產品協同設計第二組

送球機構設計與模擬 << Previous Next >> 結案報告

系統功能展示

這裡紀載了全部的手足球版本以及詳細歷程

人機對決

最終版本的'玩家與電腦'對打,完整code

操作說明:方向鍵的左右下按鍵 、z、x、c、v分別按順序從z的守門員到v的最前排、R鍵用來讓球回位至正中央(怕卡bug)

function sysCall_init()
    Ball=sim.getObjectHandle('ball')
    --player--
    Slide_rail= sim.getObjectHandle('R1')
    Roller= sim.getObjectHandle('RR1')
    Slide_rail2= sim.getObjectHandle('R2')
    Roller2= sim.getObjectHandle('RR2')
    Slide_rail3= sim.getObjectHandle('R3')
    Roller3= sim.getObjectHandle('RR3')
    Slide_rail4= sim.getObjectHandle('R4')
    Roller4= sim.getObjectHandle('RR4')
    Slide_rail_v=0
    Roller_v=0
    Roller_v2=0
    Roller_v3=0
    Roller_v4=0
    dVel=0.5
    --computer--
    Body=sim.getObjectHandle('LSO1')
    Body2=sim.getObjectHandle('LSO2')
    Body3=sim.getObjectHandle('LSO3')
    Body4=sim.getObjectHandle('LSO4')
    LR1=sim.getObjectHandle('LR1')  
    LR2=sim.getObjectHandle('LR2')
    LR3=sim.getObjectHandle('LL3')
    LR4=sim.getObjectHandle('LR4')
    L1=sim.getObjectHandle('L1')
    L2=sim.getObjectHandle('L2')
    L3=sim.getObjectHandle('L3')
    L4=sim.getObjectHandle('L4')
    --goal--
    Player_G = 0
    Computer_G = 0
    --reball--
    Push_1=sim.getObjectHandle('Push_1')
    Push_2=sim.getObjectHandle('Push_2')
end

function sysCall_actuation()
    --player--
    A= sim.getObjectHandle('RS1_PO1') --auto_return--1
    PA= sim.getObjectPosition(A,-1)
    if PA[1] >= -0.712 then
        Roller_v = Roller_v + dVel*2.5
    end
    B= sim.getObjectHandle('RS2_PO1') --auto_return--2
    PB= sim.getObjectPosition(B,-1)
    if PB[1] >= -0.531 then
        Roller_v2 = Roller_v2 + dVel*5
    end
    C= sim.getObjectHandle('RS4_PO2') --auto_return--3
    PC= sim.getObjectPosition(C,-1)
    if PC[1] >= -0.197 then
        Roller_v3=Roller_v3 + dVel*5
    end
    D= sim.getObjectHandle('RS3_PO1') --auto_return--4
    PD= sim.getObjectPosition(D,-1)
    if PD[1] >= 0.137 then
        Roller_v4=Roller_v4 + dVel*5
    end

