) myDesired.reset(); // if the sonar is null we can't do anything, so deactivate if (mySonar == NULL) { deactivate(); return NULL; } // get the range off the sonar range = mySonar->currentReadingPolar(-70, 70) - myRobot->getRobotRadius(); // if the range is greater than the stop distance, find some speed to go if (range > myStopDistance) { // just an arbitrary speed based on the range speed = range * .3; // if that speed is greater than our max, cap it if (speed > myMaxSpeed) speed = myMaxSpeed; // now set the velocity myDesired.setVel(speed); } // the range was less than the sop distance, so just stop else { myDesired.setVel(0); } // return a pointer to the actionDesired, so resolver knows what to do return &myDesired; } /* This is the constructor, note the use of constructor chaining with the ArAction... also note how it uses setNextArgument, which makes it so that other things can see what parameters this action has, and set them. It also initializes the classes variables. */ ActionTurn::ActionTurn(double turnThreshold, double rotVel) : ArAction("Turn") { myTurnThreshold = turnThreshold; myTurnAmount = rotVel; setNextArgument(ArArg("turn threshold (mm)", &myTurnThreshold, "The number of mm away from obstacle to begin turnning.")); setNextArgument(ArArg("turn amount (deg)", &myTurnAmount, "The number of degress to turn if turning.")); myTurning = 0; } /* Sets the myRobot pointer (all setRobot overloaded functions must do this), finds the sonar device from the robot, and if the sonar isn't there, then it deactivates itself. */ void ActionTurn::setRobot(ArRobot *robot) { myRobot = robot; mySonar = myRobot->findRangeDevice("sonar"); if (mySonar == NULL) deactivate(); } /* This is the guts of the action. */ ArActionDesired *ActionTurn::fire(ArActionDesired currentDesired) { double leftRange, rightRange; // reset the actionDesired (must be done) myDesired.reset(); // if the sonar is null we can't do anything, so deactivate if (mySonar == NULL) { deactivate(); return NULL; } // Get the left readings and right readings off of the sonar leftRange = (mySonar->currentReadingPolar(0, 100) - myRobot->getRobotRadius()); rightRange = (mySonar->currentReadingPolar(-100, 0) - myRobot->getRobotRadius()); // if neither left nor right range is within the turn threshold, // reset the turning variable and don't turn if (leftRange > myTurnThreshold && rightRange > myTurnThreshold) { myTurning = 0; myDesired.setRotVel(0); } // if we're already turning some direction, keep turning that direction else if (myTurning) { myDesired.setRotVel(myTurnAmount * myTurning); } // if we're not turning already, but need to, and left is closer, turn right // and set the turning variable so we turn the same direction for as long as // we need to else if (leftRange < rightRange) { myTurning = -1; myDesired.setRotVel(myTurnAmount * myTurning); } // if we're not turning already, but need to, and right is closer, turn left // and set the turning variable so we turn the same direction for as long as // we need to else { myTurning = 1; myDesired.setRotVel(myTurnAmount * myTurning); } // return a pointer to the actionDesired, so resolver knows what to do return &myDesired; } int main(void) { // The connection we'll use to talk to the robot ArTcpConnection con; // the robot ArRobot robot; // the sonar device ArSonarDevice sonar; // some stuff for return values int ret; std::string str; // the behaviors from above, and a stallRecover behavior that uses defaults ActionGo go(500, 350); ActionTurn turn(400, 30); ArActionStallRecover recover; // this needs to be done Aria::init(); // open the connection, just using the defaults, if it fails, exit if ((ret = con.open()) != 0) { str = con.getOpenMessage(ret); printf("Open failed: %s\n", str.c_str()); Aria::shutdown(); return 1; } // add the range device to the robot, you should add all the range // devices and such before you add actions robot.addRangeDevice(&sonar); // set the robot to use the given connection robot.setDeviceConnection(&con); // do a blocking connect, if it fails exit if (!robot.blockingConnect()) { printf("Could not connect to robot... exiting\n"); Aria::shutdown(); return 1; } // enable the motors, disable amigobot sounds robot.comInt(ArCommands::ENABLE, 1); robot.comInt(ArCommands::SOUNDTOG, 0); // add our actions in a good order, the integer here is the priority, // with higher priority actions going first robot.addAction(&recover, 100); robot.addAction(&go, 50); robot.addAction(&turn, 49); // run the robot, the true here is to exit if it loses connection robot.run(true); // now just shutdown and go away Aria::shutdown(); return 0; }