📏 Formats app code

This commit is contained in:
Rune Harlyk
2024-02-23 09:16:20 +01:00
parent 2e1d99b1df
commit 22b54261f0
34 changed files with 1525 additions and 1400 deletions
+383 -371
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@@ -1,381 +1,393 @@
export default class Kinematic {
private l1: number;
private l2: number;
private l3: number;
private l4: number;
private L: number;
private W: number;
constructor() {
this.l1 = 50;
this.l2 = 20;
this.l3 = 120;
this.l4 = 155;
this.L = 140;
this.W = 75;
}
bodyIK(omega: number, phi: number, psi: number, xm: number, ym: number, zm: number): number[][][] {
const { cos, sin } = Math;
const Rx: number[][] = [
[1, 0, 0, 0],
[0, cos(omega), -sin(omega), 0],
[0, sin(omega), cos(omega), 0],
[0, 0, 0, 1],
];
const Ry: number[][] = [
[cos(phi), 0, sin(phi), 0],
[0, 1, 0, 0],
[-sin(phi), 0, cos(phi), 0],
[0, 0, 0, 1],
];
const Rz: number[][] = [
[cos(psi), -sin(psi), 0, 0],
[sin(psi), cos(psi), 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1],
];
const Rxyz: number[][] = this.matrixMultiply(this.matrixMultiply(Rx, Ry), Rz);
const T: number[][] = [
[0, 0, 0, xm],
[0, 0, 0, ym],
[0, 0, 0, zm],
[0, 0, 0, 0],
];
const Tm: number[][] = this.matrixAdd(T, Rxyz);
const sHp = sin(Math.PI / 2);
const cHp = cos(Math.PI / 2);
const L = this.L;
const W = this.W;
return [
this.matrixMultiply(Tm, [
[cHp, 0, sHp, L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, W / 2],
[0, 0, 0, 1],
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, -W / 2],
[0, 0, 0, 1],
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, -L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, W / 2],
[0, 0, 0, 1],
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, -L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, -W / 2],
[0, 0, 0, 1],
]),
];
}
private legIK(point: number[]): number[] {
const [x, y, z] = point;
const { atan2, cos, sin, sqrt, acos } = Math;
const { l1, l2, l3, l4 } = this;
let F;
private l1: number;
private l2: number;
private l3: number;
private l4: number;
try {
F = sqrt(x ** 2 + y ** 2 - l1 ** 2);
if(isNaN(F)) throw new Error("F is NaN")
} catch (error) {
//console.log(error)
F = l1
}
const G = F - l2;
const H = sqrt(G ** 2 + z ** 2);
private L: number;
private W: number;
const theta1 = -atan2(y, x) - atan2(F, -l1);
const D = (H ** 2 - l3 ** 2 - l4 ** 2) / (2 * l3 * l4);
let theta3: number
try {
theta3 = acos(D);
if(isNaN(theta3)) throw new Error("theta3 is NaN")
} catch (error) {
theta3 = 0
}
const theta2 = atan2(z, G) - atan2(l4 * sin(theta3), l3 + l4 * cos(theta3));
constructor() {
this.l1 = 50;
this.l2 = 20;
this.l3 = 120;
this.l4 = 155;
return [theta1, theta2, theta3];
}
matrixMultiply(a: number[][], b: number[][]): number[][] {
const result: number[][] = [];
for (let i = 0; i < a.length; i++) {
const row: number[] = [];
for (let j = 0; j < b[0].length; j++) {
let sum = 0;
for (let k = 0; k < a[i].length; k++) {
sum += a[i][k] * b[k][j];
}
row.push(sum);
}
result.push(row);
}
return result;
}
this.L = 140;
this.W = 75;
}
multiplyVector(matrix: number[][], vector: number[]): number[] {
const rows = matrix.length;
const cols = matrix[0].length;
const vectorLength = vector.length;
if (cols !== vectorLength) {
throw new Error("Matrix and vector dimensions do not match for multiplication.");
}
const result = [];
for (let i = 0; i < rows; i++) {
let sum = 0;
for (let j = 0; j < cols; j++) {
sum += matrix[i][j] * vector[j];
}
result.push(sum);
}
return result;
}
private matrixAdd(a: number[][], b: number[][]): number[][] {
const result: number[][] = [];
for (let i = 0; i < a.length; i++) {
const row: number[] = [];
for (let j = 0; j < a[i].length; j++) {
row.push(a[i][j] + b[i][j]);
}
result.push(row);
}
return result;
}
public calcLegPoints(angles: number[]): number[][] {
const [theta1, theta2, theta3] = angles;
const theta23 = theta2 + theta3;