    message,auxiliaryData=sim.getSimulatorMessage()
    while message~=-1 do
        if (message==sim.message_keypress) then   
            if (auxiliaryData[1]==114) then   --"r"--restart
              sim.setObjectPosition(Ball,-1,{-0.15, -0.1334, 0.5})
            end
            if (auxiliaryData[1]==122) then  --"z"--goalkeeper
               Roller_v = Roller_v - dVel*60
               if (Roller_v > 0) then
                  Roller_v = 0
               end
            end
            if (auxiliaryData[1]==120) then   --"x"--2
               Roller_v2 = Roller_v2 - dVel*15
               if (Roller_v2 > 0) then
                  Roller_v2 = 0
               end
            end
            if (auxiliaryData[1]==99) then  --"c"--3
               Roller_v3 = Roller_v3 - dVel*15
               if (Roller_v3 > 0) then
                  Roller_v3 = 0
               end
            end
            if (auxiliaryData[1]==118) then  --"v"--4
               Roller_v4 = Roller_v4 - dVel*15
               if (Roller_v4 > 0) then
                  Roller_v4 = 0
               end
            end
            if (auxiliaryData[1]==2008) then --"down"--return_player
                Roller_v = Roller_v + dVel*20
                Roller_v2 = Roller_v2 + dVel*20
                Roller_v3 = Roller_v3 + dVel*20
                Roller_v4 = Roller_v4 + dVel*20
               if (Roller_v < 0) then
                  Roller_v = 0
               end
               if (Roller_v2 < 0) then
                  Roller_v2 = 0
               end
               if (Roller_v3 < 0) then
                  Roller_v3 = 0
               end
               if (Roller_v4 < 0) then
                  Roller_v4 = 0
               end
            end
            if (auxiliaryData[1]==2009) then --"right"
               Slide_rail_v = Slide_rail_v + dVel/5
               if (Slide_rail_v < 0) then
                  Slide_rail_v = 0
               end
            end
            if (auxiliaryData[1]==2010) then --"left"
                Slide_rail_v = Slide_rail_v - dVel/5
                if (Slide_rail_v > 0) then
                  Slide_rail_v = 0
                end
            end
        end
        message,auxiliaryData=sim.getSimulatorMessage()
    end
    Slide_rail_v2 = Slide_rail_v/1.3
    Slide_rail_v3 = Slide_rail_v/1.5
    Slide_rail_v4 = Slide_rail_v/1.4
    sim.setJointTargetVelocity(Slide_rail,Slide_rail_v)
    sim.setJointTargetVelocity(Roller,Roller_v)
    sim.setJointTargetVelocity(Slide_rail2,Slide_rail_v2)
    sim.setJointTargetVelocity(Roller2,Roller_v2)
    sim.setJointTargetVelocity(Slide_rail3,Slide_rail_v3)
    sim.setJointTargetVelocity(Roller3,Roller_v4)
    sim.setJointTargetVelocity(Slide_rail4,Slide_rail_v4)
    sim.setJointTargetVelocity(Roller4,Roller_v3)
    --computer--
    Body_s = sim.getObjectPosition(Body,-1)
    Ball_s = sim.getObjectPosition(Ball,-1)
    X = Body_s[1] - Ball_s[1]
    Y = Body_s[2] - Ball_s[2]
    if 1 then  --C_goalkeeper
        if X <= 0.02 then
            sim.setJointTargetVelocity(LR1,-5)
            sim.setJointTargetVelocity(L1,0)
        elseif X > 0.02 or X <= 0.01 then
            sim.setJointTargetVelocity(LR1,5)
            YYYYY = Y*7
            sim.setJointTargetVelocity(L1,YYYYY)
        end
    end

    Body_s2 = sim.getObjectPosition(Body2,-1)
    X2_1 = Body_s2[1] - Ball_s[1]
    Y2_1 = Body_s2[2] - Ball_s[2] - 0.15
    Y2_2 = Body_s2[2] - Ball_s[2] + 0.15
    if X2_1 >= 0.01 then --C_second--
        if Ball_s[2] <= -0.133 then
            C_K_B_X2()
        Y2_1 = Y2_1*5
        sim.setJointTargetVelocity(L2,Y2_1)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X2()
        Y2_2 = Y2_2*5
        sim.setJointTargetVelocity(L2,Y2_2)
        end
    end

    Body_s4 = sim.getObjectPosition(Body4,-1)
    X4_1 = Body_s4[1] - Ball_s[1]
    Y4_1 = Body_s4[2] - Ball_s[2] - 0.15
    Y4_2 = Body_s4[2] - Ball_s[2] + 0.15
    if X4_1 >= 0.01 then --C_third--
        if Ball_s[2] <= -0.133 then
            C_K_B_X4()
        Y4_1 = Y4_1*3
        sim.setJointTargetVelocity(L4,Y4_1)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X4()
        Y4_2 = Y4_2*3
        sim.setJointTargetVelocity(L4,Y4_2)
        end
    end

