🎨 Simplifies spin skill

This commit is contained in:
Rune Harlyk
2025-09-10 21:07:38 +02:00
parent 923ea17702
commit 2b1aed91d9
5 changed files with 211 additions and 151 deletions
+19 -37
View File
@@ -113,42 +113,26 @@ class MotionService {
if (ges != gesture_t::eGestureNone) {
ESP_LOGI("Motion", "Gesture: %d", ges);
// Check if this gesture maps to a skill
if (ges == gesture_t::eGestureClockwise || ges == gesture_t::eGestureAntiClockwise) {
skillManager.queueGestureSkill(ges);
return; // Let skill manager handle state transitions
}
// Handle basic gestures that don't require skills
switch (ges) {
case gesture_t::eGestureDown:
skillManager.clearQueue(); // Clear any running skills
if (state == &restState) {
_servoController->deactivate();
setState(nullptr);
} else if (state == &standState)
setState(&restState);
else if (state == &walkState)
setState(&standState);
break;
case gesture_t::eGestureUp:
skillManager.clearQueue(); // Clear any running skills
if (!state) {
_servoController->activate();
setState(&restState);
} else if (state == &restState)
setState(&standState);
else if (state == &standState)
setState(&walkState);
break;
break;
case gesture_t::eGestureLeft:
case gesture_t::eGestureRight:
skillManager.clearQueue(); // Clear any running skills
if (ges == gesture_t::eGestureUp) {
skillManager.clearQueue();
if (!state) {
_servoController->activate();
setState(&restState);
} else if (state == &restState)
setState(&standState);
else if (state == &standState)
setState(&walkState);
break;
default: break;
} else if (ges == gesture_t::eGestureDown) {
skillManager.clearQueue();
if (state == &restState) {
_servoController->deactivate();
setState(nullptr);
} else if (state == &standState)
setState(&restState);
else if (state == &walkState)
setState(&standState);
} else {
skillManager.queueGestureSkill(ges);
}
}
}
@@ -160,10 +144,8 @@ class MotionService {
float dt = (now - lastUpdate) / 1000.0f;
lastUpdate = now;
// Update skill manager
skillManager.update(body_state, state, _peripherals, dt);
// If a skill is active and requires a specific state, ensure we're in that state
if (skillManager.hasActiveSkill()) {
MotionState *requiredState = skillManager.getCurrentSkillRequiredState();
if (requiredState && state != requiredState) {
+31 -4
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@@ -2,6 +2,7 @@
#include <motion_skills/skill.h>
#include <motion_skills/spin_skill.h>
#include <motion_skills/walk_skill.h>
#include <motion_states/walk_state.h>
#include <peripherals/gesture.h>
#include <esp_log.h>
@@ -28,14 +29,40 @@ class SkillManager {
std::unique_ptr<Skill> skill = nullptr;
switch (gesture) {
case gesture_t::eGestureLeft:
// Walk 1m left (90 degrees heading)
skill = std::make_unique<WalkSkill>(1.0f, 90.0f, 0.0f);
static_cast<WalkSkill*>(skill.get())->setWalkState(_walkState);
break;
case gesture_t::eGestureRight:
// Walk 1m right (-90 degrees heading)
skill = std::make_unique<WalkSkill>(1.0f, -90.0f, 0.0f);
static_cast<WalkSkill*>(skill.get())->setWalkState(_walkState);
break;
case gesture_t::eGestureUp:
// Walk 1m forward (0 degrees heading)
skill = std::make_unique<WalkSkill>(1.0f, 0.0f, 0.0f);
static_cast<WalkSkill*>(skill.get())->setWalkState(_walkState);
break;
case gesture_t::eGestureDown:
// Walk 1m backward (180 degrees heading)
skill = std::make_unique<WalkSkill>(-1.0f, 0.0f, 0.0f);
static_cast<WalkSkill*>(skill.get())->setWalkState(_walkState);
break;
case gesture_t::eGestureClockwise:
skill = std::make_unique<SpinAroundSkill>(true);
static_cast<SpinAroundSkill*>(skill.get())->setWalkState(_walkState);