const T0: number[] = [0, 0, 0, 1];
const T1: number[] = this.vectorAdd(
T0,
[-this.l1 * Math.cos(theta1), this.l1 * Math.sin(theta1), 0, 0]
);
const T2: number[] = this.vectorAdd(
T1,
[-this.l2 * Math.sin(theta1), -this.l2 * Math.cos(theta1), 0, 0]
);
const T3: number[] = this.vectorAdd(
T2,
[
-this.l3 * Math.sin(theta1) * Math.cos(theta2),
-this.l3 * Math.cos(theta1) * Math.cos(theta2),
this.l3 * Math.sin(theta2),
0,
]
);
const T4: number[] = this.vectorAdd(
T3,
[
-this.l4 * Math.sin(theta1) * Math.cos(theta23),
-this.l4 * Math.cos(theta1) * Math.cos(theta23),
this.l4 * Math.sin(theta23),
0,
]
);
return [T0, T1, T2, T3, T4];
}
public calcIK(Lp: number[][], angles: number[], center: number[]): number[][] {
const [omega, phi, psi] = angles;
const [xm, ym, zm] = center;
const [Tlf, Trf, Tlb, Trb] = this.bodyIK(omega, phi, psi, xm, ym, zm);
const Ix: number[][] = [
[-1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1],
];
bodyIK(
omega: number,
phi: number,
psi: number,
xm: number,
ym: number,
zm: number
): number[][][] {
const { cos, sin } = Math;
return [
this.legIK(this.multiplyVector(this.matrixInverse(Tlf), Lp[0])),
this.legIK(this.multiplyVector(Ix, this.multiplyVector(this.matrixInverse(Trf), Lp[1]))),
this.legIK(this.multiplyVector(this.matrixInverse(Tlb), Lp[2])),
this.legIK(this.multiplyVector(Ix, this.multiplyVector(this.matrixInverse(Trb), Lp[3]))),
];
}
private vectorAdd(a: number[], b: number[]): number[] {
return a.map((val, index) => val + b[index]);
}
private matrixInverse(matrix: number[][]): number[][] {
const det = this.determinant(matrix);
const adjugate = this.adjugate(matrix);
const scalar = 1 / det;
const inverse: number[][] = [];
for (let i = 0; i < matrix.length; i++) {
const row: number[] = [];
for (let j = 0; j < matrix[i].length; j++) {
row.push(adjugate[i][j] * scalar);
}
inverse.push(row);
}
return inverse;
}
private determinant(matrix: number[][]): number {
if (matrix.length !== matrix[0].length) {
throw new Error("The matrix is not square.");
}
if (matrix.length === 2) {
return matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0];
}
let det = 0;
for (let i = 0; i < matrix.length; i++) {
const sign = i % 2 === 0 ? 1 : -1;
const subMatrix: number[][] = [];
for (let j = 1; j < matrix.length; j++) {
const row: number[] = [];
for (let k = 0; k < matrix.length; k++) {
if (k !== i) {
row.push(matrix[j][k]);
}
}
subMatrix.push(row);
}
det += sign * matrix[0][i] * this.determinant(subMatrix);
}
return det;
}
private adjugate(matrix: number[][]): number[][] {
if (matrix.length !== matrix[0].length) {
throw new Error("The matrix is not square.");
}
const adjugate: number[][] = [];
for (let i = 0; i < matrix.length; i++) {
const row: number[] = [];
for (let j = 0; j < matrix[i].length; j++) {
const sign = (i + j) % 2 === 0 ? 1 : -1;
const subMatrix: number[][] = [];
for (let k = 0; k < matrix.length; k++) {
if (k !== i) {
const subRow: number[] = [];
for (let l = 0; l < matrix.length; l++) {
if (l !== j) {
subRow.push(matrix[k][l]);
}
}
subMatrix.push(subRow);
}
}
const cofactor = sign * this.determinant(subMatrix);
row.push(cofactor);
}
adjugate.push(row);
}
return this.transpose(adjugate);
}
private transpose(matrix: number[][]): number[][] {
const transposed: number[][] = [];
for (let i = 0; i < matrix.length; i++) {
const row: number[] = [];
for (let j = 0; j < matrix[i].length; j++) {
row.push(matrix[j][i]);
}
transposed.push(row);
}
return transposed;
}
}
const Rx: number[][] = [
[1, 0, 0, 0],
[0, cos(omega), -sin(omega), 0],
[0, sin(omega), cos(omega), 0],
[0, 0, 0, 1]
];
const Ry: number[][] = [
[cos(phi), 0, sin(phi), 0],
[0, 1, 0, 0],
[-sin(phi), 0, cos(phi), 0],
[0, 0, 0, 1]
];
const Rz: number[][] = [
[cos(psi), -sin(psi), 0, 0],
[sin(psi), cos(psi), 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1]
];
const Rxyz: number[][] = this.matrixMultiply(this.matrixMultiply(Rx, Ry), Rz);