    Body_s3 = sim.getObjectPosition(Body3,-1)
    X3_1 = Body_s3[1] - Ball_s[1]
    Y3_1 = Body_s3[2] - Ball_s[2]
    Y3_2 = Body_s3[2] - Ball_s[2] +0.2487
    Y3_3 = Body_s3[2] - Ball_s[2] -0.2487
    if X3_1 >= 0.01 then --C_fourth--
        if Ball_s[2] < -0.0028 and Ball_s[2] >= -0.2487 then
            C_K_B_X3()
        Y3_1 = Y3_1*2.5
        sim.setJointTargetVelocity(L3,Y3_1)
        elseif Ball_s[2] >= -0.0028 then
            C_K_B_X3()
        Y3_2 = Y3_2*2.5
        sim.setJointTargetVelocity(L3,Y3_2)
        elseif Ball_s[2] < -0.2487 then
            C_K_B_X3()
        Y3_3 = Y3_3*2.5
        sim.setJointTargetVelocity(L3,Y3_3)
        end
    end
    --reborn_ball & count goal--
    reborn_ball_count_goal()
end
function C_K_B_X2() --C_second_kick--
    if X2_1 < 0.06 then
    sim.setJointTargetVelocity(LR2,-5)
    elseif X2_1 > 0.03 then
    sim.setJointTargetVelocity(LR2,5)
    end
end
function C_K_B_X3() --C_third_kcik--
    if X3_1 < 0.06 then
    sim.setJointTargetVelocity(LR3,-5)
    elseif X3_1 > 0.03 then
    sim.setJointTargetVelocity(LR3,5)
    end
end
function C_K_B_X4() --C_fourth_kick--
    if X4_1 < 0.06 then
    sim.setJointTargetVelocity(LR4,-5)
    elseif X4_1 > 0.03 then
    sim.setJointTargetVelocity(LR4,5)
    end
end
function reborn_ball_count_goal()
    if Ball_s[1] < -0.85 and Ball_s[1] > -0.87 then
        Player_G = Player_G + 1
    end    
    if Ball_s[1] > 0.61 and Ball_s[1] < 0.62 then
        Computer_G = Computer_G + 1
    end
    if Ball_s[1] < -0.85 or Ball_s[1] > 0.61 then
        print[[Player : Computer]]
        print('      '..Computer_G..'     '..Player_G)
    end

    if Ball_s[1] > 0.905 and Ball_s[2] < -0.069 and Ball_s[3] < 0.036 then
        sim.setJointTargetVelocity(Push_1,1)
    elseif Ball_s[3] > 0.036 then
        sim.setJointTargetVelocity(Push_1,-1)
    end
    if Ball_s[1] < -1.15 and Ball_s[2] < -0.123 and Ball_s[3] < 0.036 then
        sim.setJointTargetVelocity(Push_2,-1)
    elseif Ball_s[3] > 0.036 then
        sim.setJointTargetVelocity(Push_2,1)
    end

    if Ball_s[1] < -1.156 and Ball_s[2] > 0.163 and Ball_s[3] > 0.058 then
    sim.setObjectPosition(Ball,-1,{-0.20361, 0.2739, 0.15735})
    end
    if Ball_s[1] < -0.20361 and Ball_s[2] > 0.2740 and Ball_s[3] > 0.15735 then
    sim.setObjectPosition(Ball,-1,{-0.2049, 0.23, 0.1482})
    end
    if Ball_s[1] > 0.9056 and Ball_s[2] <  -0.4247 and Ball_s[3] > 0.0592 then
    sim.setObjectPosition(Ball,-1,{-0.043425,  -0.60401, 0.15735})
    end
    if Ball_s[1] > -0.04753 and Ball_s[2] <  -0.5240 and Ball_s[3] > 0.15735 then
    sim.setObjectPosition(Ball,-1,{-0.03667,  -0.48443, 0.1482})
    end
end

檔案:https://github.com/mdecadp2018/site-40623130/blob/gh-pages/v-rep/robot/FinalVersion.ttt

機²對決

寫完人機對打後,花了不到1小時寫完電腦對電腦的版本

function sysCall_init()
    Ball=sim.getObjectHandle('ball')
    --computer--
    Body=sim.getObjectHandle('LSO1')
    Body2=sim.getObjectHandle('LSO2')
    Body3=sim.getObjectHandle('LSO3')
    Body4=sim.getObjectHandle('LSO4')
    LR1=sim.getObjectHandle('LR1')  
    LR2=sim.getObjectHandle('LR2')
    LR3=sim.getObjectHandle('LL3')
    LR4=sim.getObjectHandle('LR4')
    L1=sim.getObjectHandle('L1')
    L2=sim.getObjectHandle('L2')
    L3=sim.getObjectHandle('L3')
    L4=sim.getObjectHandle('L4')
    --computer2--
    Body_2=sim.getObjectHandle('RSO1')
    Body2_2=sim.getObjectHandle('RSO2')
    Body3_2=sim.getObjectHandle('RSO3')
    Body4_2=sim.getObjectHandle('RSO4')
    RR1=sim.getObjectHandle('RR1')  
    RR2=sim.getObjectHandle('RR2')
    RR3=sim.getObjectHandle('RR3')
    RR4=sim.getObjectHandle('RR4')
    R1=sim.getObjectHandle('R1')
    R2=sim.getObjectHandle('R2')
    R3=sim.getObjectHandle('R3')
    R4=sim.getObjectHandle('R4')
    --goal--
    Player_G = 0
    Computer_G = 0
    --reball--
    Push_1=sim.getObjectHandle('Push_1')
    Push_2=sim.getObjectHandle('Push_2')
end
 