// Rotate 90 degrees clockwise
skill = std::make_unique<WalkSkill>(0.0f, 0.0f, 90.0f);
static_cast<WalkSkill*>(skill.get())->setWalkState(_walkState);
break;
case gesture_t::eGestureAntiClockwise:
skill = std::make_unique<SpinAroundSkill>(false);
static_cast<SpinAroundSkill*>(skill.get())->setWalkState(_walkState);
// Rotate 90 degrees counter-clockwise
skill = std::make_unique<WalkSkill>(0.0f, 0.0f, -90.0f);
static_cast<WalkSkill*>(skill.get())->setWalkState(_walkState);
break;
default: return; // No skill mapped to this gesture
+3 -110
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@@ -1,120 +1,13 @@
#pragma once
#include <motion_skills/skill.h>
#include <utils/math_utils.h>
#include <esp_log.h>
#include <motion_skills/walk_skill.h>
// Forward declaration to avoid circular dependency
class WalkState;
class SpinAroundSkill : public Skill {
class SpinAroundSkill : public WalkSkill {
private:
float _startHeading = -1.0f;
float _targetRotation = 0.0f;
float _currentRotation = 0.0f;
float _lastHeading = -1.0f;
unsigned long _startTime = 0;
bool _clockwise = true;
WalkState* _walkState = nullptr;
static constexpr float HEADING_TOLERANCE = 15.0f; // degrees
static constexpr float SPIN_SPEED = 0.75f;
static constexpr float MIN_HEADING_CHANGE = 5.0f; // minimum change to register movement
static constexpr unsigned long TIMEOUT_MS = 30000; // 30 second timeout
public:
SpinAroundSkill(bool clockwise = true) : _clockwise(clockwise) {}
SpinAroundSkill(bool clockwise = true) : WalkSkill(0.0f, 0.0f, clockwise ? 90.0f : -90.0f), _clockwise(clockwise) {}
const char* getName() const override { return _clockwise ? "Spin Clockwise" : "Spin Counter-Clockwise"; }
void begin(body_state_t& body_state, Peripherals* peripherals) override {
_isActive = true;
_isComplete = false;
_startHeading = peripherals->getHeading();
_lastHeading = _startHeading;
_currentRotation = 0.0f;
_targetRotation = 360.0f;
_startTime = millis();
ESP_LOGI("SpinSkill", "Starting %s from heading %.1f", getName(), _startHeading);
}
void execute(body_state_t& body_state, MotionState* currentState, Peripherals* peripherals, float dt) override {
if (!_isActive || _isComplete) return;
float currentHeading = peripherals->getHeading();
// Check for valid heading data
if (currentHeading < 0.0f || _startHeading < 0.0f) {
ESP_LOGW("SpinSkill", "Invalid heading - start: %.1f, current: %.1f, continuing rotation", _startHeading,
currentHeading);
} else if (_lastHeading >= 0.0f) {
// Calculate the change in heading since last update
float headingDelta = currentHeading - _lastHeading;
// Handle wrap-around (crossing 0°/360° boundary)
if (headingDelta > 180.0f) {
headingDelta -= 360.0f;
} else if (headingDelta < -180.0f) {
headingDelta += 360.0f;
}
// Accumulate rotation in the correct direction
if (_clockwise && headingDelta < 0.0f) {
// Clockwise rotation shows as negative heading change
_currentRotation += -headingDelta;
} else if (!_clockwise && headingDelta > 0.0f) {
// Counter-clockwise rotation shows as positive heading change
_currentRotation += headingDelta;
}
// Prevent accumulation of small noise/jitter
if (std::abs(headingDelta) < MIN_HEADING_CHANGE) {
// Don't accumulate very small changes
}
ESP_LOGI("SpinSkill", "%s: %.1f°->%.1f° (Δ%.1f°) total=%.1f°/%.1f°", getName(), _lastHeading,
currentHeading, headingDelta, _currentRotation, _targetRotation);
}
_lastHeading = currentHeading;
// Check for timeout
if (millis() - _startTime > TIMEOUT_MS) {
_isComplete = true;
ESP_LOGW("SpinSkill", "Timeout %s - rotated %.1f/%.1f degrees", getName(), _currentRotation,
