Fixed bug with BOM sensors reading from emitters (edge detection)Added basic starter code for ParkScout behavior
Working on ApproachEmitter
fixed visualization range bug
fix out of range scout not updating BOM bug
added BOM emitter crappy (but working) visualization
fix scout sim BOM sender id
fix emitter in range check crashing bug
simulate multiple bom emitters with different ids
change type of bom reading to include sender
Added map for testing charging behaviors
basic drive towards BOM working
more bug fixes to BOM control
minor BOM control bug fixes
ApproachEmitter starter file added
added BomControl class and to the scout sensor
remove old inclusion of BOM.h that breaks the build
stop tracking Makefiles
add behaviorList to gitignore because it is autogenerated
BOM now works with rect. scout shape
get rid of BehaviorList.cpp
Updated files needed for emitters to work
Basic sim framework for multiple BOMs written
modify the bom service type
add bom service definitions in messages
Basic BOM works (only 1 BOM in 'centre' of scout)Added BOM topic to scoutsAdded 'kill' for emitters
add gitignore file
Created Emitter class based on Scout classAdded command 'spawn_em' to spawn emitters
Added danger_marking_blind for even dumber runaround.
If sonar doesn't work for the demo, we can use this. It drives in a circle.
Added some error checking to paintboard i2c code
Disabled SEARCHENGINE in Doxyfile
SEARCHENGINE created lots of javascript, which didn't work with the RedmineEmbedded plugin.
Attempting to use Odometry. Added a better Odometry::wait, but all is not fixed yet.
Merge branch 'master' of ssh://roboclub.org/home/svn/scoutos
Made danger_marking depend on Odometry correctly
Changed all TODO and @TODO to @todo to conform to doxygen.
Added doxygen documentation to many files.
Adding Maung's paintboard i2c code
maze_solve now works. Need testing on other machines to confirm.
Conflicts: scout/libscout/src/test_behaviors/smart_runaround.cpp
Maze solve now works
Adding painter node to control paintboard and metal detector
Fixed GUI bug to kill all the processes related to behavior when killing scouts
Integrated paintboard and metal detector control classes more fully.
Added new danger_marking (dumb_run_around) behavior.
This behavior drives until it sees a wall, spins, and keeps going. It lays down the paint if it spies a danger. Yarr.
Added Metal Detector to the sensor class. Now behaviors can access it. Also made it directly return the bool from messages.
Made CliffsensorControl compile, and readded the files.
Added RungeKutta to the helper classes and changed the odometry to use that instead. Also created PaintboardControl files, changed the Makefile to compile all control classes and deleted Cliffsensor control becase it did not work.
wrote metal detector class and messages. Untested.
Sorted behaviors alphabetically in the generate script.
Lumps together all behaviors (both behaviors/ and test_behaviors/) and sorts them alphabetically by name, ignoring case, before assembling the output lists.
Compiles.
undid overwrite of maze_solve with maze_solve_simple
Conflicts: scout/libscout/src/BehaviorList.cpp scout/libscout/src/BehaviorList.h scout/libscout/src/test_behaviors/smart_runaround.cpp
Update smart_runaround and add old files.
Added a reset() function to EncodersControl. Untested.
Fixed existing doxygen; preparing to add more.
Added a ScoutPosition struct with some functions and Changed the odometry code to use it.
Flipped front left encoder ticks because its backwards on the scout. Also continuing testing Odometery_new.
Fixed warnings in libscout behaviors.
Some of these were actually serious errors. Others were little things.
Removed Makefile. Needs to be automatically generated using 'cmake .'
Changed this so that it runs the generate script automatically.
Added the make clean script to the makefile as make superclean.
Added messages/services I forgot to add earlier.
Fixes to the Odometery behavior.
Moved all messages to the messages/ folder.
This meant changing a lot of includes and things.
Removed BehaviorList.cpp and h, since they are autogenerated.
Removed useless NodeHandlePtr.
Fixed CW and CCW circle behaviors to turn the right way XD
Added Behavior::wait() to spinOnce for a duration.
Also added maze_solve_simple which always turns right.
Tested encoders on scout. Made hacky changes so that it works. Tom needs to clean this up.
Changed cliff_status_changed to a singe int8 bitmask
fixed the autoname generating issue
added new Odometry in test behaviors, done some simple testing in scoutsim
Retired (deleted) unused packages.
Moved their msg/srv definitions to the messages/ package instead, and revised the libscout and scoutsim files that depended on those namespaces.
Removed old files and test executables.
fixed the issue of behavior list not corresponding to the GUI listof behaviors
behaviors now overwrite teleop (see comments in scout.cpp for details)
Fixed up the smart_runaround behavior to integrate it fully.
Updated BehaviorList with the new smart_runaround.
Added BehaviorList templates.
Added a script to auto-generate BehaviorList files.
This includes some sub-changes: * Restructured behaviors/ folder into behaviors/, test_behaviors/ and limbo_behaviors/ * Added a new CMakeLists.txt that automatically finds behaviors in their folders * Removed the obsolete trafficNavigtaion.*...
Add smart runaround behaviors.
Test commit for new clone.
Encoders node now actually reads from hardware
This compiles but hasn't been tested on the Scout yet.
Changed motor max speed and added constants in set_motors.msg
The new speed range is -100 to 100, to be consistent with the pwmdriver. They can be accessed with motors::set_motors::MIN_SPEED andmotors::set_motors::MAX_SPEED respectively.
Conflicts: scout/libscout/src/BehaviorProcess.cpp
Overwrote the ROS sigint handler so now behaviours stop and die and stop motors upon exiting.
fixed died rosnode kill and added sonar viz
Updated line follow code to make turns for Lab 2.
Also upgraded at_destination and LineSensor::destination() for Intro Lab 2.
Added new at_destination functionality.
Maze turns are buggy and are the next order of business.