function sysCall_actuation()
    message,auxiliaryData=sim.getSimulatorMessage()
    while message~=-1 do
        if (message==sim.message_keypress) then  
            if (auxiliaryData[1]==114) then   --"r"--restart
              sim.setObjectPosition(Ball,-1,{-0.15, -0.1334, 0.5})
            end
        end
        message,auxiliaryData=sim.getSimulatorMessage()
    end
    --computer--
    Body_s = sim.getObjectPosition(Body,-1)
    Ball_s = sim.getObjectPosition(Ball,-1)
    X = Body_s[1] - Ball_s[1]
    Y = Body_s[2] - Ball_s[2]
    if 1 then  --C_goalkeeper
        if X <= 0.02 then
            sim.setJointTargetVelocity(LR1,-5)
            sim.setJointTargetVelocity(L1,0)
        elseif X > 0.02 or X <= 0.01 then
            sim.setJointTargetVelocity(LR1,5)
            YYYYY = Y*7
            sim.setJointTargetVelocity(L1,YYYYY)
        end
    end
 
    Body_s2 = sim.getObjectPosition(Body2,-1)
    X2_1 = Body_s2[1] - Ball_s[1]
    Y2_1 = Body_s2[2] - Ball_s[2] - 0.15
    Y2_2 = Body_s2[2] - Ball_s[2] + 0.15
    if X2_1 >= 0.01 then --C_second--
        if Ball_s[2] <= -0.133 then
            C_K_B_X2()
        Y2_1 = Y2_1*5
        sim.setJointTargetVelocity(L2,Y2_1)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X2()
        Y2_2 = Y2_2*5
        sim.setJointTargetVelocity(L2,Y2_2)
        end
    end
 
    Body_s4 = sim.getObjectPosition(Body4,-1)
    X4_1 = Body_s4[1] - Ball_s[1]
    Y4_1 = Body_s4[2] - Ball_s[2] - 0.15
    Y4_2 = Body_s4[2] - Ball_s[2] + 0.15
    if X4_1 >= 0.01 then --C_third--
        if Ball_s[2] <= -0.133 then
            C_K_B_X4()
        Y4_1 = Y4_1*3
        sim.setJointTargetVelocity(L4,Y4_1)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X4()
        Y4_2 = Y4_2*3
        sim.setJointTargetVelocity(L4,Y4_2)
        end
    end
 
    Body_s3 = sim.getObjectPosition(Body3,-1)
    X3_1 = Body_s3[1] - Ball_s[1]
    Y3_1 = Body_s3[2] - Ball_s[2]
    Y3_2 = Body_s3[2] - Ball_s[2] +0.2487
    Y3_3 = Body_s3[2] - Ball_s[2] -0.2487
    if X3_1 >= 0.01 then --C_fourth--
        if Ball_s[2] < -0.0028 and Ball_s[2] >= -0.2487 then
            C_K_B_X3()
        Y3_1 = Y3_1*2.5
        sim.setJointTargetVelocity(L3,Y3_1)
        elseif Ball_s[2] >= -0.0028 then
            C_K_B_X3()
        Y3_2 = Y3_2*2.5
        sim.setJointTargetVelocity(L3,Y3_2)
        elseif Ball_s[2] < -0.2487 then
            C_K_B_X3()
        Y3_3 = Y3_3*2.5
        sim.setJointTargetVelocity(L3,Y3_3)
        end
    end
    --computer2--
    Body_2_s = sim.getObjectPosition(Body_2,-1)
    X_2 = Body_2_s[1] - Ball_s[1]
    Y_2 = Body_2_s[2] - Ball_s[2]
    if 1 then  --C_goalkeeper
        if X_2 > -0.02 then
            sim.setJointTargetVelocity(RR1,-5)
            sim.setJointTargetVelocity(R1,0)
            Y_2 = 0
        elseif X_2 < -0.02 or X_2 > -0.01 then
            sim.setJointTargetVelocity(RR1,5)
            YYYYY_2 = Y_2*-7
            sim.setJointTargetVelocity(R1,YYYYY_2)
        end
    end
 
