I've been working on a simple pure pursuit algorithm for navigation. The idea is to always try to turn the rover to point at an imaginary pursuit point which travels ahead of the rover along the course from waypoint to waypoint. I've found a few special cases that help a lot: first, stop the pursuit point and wait if the rover gets too far behind. Second, stop the pursuit point at each waypoint and wait for the rover to get within range of the waypoint. Third, jump the pursuit point out ahead a bit when starting from a waypoint (assuming that the rover made it to the waypoint, it is already on track).
Also, never compare angles, there are too many special cases where things wrap around, etc. Always convert to rectangular coordinates and use cross-products, dot-products, and vector math.
I'll attach the Processing code, for anyone interested (sorry it is a bit primitive), and the youtube video of the simulator running: RoverSim BTW, I love Processing for this sort of thing!
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It's kind of hard to help when we don't know what you've already tried, and how you know it's failing.
Sincerely,jw
Sincerely,
Jon Watte
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On Sun, May 7, 2017 at 12:11 PM, Luis Pedro Cobos Yela-vives <lpc...@gmail.com> wrote:
Hello, I have been working on something similar but on a matlab script running in labview; and I can't manage to get my steering angle correctly,you guys seem topoicwise on this, could you guys help me out?--
On Monday, November 19, 2012 at 6:56:51 AM UTC+1, Ted Meyers wrote:I've been working on a simple pure pursuit algorithm for navigation. The idea is to always try to turn the rover to point at an imaginary pursuit point which travels ahead of the rover along the course from waypoint to waypoint. I've found a few special cases that help a lot: first, stop the pursuit point and wait if the rover gets too far behind. Second, stop the pursuit point at each waypoint and wait for the rover to get within range of the waypoint. Third, jump the pursuit point out ahead a bit when starting from a waypoint (assuming that the rover made it to the waypoint, it is already on track).Also, never compare angles, there are too many special cases where things wrap around, etc. Always convert to rectangular coordinates and use cross-products, dot-products, and vector math.I'll attach the Processing code, for anyone interested (sorry it is a bit primitive), and the youtube video of the simulator running: RoverSim BTW, I love Processing for this sort of thing!
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Thanks for answering. The code in the PNG is the matlab pure pursuit pasted in labview.
My coordinate system is set by a previous program, it takes to points in UTM, the first one is the new origin (0,0) and the second one degines the angle of the axis. After this all points are given in (x,y) in refernce to the new axis. The vehicle orientation is given by the heading, this ranges from pi to -pi radians
The speed is constant. It is a project to try an ADB radar.
The vehicle has a relation from -40 to 40 deg answering to α ≈ 15.26108* δ, wher δ(steering angle of the outer wheel) and α(stering wheel angle). Therefore my propulsion gain is 1
Your asumptions of x and y forward and left are correct.
My points have a minimum distance between them of S, S=Kla*VehicleLength/12, (kla(is look ahead point constant))
I like your second equation, but I don't get all the variables.
If you have labview I can show you the pure pursuit part.
regards
I kind of hit a brick wall and don't know how to solve my problem...
I like your second equation, but I don't get all the variables.
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*The vehicle has a relation from -40 to 40 deg answering to α ≈ 15.26108* δ, where δ(steering angle of the outer wheel) and α (steering wheel angle); resulting in a propulsion gain of 1.
*Real Position and heading is received in real time from the bus can 500kbd
*The Angle is send to the robot through the CAN BUS (This works the robot receives the wrong angle my program calculates)
The problem is that the steering angle it calculates are unreasonable.
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Where does the vehicle orientation comes in?
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The labview file has a GUI to try it.
[row, pathPoint, pathDist] = getPathPoint(believedPos, PTH); % find nearest point on the path
For example if my heading is PI/4 and i want to go from -1,-1 to 1,1 and then to 2,2 and to 3,3 and so on the angle is 0
If my heading is PI/2 I could move on in Y and the angle remains 0
and the contrary for -Pi/2
if the heading is 0 it should move on X
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