const T: number[][] = [
[0, 0, 0, xm],
[0, 0, 0, ym],
[0, 0, 0, zm],
[0, 0, 0, 0]
];
const Tm: number[][] = this.matrixAdd(T, Rxyz);
const sHp = sin(Math.PI / 2);
const cHp = cos(Math.PI / 2);
const L = this.L;
const W = this.W;
return [
this.matrixMultiply(Tm, [
[cHp, 0, sHp, L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, W / 2],
[0, 0, 0, 1]
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, -W / 2],
[0, 0, 0, 1]
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, -L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, W / 2],
[0, 0, 0, 1]
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, -L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, -W / 2],
[0, 0, 0, 1]
])
];
}
private legIK(point: number[]): number[] {
const [x, y, z] = point;
const { atan2, cos, sin, sqrt, acos } = Math;
const { l1, l2, l3, l4 } = this;
let F;
try {
F = sqrt(x ** 2 + y ** 2 - l1 ** 2);
if (isNaN(F)) throw new Error('F is NaN');
} catch (error) {
//console.log(error)
F = l1;
}
const G = F - l2;
const H = sqrt(G ** 2 + z ** 2);
const theta1 = -atan2(y, x) - atan2(F, -l1);
const D = (H ** 2 - l3 ** 2 - l4 ** 2) / (2 * l3 * l4);
let theta3: number;
try {
theta3 = acos(D);
if (isNaN(theta3)) throw new Error('theta3 is NaN');
} catch (error) {
theta3 = 0;
}
const theta2 = atan2(z, G) - atan2(l4 * sin(theta3), l3 + l4 * cos(theta3));
return [theta1, theta2, theta3];
}
matrixMultiply(a: number[][], b: number[][]): number[][] {
const result: number[][] = [];
for (let i = 0; i < a.length; i++) {
const row: number[] = [];
for (let j = 0; j < b[0].length; j++) {
let sum = 0;
for (let k = 0; k < a[i].length; k++) {
sum += a[i][k] * b[k][j];
}
row.push(sum);
}
result.push(row);
}
return result;
}
multiplyVector(matrix: number[][], vector: number[]): number[] {
const rows = matrix.length;
const cols = matrix[0].length;
const vectorLength = vector.length;
if (cols !== vectorLength) {
throw new Error('Matrix and vector dimensions do not match for multiplication.');
}
const result = [];
for (let i = 0; i < rows; i++) {
let sum = 0;
for (let j = 0; j < cols; j++) {
sum += matrix[i][j] * vector[j];
}
result.push(sum);
}
return result;
}
private matrixAdd(a: number[][], b: number[][]): number[][] {
const result: number[][] = [];
for (let i = 0; i < a.length; i++) {
const row: number[] = [];
for (let j = 0; j < a[i].length; j++) {
row.push(a[i][j] + b[i][j]);
}
result.push(row);
}
return result;
}
public calcLegPoints(angles: number[]): number[][] {
const [theta1, theta2, theta3] = angles;
const theta23 = theta2 + theta3;
const T0: number[] = [0, 0, 0, 1];
const T1: number[] = this.vectorAdd(T0, [
-this.l1 * Math.cos(theta1),
this.l1 * Math.sin(theta1),
0,
0
]);
const T2: number[] = this.vectorAdd(T1, [
-this.l2 * Math.sin(theta1),
-this.l2 * Math.cos(theta1),
0,
0
]);
const T3: number[] = this.vectorAdd(T2, [
-this.l3 * Math.sin(theta1) * Math.cos(theta2),
-this.l3 * Math.cos(theta1) * Math.cos(theta2),
this.l3 * Math.sin(theta2),
0
]);
const T4: number[] = this.vectorAdd(T3, [
-this.l4 * Math.sin(theta1) * Math.cos(theta23),
-this.l4 * Math.cos(theta1) * Math.cos(theta23),
this.l4 * Math.sin(theta23),
0
]);
return [T0, T1, T2, T3, T4];
}
public calcIK(Lp: number[][], angles: number[], center: number[]): number[][] {
const [omega, phi, psi] = angles;
const [xm, ym, zm] = center;
const [Tlf, Trf, Tlb, Trb] = this.bodyIK(omega, phi, psi, xm, ym, zm);
const Ix: number[][] = [
[-1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1]
];
return [
this.legIK(this.multiplyVector(this.matrixInverse(Tlf), Lp[0])),
this.legIK(this.multiplyVector(Ix, this.multiplyVector(this.matrixInverse(Trf), Lp[1]))),
this.legIK(this.multiplyVector(this.matrixInverse(Tlb), Lp[2])),
this.legIK(this.multiplyVector(Ix, this.multiplyVector(this.matrixInverse(Trb), Lp[3])))
];
}
private vectorAdd(a: number[], b: number[]): number[] {