    Body_2_s2 = sim.getObjectPosition(Body2_2,-1)
    X2_1_2 = Body_2_s2[1] - Ball_s[1]
    Y2_1_2 = Body_2_s2[2] - Ball_s[2] - 0.15
    Y2_2_2 = Body_2_s2[2] - Ball_s[2] + 0.15
    if X2_1_2 < -0.01 then --C_second--
        if Ball_s[2] <= -0.133 then
            C_K_B_X2_2()
        Y2_1_2 = Y2_1_2*-5
        sim.setJointTargetVelocity(R2,Y2_1_2)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X2_2()
        Y2_2_2 = Y2_2_2*-5
        sim.setJointTargetVelocity(R2,Y2_2_2)
        end
    end
 
    Body_2_s4 = sim.getObjectPosition(Body4_2,-1)
    X4_1_2 = Body_2_s4[1] - Ball_s[1]
    Y4_1_2 = Body_2_s4[2] - Ball_s[2] - 0.15
    Y4_2_2 = Body_2_s4[2] - Ball_s[2] + 0.15
    if X4_1_2 < -0.01 then --C_third--
        if Ball_s[2] <= -0.133 then
            C_K_B_X4_2()
        Y4_1_2 = Y4_1_2*-3
        sim.setJointTargetVelocity(R4,Y4_1_2)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X4_2()
        Y4_2_2 = Y4_2_2*-3
        sim.setJointTargetVelocity(R4,Y4_2_2)
        end
    end
 
    Body_2_s3 = sim.getObjectPosition(Body3_2,-1)
    X3_1_2 = Body_2_s3[1] - Ball_s[1]
    Y3_1_2 = Body_2_s3[2] - Ball_s[2]
    Y3_2_2 = Body_2_s3[2] - Ball_s[2] +0.2487
    Y3_3_2 = Body_2_s3[2] - Ball_s[2] -0.2487
    if X3_1_2 < 0.01 then --C_fourth--
        if Ball_s[2] < -0.0028 and Ball_s[2] >= -0.2487 then
            C_K_B_X3_2()
        Y3_1_2 = Y3_1_2*-2.5
        sim.setJointTargetVelocity(R3,Y3_1_2)
        elseif Ball_s[2] >= -0.0028 then
            C_K_B_X3_2()
        Y3_2_2 = Y3_2_2*-2.5
        sim.setJointTargetVelocity(R3,Y3_2_2)
        elseif Ball_s[2] < -0.2487 then
            C_K_B_X3_2()
        Y3_3_2 = Y3_3_2*-2.5
        sim.setJointTargetVelocity(R3,Y3_3_2)
        end
    end
    --reborn_ball & count goal--
    reborn_ball_count_goal()
end
function C_K_B_X2() --C_second_kick--
    if X2_1 < 0.06 then
    sim.setJointTargetVelocity(LR2,-5)
    elseif X2_1 > 0.03 then
    sim.setJointTargetVelocity(LR2,5)
    end
end
function C_K_B_X3() --C_third_kcik--
    if X3_1 < 0.06 then
    sim.setJointTargetVelocity(LR3,-5)
    elseif X3_1 > 0.03 then
    sim.setJointTargetVelocity(LR3,5)
    end
end
function C_K_B_X4() --C_fourth_kick--
    if X4_1 < 0.06 then
    sim.setJointTargetVelocity(LR4,-5)
    elseif X4_1 > 0.03 then
    sim.setJointTargetVelocity(LR4,5)
    end
end
function C_K_B_X2_2() --C_2_second_kick--
    if X2_1_2 < -0.03 then
    sim.setJointTargetVelocity(RR2,5)
    elseif X2_1_2 > -0.03 then
    sim.setJointTargetVelocity(RR2,-5)
    end
end
function C_K_B_X3_2() --C_2_third_kcik--
    if X3_1_2 < -0.03 then
    sim.setJointTargetVelocity(RR3,5)
    elseif X3_1_2 > -0.03 then
    sim.setJointTargetVelocity(RR3,-5)
    end
end
function C_K_B_X4_2() --C_2_fourth_kick--
    if X4_1_2 < -0.03 then
    sim.setJointTargetVelocity(RR4,5)
    elseif X4_1_2 > -0.03 then
    sim.setJointTargetVelocity(RR4,-5)
    end
end
function reborn_ball_count_goal()
    if Ball_s[1] < -0.85 and Ball_s[1] > -0.87 then
        Player_G = Player_G + 1
    end   
    if Ball_s[1] >= 0.61 and Ball_s[1] < 0.63 then
        Computer_G = Computer_G + 1
    end
    if Ball_s[1] < -0.85 or Ball_s[1] >= 0.61 then
        print[[Player : Computer]]
        print('      '..Computer_G..'     '..Player_G)
    end
 
