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Dependencies: mbed MODSERIAL FATFileSystem
StateMachine/StateMachine.hpp
- Committer:
- tnhnrl
- Date:
- 2018-06-18
- Revision:
- 63:6cb0405fc6e6
- Parent:
- 58:94b7fd55185e
- Child:
- 67:c86a4b464682
File content as of revision 63:6cb0405fc6e6:
#ifndef STATEMACHINE_HPP
#define STATEMACHINE_HPP
#include "mbed.h"
#include <vector>
extern "C" void mbed_reset(); // utilized to reset the mbed
// main finite state enumerations
enum {
SIT_IDLE, // stops both motors, exits after a keyboard input
CHECK_TUNING, // runs the system to the positions specified in the files
FIND_NEUTRAL, // dives to depth at zero pitch, exits when stable
DIVE, // dives to depth at negative pitch, exits when crossing a defined depth
RISE, // rises to surface at positive pitch, exits when near surface
POSITION_DIVE, // NEW POSITION ONLY COMMANDS (inner loop)
POSITION_RISE, // NEW POSITION ONLY COMMANDS (inner loop)
FLOAT_LEVEL, // bce position to float, pitch loop active at zero, exits when stable near zero pitch
FLOAT_BROADCAST, // bce position to float, batt position forward to hold tail up, exits when actuators done
EMERGENCY_CLIMB, // bce position to full rise, batt position to full aft, exits when at surface
MULTI_DIVE, // multi-dive sequence
MULTI_RISE, // multi-rise sequence
KEYBOARD, // "state" for tracking only
TRANSMIT_MBED_LOG,
RECEIVE_SEQUENCE
};
// find_neutral finite state machine enumerations
enum {
NEUTRAL_SINKING, // increment the bce until really start sinking
NEUTRAL_SLOWLY_RISE, // once sinking, arrest the sink
NEUTRAL_CHECK_PITCH, // find level again, then save the data and exit
NEUTRAL_EXIT, // sub-FSM has completed all checks
};
// test idea
//struct for saving the data
struct currentSequenceStruct {
int state; //for the current StateMachine, states are ID-ed with enumeration
float timeout;
float depth;
float pitch;
};
class StateMachine {
public:
StateMachine();
int runStateMachine();
void showSimpleMenu(); // simple menu
void showDebugMenu(); // debug menu
void keyboard();
void keyboard_menu_MANUAL_TUNING();
void keyboard_menu_STREAM_STATUS();
void keyboard_menu_CHANNEL_READINGS();
void keyboard_menu_POSITION_READINGS();
void keyboard_menu_RUDDER_SERVO_settings();
void keyboard_menu_HEADING_PID_settings();
void keyboard_menu_COUNTS_STATUS(); //remove?
void keyboard_menu_BCE_PID_settings();
void keyboard_menu_BATT_PID_settings();
void keyboard_menu_DEPTH_PID_settings();
void keyboard_menu_PITCH_PID_settings();
float getDepthCommand();
float getPitchCommand();
float getDepthReading();
float getPitchReading();
float getTimerReading();
int runNeutralStateMachine(); //substate returns the state (which is used in overall FSM)
int getState();
void setState(int input_state);
void setTimeout(float input_timeout);
void setDepthCommand(float input_depth_command);
void setPitchCommand(float input_pitch_command);
void setNeutralPositions(float batt_pos_mm, float bce_pos_mm);
int timeoutRunning();
void getDiveSequence(); //used in multi-dive sequence with public variables for now
void runActiveNeutralStateMachine(); //new neutral substate returns the state (which is used in overall FSM)
float * getLoggerArray(); //delete soon
void recordData(int input_state); //record log data to file using MbedLogger class
void printDirectory();
void recordState(int input_state);
void printCurrentSdLog(); //more tricky for SD card, work in progress
void createNewFile();
void transmitData();
float * dataArray();
private:
bool _debug_menu_on; // default is false to show simple menu, debug allows more tuning and has a lot of keyboard commands
int _timeout; // generic timeout for every state, seconds
float _pitchTolerance; // pitch angle tolerance for neutral finding exit criteria
float _bceFloatPosition; // bce position for "float" states
float _battFloatPosition; // batt position for "broadcast" state
float _depth_command; // user keyboard depth
float _pitch_command; // user keyboard pitch
float _heading_command; // user keyboard heading
float _depth_reading; // depth reading (to get the readings at the same time)
float _pitch_reading; // pitch reading (to get the readings at the same time)
float _timer_reading; // pitch reading (to get the readings at the same time)
Timer timer;
int _state; // Fine State Machine (FSM) state
int _previous_state; // record previous state
int _sub_state; // substate on find_neutral function
int _previous_sub_state; // previous substate so that what goes into the sub-state is not being changed as it is processed
float _neutral_timer; // keep time for rise/sink/level timer incremnets
bool _isTimeoutRunning;
bool _isSubStateTimerRunning;
float _neutral_bce_pos_mm;
float _neutral_batt_pos_mm;
int _multi_dive_counter;
currentSequenceStruct currentStateStruct; //type_of_struct struct_name
bool _neutral_sub_state_active; // controls neutral_sub_state
float _depth_KP;
float _depth_KI;
float _depth_KD;
float _pitch_KP;
float _pitch_KI;
float _pitch_KD;
int _state_array[256]; //used to print out the states
int _state_array_counter; //used to iterate through state records
int _substate_array[256]; //used to print out the sub-states
int _substate_array_counter; //used to iterate through sub-state records
int _substate;
int _previous_substate;
float _max_recorded_depth_neutral;
float _max_recorded_depth_dive;
float _neutral_sink_command_mm; //defaults for neutral finding sub-FSM
float _neutral_rise_command_mm;
float _neutral_pitch_command_mm;
float _max_recorded_auto_neutral_depth;
//float _logger_array[1048][5]; //array to hold the input, one log per dive (row/col)
bool _is_log_timer_running;
float _log_timer;
float _data_log[9];
float _BCE_dive_offset; // NEW COMMANDS FOR POSITION CONTROLLER
float _BMM_dive_offset;
float getFloatUserInput();
volatile bool _file_closed;
};
#endif