return a.map((val, index) => val + b[index]);
}
private matrixInverse(matrix: number[][]): number[][] {
const det = this.determinant(matrix);
const adjugate = this.adjugate(matrix);
const scalar = 1 / det;
const inverse: number[][] = [];
for (let i = 0; i < matrix.length; i++) {
const row: number[] = [];
for (let j = 0; j < matrix[i].length; j++) {
row.push(adjugate[i][j] * scalar);
}
inverse.push(row);
}
return inverse;
}
private determinant(matrix: number[][]): number {
if (matrix.length !== matrix[0].length) {
throw new Error('The matrix is not square.');
}
if (matrix.length === 2) {
return matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0];
}
let det = 0;
for (let i = 0; i < matrix.length; i++) {
const sign = i % 2 === 0 ? 1 : -1;
const subMatrix: number[][] = [];
for (let j = 1; j < matrix.length; j++) {
const row: number[] = [];
for (let k = 0; k < matrix.length; k++) {
if (k !== i) {
row.push(matrix[j][k]);
}
}
subMatrix.push(row);
}
det += sign * matrix[0][i] * this.determinant(subMatrix);
}
return det;
}
private adjugate(matrix: number[][]): number[][] {
if (matrix.length !== matrix[0].length) {
throw new Error('The matrix is not square.');
}
const adjugate: number[][] = [];
for (let i = 0; i < matrix.length; i++) {
const row: number[] = [];
for (let j = 0; j < matrix[i].length; j++) {
const sign = (i + j) % 2 === 0 ? 1 : -1;
const subMatrix: number[][] = [];
for (let k = 0; k < matrix.length; k++) {
if (k !== i) {
const subRow: number[] = [];
for (let l = 0; l < matrix.length; l++) {
if (l !== j) {
subRow.push(matrix[k][l]);
}
}
subMatrix.push(subRow);
}
}
const cofactor = sign * this.determinant(subMatrix);
row.push(cofactor);
}
adjugate.push(row);
}
return this.transpose(adjugate);
}
private transpose(matrix: number[][]): number[][] {
const transposed: number[][] = [];
for (let i = 0; i < matrix.length; i++) {
const row: number[] = [];
for (let j = 0; j < matrix[i].length; j++) {
row.push(matrix[j][i]);
}
transposed.push(row);
}
return transposed;
}
}
export class ForwardKinematics {
private l1: number;
private l2: number;
private l3: number;
private l4: number;
constructor() {
this.l1 = 50;
this.l2 = 20;
this.l3 = 120;
this.l4 = 155;
}
public calculateFootpoint(theta1: number, theta2: number, theta3: number): number[] {
const { cos, sin } = Math;
const x = this.l1 * cos(theta1) + this.l2 * cos(theta1) + this.l3 * cos(theta1 + theta2) + this.l4 * cos(theta1 + theta2 + theta3);
const y = this.l1 * sin(theta1) + this.l2 * sin(theta1) + this.l3 * sin(theta1 + theta2) + this.l4 * sin(theta1 + theta2 + theta3);
const z = 0;
return [x, y, z];
}
private l1: number;
private l2: number;
private l3: number;
private l4: number;
public calculateFootpoints(angles: number[]): number[][] {
const footpoints: number[][] = [];
for (let i = 0; i < angles.length; i += 3) {
const theta1 = angles[i];
const theta2 = angles[i + 1];
const theta3 = angles[i + 2];
const footpoint = this.calculateFootpoint(theta1, theta2, theta3);
footpoints.push(footpoint);
}
return footpoints;
}
}
constructor() {
this.l1 = 50;
this.l2 = 20;
this.l3 = 120;
this.l4 = 155;
}
public calculateFootpoint(theta1: number, theta2: number, theta3: number): number[] {
const { cos, sin } = Math;
const x =
this.l1 * cos(theta1) +
this.l2 * cos(theta1) +
this.l3 * cos(theta1 + theta2) +
this.l4 * cos(theta1 + theta2 + theta3);
const y =
this.l1 * sin(theta1) +
this.l2 * sin(theta1) +
this.l3 * sin(theta1 + theta2) +
this.l4 * sin(theta1 + theta2 + theta3);
const z = 0;
return [x, y, z];
}
public calculateFootpoints(angles: number[]): number[][] {
const footpoints: number[][] = [];
for (let i = 0; i < angles.length; i += 3) {
const theta1 = angles[i];
const theta2 = angles[i + 1];
const theta3 = angles[i + 2];
const footpoint = this.calculateFootpoint(theta1, theta2, theta3);
footpoints.push(footpoint);
}
return footpoints;
}
}