    if Ball_s[1] > 0.905 and Ball_s[2] < -0.069 and Ball_s[3] < 0.036 then
        sim.setJointTargetVelocity(Push_1,1)
    elseif Ball_s[3] > 0.036 then
        sim.setJointTargetVelocity(Push_1,-1)
    end
    if Ball_s[1] < -1.15 and Ball_s[2] < -0.123 and Ball_s[3] < 0.036 then
        sim.setJointTargetVelocity(Push_2,-1)
    elseif Ball_s[3] > 0.036 then
        sim.setJointTargetVelocity(Push_2,1)
    end
 
    if Ball_s[1] < -1.156 and Ball_s[2] > 0.163 and Ball_s[3] > 0.058 then
    sim.setObjectPosition(Ball,-1,{-0.20361, 0.2739, 0.15735})
    end
    if Ball_s[1] < -0.20361 and Ball_s[2] > 0.2740 and Ball_s[3] > 0.15735 then
    sim.setObjectPosition(Ball,-1,{-0.2049, 0.23, 0.1482})
    end
    if Ball_s[1] > 0.9056 and Ball_s[2] <  -0.4247 and Ball_s[3] > 0.0592 then
    sim.setObjectPosition(Ball,-1,{-0.043425,  -0.60401, 0.15735})
    end
    if Ball_s[1] > -0.04753 and Ball_s[2] <  -0.5240 and Ball_s[3] > 0.15735 then
    sim.setObjectPosition(Ball,-1,{-0.03667,  -0.48443, 0.1482})
    end
end

檔案:https://github.com/mdecadp2018/site-40623130/blob/gh-pages/v-rep/robot/FinalVersion_EX.ttt

人形歸位

我將每根桿件設定成"當按了按鍵變成擊球狀態後會到達邊界數值,如果到達邊界直做減速度運動回到初始狀態",下方code中為+dVel,其原因是因為原先設定擊球為做減速度運動而回球則加入加速度。

A= sim.getObjectHandle('RS1_PO1')
PA= sim.getObjectPosition(A,-1)
if PA[1] >= -0.712 then
    Roller_v = Roller_v + dVel*3
end
B= sim.getObjectHandle('RS2_PO1')
PB= sim.getObjectPosition(B,-1)
if PB[1] >= -0.531 then
    Roller_v2 = Roller_v2 + dVel*3
end
C= sim.getObjectHandle('RS4_PO2')
PC= sim.getObjectPosition(C,-1)
if PC[1] >= -0.197 then
    Roller_v3=Roller_v3 + dVel*5
end
D= sim.getObjectHandle('RS3_PO1')
PD= sim.getObjectPosition(D,-1)
if PD[1] >= 0.137 then
    Roller_v4=Roller_v4 + dVel*5
end

檔案:https://github.com/mdecadp2018/site-40623130/blob/gh-pages/v-rep/robot/www2.ttt

電腦多人形球位判斷式

將擊球的人行分成三個後,紀錄每兩個人型之間的距離,利用補正讓球穿過人形與人形之間的分界線時,判斷式work,加入補正的數值讓最左或是最右邊的人形能對正球體。此程式為最初簡易版本。

以下都更改於function sysCall_actuation()中

-------------------------------------
               if (auxiliaryData[1]==2008) then
                Roller_v = Roller_v + dVel*20
                Roller_v2 = Roller_v2 + dVel*20
                Roller_v3 = Roller_v3 + dVel*20
                Roller_v4 = Roller_v4 + dVel*20
               if (Roller_v < 0) then
                  Roller_v = 0
               end
               if (Roller_v2 < 0) then
                  Roller_v2 = 0
               end
               if (Roller_v3 < 0) then
                  Roller_v3 = 0
               end
               if (Roller_v4 < 0) then
                  Roller_v4 = 0
               end
            end
-----------------------------------------------
    --computer--
    Body_s = sim.getObjectPosition(Body,-1)
    Ball_s = sim.getObjectPosition(Ball,-1)
    X = Body_s[1] - Ball_s[1]
    Y = Body_s[2] - Ball_s[2]
    if 1 then
        if X <= 0.02 and Y <= 0 then
            sim.setJointTargetVelocity(LR1,-5)
        elseif X > 0.02 and Y <= 0 then
            sim.setJointTargetVelocity(LR1,2)
        elseif X <= 0.02 and Y > 0 then            
            sim.setJointTargetVelocity(LR1,-5)        
        elseif X > 0.02 and Y > 0 then                
            sim.setJointTargetVelocity(LR1,2)
        end
        YYYYY = Y*7
        sim.setJointTargetVelocity(L1,YYYYY)
    end
 
