优化倒地自平衡和手柄震动反馈功能
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@@ -23,8 +23,7 @@ enum VibrateState {
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};
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VibrateState vibrateState = VIBRATE_OFF;
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unsigned long vibrateStartMs = 0; // 震动开始的时间戳
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const unsigned long KEY_VIBRATE_DURATION = 200; // 按键震动持续时间
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const unsigned long TRIGGER_VIBRATE_DURATION = 300; // 扳机震动持续时间
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unsigned long long xbox_vibrate_duration = 200; // 按键震动持续时间 (可被函数动态更新)
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/************ 外部函数声明 *************/
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extern void processControllerData(const XboxControllerNotificationParser& data);
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@@ -41,9 +40,9 @@ void updateXboxVibration() {
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unsigned long currentMs = millis();
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// 处理按键震动的"开启→等待→关闭"流程
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if (vibrateState == VIBRATE_STARTED) {
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if (vibrateState == VIBRATE_STARTED || vibrateState == VIBRATE_TRIGGER) {
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// 检查是否达到震动持续时间
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if (currentMs - vibrateStartMs >= KEY_VIBRATE_DURATION) {
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if (currentMs - vibrateStartMs >= xbox_vibrate_duration) {
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// 执行原函数中delay后的关闭逻辑
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repo.v.power.center = 0;
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repo.v.power.shake = 0;
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@@ -51,19 +50,17 @@ void updateXboxVibration() {
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vibrateState = VIBRATE_OFF; // 回到未震动状态
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}
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}
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// 处理扳机键震动的关闭逻辑
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else if (vibrateState == VIBRATE_TRIGGER) {
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if (currentMs - vibrateStartMs >= TRIGGER_VIBRATE_DURATION) {
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repo.v.power.center = 0;
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repo.v.power.shake = 0;
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xboxController.writeHIDReport(repo);
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vibrateState = VIBRATE_OFF;
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}
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}
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}
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// 按键震动(完整复现原逻辑的非阻塞版本)
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void XboxKeyVibration() {
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void XboxKeyVibration(uint8_t power = 20, unsigned long duration = 200) {
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power = constrain(power, 0, 100); // 约束功率范围(防止无效值,确保在0-100之间)
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duration = constrain(duration, 50, 2000); // 时长限制50-2000ms(合理范围)
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// 核心:将传入的时长(默认200或自定义)赋值给全局变量
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xbox_vibrate_duration = duration;
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// 若正在震动,先重置状态(避免重复触发导致混乱)
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if (vibrateState != VIBRATE_OFF) {
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repo.v.power.center = 0;
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@@ -77,8 +74,8 @@ void XboxKeyVibration() {
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repo.v.select.left = true;
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repo.v.select.right = true;
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repo.v.select.shake = true;
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repo.v.power.center = 20; // 30% power
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repo.v.power.shake = 20;
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repo.v.power.center = power; // 20% power
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repo.v.power.shake = power;
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repo.v.timeActive = 10; // x/100 second
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xboxController.writeHIDReport(repo);
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@@ -88,10 +85,13 @@ void XboxKeyVibration() {
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}
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// 扳机键震动(同样保留完整时序)
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void XboxtrigRTVibration() {
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void XboxtrigRTVibration( unsigned long duration = 300) {
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static uint16_t TrigMax = XboxControllerNotificationParser::maxTrig;
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uint8_t power = (uint8_t)((float)xboxController.xboxNotif.trigRT / TrigMax * 100) * 0.5;
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// 核心:将传入的时长(默认300或自定义)赋值给全局变量
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xbox_vibrate_duration = duration;
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// 若扳机键松开,直接关闭震动
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if (power == 0) {
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repo.v.power.center = 0;
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@@ -121,13 +121,13 @@ void process_xbox_notif() {
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xboxController.onLoop();
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if (xboxController.isConnected() && !xboxController.isWaitingForFirstNotification()) {
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if(!wasConnected){ // 原来未链接,现在链接成功
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XboxKeyVibration();
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XboxKeyVibration(100,1000);
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wasConnected = 1;
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}
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processControllerData(xboxController.xboxNotif);
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}else{
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if(wasConnected){ // 原来是链接成功的,说明断了
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XboxKeyVibration();
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XboxKeyVibration(80,1000);
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wasConnected = 0;
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}
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}
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@@ -164,9 +164,8 @@ int jump_pre_flag = 0; // 跳跃前蓄能计数
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int wheel_ground_flag = 1; // 轮子是否离地标记 默认离地
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// 倒地起来辅助计数
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int loopCounter = 0; // loop函数执行计数
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int resetToDefaultCounter = 0; // resetToDefault执行计数
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// 倒地恢复计数
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int fallRecoveryResetCounter = 0;
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// 小车状态控制
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// bool robot_enabled = true; // 小车使能状态,true为起立状态,false为坐下状态
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@@ -314,16 +313,20 @@ void loop()
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motor1.target = (-0.5) * (LQR_u + YAW_output); // target正数小车向前,负数向后
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motor2.target = (-0.5) * (LQR_u - YAW_output);
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loopCounter++;
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// loopCounter作用:在期初的800次循环内视为电源开通后第一次自平衡,不能进入resetToDefault()函数重置参数
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// resetToDefaultCounter作用:防止小车倒地后某个角度,陷入循环,motor.target一直=0
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if ((LQR_angle < -35.0f || LQR_angle > 70.0f ) && loopCounter > 800 && resetToDefaultCounter < 130) {
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// fallRecoveryResetCounter作用:防止小车倒地后某个角度,陷入循环,motor.target一直=0
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// 向后倒地-31度,向前倒地(带支架)52度
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if ( (
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(LQR_angle < -30.0f && fallRecoveryResetCounter < 130) // 向后倒地
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|| (LQR_angle > 48.0f && fallRecoveryResetCounter < 500) // 向前到底
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)
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&& !sitting_down && robot_enabled && wrobot.joyy == 0 ) {
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resetZeroPoint();
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resetToDefaultCounter++;
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fallRecoveryResetCounter++;
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motor1.target = 0;
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motor2.target = 0;
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}
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// 大仰角到底,轮子就不要转了 修改
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if (abs(LQR_angle) > 120.0f) {
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motor1.target = 0;
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@@ -332,7 +335,7 @@ void loop()
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// 达到平衡角度后,重置重置计数器
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if( abs(LQR_angle) < 25.0f){
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resetToDefaultCounter = 0;
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fallRecoveryResetCounter = 0;
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}
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// 向左跳跃
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@@ -379,7 +382,7 @@ void loop()
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}else{
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// 通过简单的开环控制前后左右
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float speed_coeff = 0.02; // 速度系数:值越大,移动越快(建议0.01~0.02)
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float speed_coeff = 0.04; // 速度系数:值越大,移动越快
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motor1.target = (-0.5) * (wrobot.joyy + wrobot.joyx) * speed_coeff;
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motor2.target = (-0.5) * (wrobot.joyy - wrobot.joyx) * speed_coeff;
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@@ -489,7 +492,7 @@ void lqr_balance_loop()
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resetZeroPoint();
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}
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if( jump_flag == 0){
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XboxKeyVibration(); // 大运动状态手柄震动
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XboxKeyVibration(); // 大减速运动状态手柄震动
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}
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}
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last_lqr_speed = LQR_speed; // 每隔100ms更新一次历史转速
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