    Body_s2 = sim.getObjectPosition(Body2,-1)
    X2_1 = Body_s2[1] - Ball_s[1]
    Y2_1 = Body_s2[2] - Ball_s[2] - 0.15
    Y2_2 = Body_s2[2] - Ball_s[2] + 0.15
    if X2_1 >= 0.02 then
        if Ball_s[2] <= -0.133 then
            C_K_B_X2()
        Y2_1 = Y2_1*5
        sim.setJointTargetVelocity(L2,Y2_1)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X2()
        Y2_2 = Y2_2*5
        sim.setJointTargetVelocity(L2,Y2_2)
        end
    end
 
    Body_s4 = sim.getObjectPosition(Body4,-1)
    X4_1 = Body_s4[1] - Ball_s[1]
    Y4_1 = Body_s4[2] - Ball_s[2] - 0.15
    Y4_2 = Body_s4[2] - Ball_s[2] + 0.15
    if X4_1 >= 0.02 then
        if Ball_s[2] <= -0.133 then
            C_K_B_X4()
        Y4_1 = Y4_1*3
        sim.setJointTargetVelocity(L4,Y4_1)
        elseif Ball_s[2] > -0.133 then
            C_K_B_X4()
        Y4_2 = Y4_2*3
        sim.setJointTargetVelocity(L4,Y4_2)
        end
    end
--[[
    test_s = sim.getObjectPosition(test,-1)
    M =  test_s[2]- Ball_s[2]
    print(M)
--]]
    Body_s3 = sim.getObjectPosition(Body3,-1)
    X3_1 = Body_s3[1] - Ball_s[1]
    Y3_1 = Body_s3[2] - Ball_s[2]
    Y3_2 = Body_s3[2] - Ball_s[2] +0.2487
    Y3_3 = Body_s3[2] - Ball_s[2] -0.2487
    if X3_1 >= 0.02 then
        if Ball_s[2] < -0.0028 and Ball_s[2] >= -0.2487 then
            C_K_B_X3()
        Y3_1 = Y3_1*1.5
        sim.setJointTargetVelocity(L3,Y3_1)
        elseif Ball_s[2] >= -0.0028 then
            C_K_B_X3()
        Y3_2 = Y3_2*1.5
        sim.setJointTargetVelocity(L3,Y3_2)
        elseif Ball_s[2] < -0.2487 then
            C_K_B_X3()
        Y3_3 = Y3_3*1.5
        sim.setJointTargetVelocity(L3,Y3_3)
        end
    end
end
function C_K_B_X2()
    if X2_1 < 0.03 then
    sim.setJointTargetVelocity(LR2,-5)
    elseif X2_1 > 0.03 then
    sim.setJointTargetVelocity(LR2,5)
    end
end
function C_K_B_X3()
    if X3_1 < 0.03 then
    sim.setJointTargetVelocity(LR3,-5)
    elseif X3_1 > 0.03 then
    sim.setJointTargetVelocity(LR3,5)
    end
end
function C_K_B_X4()
    if X4_1 < 0.03 then
    sim.setJointTargetVelocity(LR4,-5)
    elseif X4_1 > 0.03 then
    sim.setJointTargetVelocity(LR4,5)
    end
end

檔案:https://github.com/mdecadp2018/site-40623130/blob/gh-pages/v-rep/robot/ww5.ttt

回球判斷式-無軌道(包含計分判斷式)

一開始還沒有導球軌道時,為了不用一直關掉在啟動,寫了一個簡單的回位code,讓球經過球門時,由於球門有判斷式屬於邊界,一通過就會回到設定好的球。

而計分也是利用相通的方法,且由於此程式會自動形成迴圈所以讓他判斷成每當球經過時+1分後回傳。此程式為最初簡易版本。

以下都更改於function sysCall_actuation()中

 
       if 1 then  --C_goalkeeper
            if X <= 0.02 then
                sim.setJointTargetVelocity(LR1,-5)
            elseif X > 0.02 then
                sim.setJointTargetVelocity(LR1,5)
            end
       end
----------------
       if Ball_s[1] < -0.85 or Ball_s[1] >= 0.61 then
            sim.setObjectPosition(Ball,-1,{-0.1429, -0.1334, 0.5})
       end


檔案:https://github.com/mdecadp2018/site-40623130/blob/gh-pages/v-rep/robot/Reborn.ttt

偽-回球判斷式-有軌道

也就是送球機構於上一章節的送球機構設計與模擬討論過

function reborn_ball_count_goal()
    if Ball_s[1] < -0.85 and Ball_s[3] > 0.12507 then
        Player_G = Player_G + 1
--        sim.setObjectPosition(Ball,-1,{-0.13, -0.1334, 0.5})
    end   
    if Ball_s[1] >= 0.61 and Ball_s[3] > 0.1251 then
        Computer_G = Computer_G + 1
--        sim.setObjectPosition(Ball,-1,{-0.15, -0.1334, 0.5})
    end
    if Ball_s[3] > 0.1251 then
        if Ball_s[1] < -0.85 or Ball_s[1] >= 0.61 then
            print[[Player : Computer]]
            print('      '..Computer_G..'     '..Player_G)
        end
    end
    if Ball_s[1] > 0.905 and Ball_s[2] < -0.069 and Ball_s[3] < 0.036 then
        sim.setJointTargetVelocity(Push_1,1)
    end
    if Ball_s[1] < -1.15 and Ball_s[2] < -0.123 and Ball_s[3] < 0.036 then
        sim.setJointTargetVelocity(Push_2,-1)
    end
    if Ball_s[3] > 0.036 then
        sim.setJointTargetVelocity(Push_1,-1)
        sim.setJointTargetVelocity(Push_2,1)
    end
    if Ball_s[1] < -1.156 and Ball_s[2] > 0.163 and Ball_s[3] > 0.058 then
    sim.setObjectPosition(Ball,-1,{-0.20361, 0.2739, 0.15735})
    end
    if Ball_s[1] < -0.20361 and Ball_s[2] > 0.2740 and Ball_s[3] > 0.15735 then
    sim.setObjectPosition(Ball,-1,{-0.2049, 0.23, 0.1482})
    end
    if Ball_s[1] > 0.9056 and Ball_s[2] <  -0.4247 and Ball_s[3] > 0.0592 then
    sim.setObjectPosition(Ball,-1,{-0.043425,  -0.60401, 0.15735})
    end
    if Ball_s[1] > -0.04753 and Ball_s[2] <  -0.5240 and Ball_s[3] > 0.15735 then
    sim.setObjectPosition(Ball,-1,{-0.03667,  -0.48443, 0.1482})
    end
end

檔案:https://github.com/mdecadp2018/site-40623130/blob/gh-pages/v-rep/robot/C_Goal_4.3.ttt

問題與討論

Q1.怎麼沒有雙打?

A1.按鍵過多不好操控,最後會變成賽外賽?

Q2.彈性係數怎麼調整?

A2.彈性系數於球的材質中調整,而材質的調整在關係設定的下方,表中的Restitution就是了最大彈性為1最小為0,越大越彈。

T3:反作用設定:包含場地、球、桿件、人形 ((解釋起來很麻煩但大概是這樣

第一個為場地 : 第一行設定讓除了球、人形的桿件能反應但設定第八行讓球、人形可反應但桿件無法,其餘不勾選

第二個為球 : 第一行不勾選讓桿件與人行無法反應,但勾選其他行(第八)讓人形能反應

第三個為桿件 : 只與場地反應((這裡注意,桿件本身與人型成父子屬性

最後是人形 : 勾選第八行讓球反應可踢球且因與場地反應所以不出場地

理解這個需要一點邏輯...如果不懂就照勾選吧...

T4.運行時建議 先點一下烏龜 太快會增加電腦能力也有機率bug

Q5.怎麼不用python寫??

A5.我會選擇使用Vrep內嵌的Lua編寫的原因

優點:

python : 可執行運算值較大的編譯、可加外部其他的程式合用

lua : Vrep內部沿用 , 延遲現象較少、編譯很方便

缺點:

python : 會有爆ping問題導致延遲、產生很多衝突可能性高

lua : 太多運算時直接停止、內部函式限制多

目前體會到的優缺點大概就這樣,而且感覺我們班大部分的人都是用python 寫,所以我想用少數人用的lua。


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