_targetRotation);
return;
}
// Check if we've completed a full rotation
if (_currentRotation >= (_targetRotation - HEADING_TOLERANCE)) {
_isComplete = true;
ESP_LOGI("SpinSkill", "Completed %s - rotated %.1f degrees", getName(), _currentRotation);
return;
}
// Apply spin command to current state
if (currentState) {
CommandMsg spinCommand = {0};
spinCommand.h = 0.75f;
spinCommand.rx = _clockwise ? SPIN_SPEED : -SPIN_SPEED;
spinCommand.s1 = 0.75f;
spinCommand.s = 0.7f; // Medium speed
currentState->handleCommand(spinCommand);
}
}
bool isComplete() const override { return _isComplete; }
void reset() override {
_isActive = false;
_isComplete = false;
_startHeading = -1.0f;
_lastHeading = -1.0f;
_currentRotation = 0.0f;
_startTime = 0;
}
MotionState* getRequiredState() override { return _walkState; }
void setWalkState(WalkState* walkState) { _walkState = walkState; }
};
+155
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@@ -0,0 +1,155 @@
#pragma once
#include <motion_skills/skill.h>
#include <utils/math_utils.h>
#include <esp_log.h>
class WalkState;
class WalkSkill : public Skill {
private:
float _targetDistance = 0.0f;
float _targetHeading = 0.0f;
float _targetRotation = 0.0f;
float _startHeading = 0.0f;
float _currentDistance = 0.0f;
float _currentRotation = 0.0f;
float _lastPhaseTime = 0.0f;
int _stepCount = 0;
float _estimatedStepLength = 0.0f;
unsigned long _startTime = 0;
WalkState* _walkState = nullptr;
static constexpr float DISTANCE_TOLERANCE = 0.05f;
static constexpr float HEADING_TOLERANCE = 10.0f;
static constexpr float ROTATION_TOLERANCE = 10.0f;
static constexpr float WALK_SPEED = 0.8f;
static constexpr unsigned long TIMEOUT_MS = 10000;
public:
WalkSkill(float distance = 0.0f, float heading = 0.0f, float rotation = 0.0f)
: _targetDistance(distance), _targetHeading(heading), _targetRotation(rotation) {}
const char* getName() const override { return "Walk"; }
void begin(body_state_t& body_state, Peripherals* peripherals) override {
_isActive = true;
_isComplete = false;
_startHeading = peripherals->getHeading();
_currentDistance = 0.0f;
_currentRotation = 0.0f;
_lastPhaseTime = 0.0f;
_stepCount = 0;
_estimatedStepLength = 0.0f;
_startTime = millis();
ESP_LOGI("WalkSkill", "Starting walk: %.2fm forward, %.1f° heading, %.1f° rotation", _targetDistance,
_targetHeading, _targetRotation);
}
void execute(body_state_t& body_state, MotionState* currentState, Peripherals* peripherals, float dt) override {
if (!_isActive || _isComplete) return;
if (millis() - _startTime > TIMEOUT_MS) {
_isComplete = true;
ESP_LOGW("WalkSkill", "Timeout - walk incomplete");
return;
}
float currentPhaseTime = fmod((millis() - _startTime) * 0.001f * WALK_SPEED * 2.0f, 1.0f);
if (currentPhaseTime < _lastPhaseTime) {
_stepCount++;
_estimatedStepLength = WALK_SPEED * 0.08f;
_currentDistance = _stepCount * _estimatedStepLength;
ESP_LOGI("WalkSkill", "Step %d completed, estimated length: %.3fm, total distance: %.3fm", _stepCount,
_estimatedStepLength, _currentDistance);
}
_lastPhaseTime = currentPhaseTime;
float currentHeading = peripherals->getHeading();
if (currentHeading >= 0.0f && _startHeading >= 0.0f) {
float headingDelta = currentHeading - _startHeading;
if (headingDelta > 180.0f)
headingDelta -= 360.0f;
else if (headingDelta < -180.0f)
headingDelta += 360.0f;
_currentRotation = headingDelta;
}
bool distanceReached = _targetDistance == 0.0f || _currentDistance >= (_targetDistance - DISTANCE_TOLERANCE);
bool headingReached = _targetHeading == 0.0f || abs(_currentRotation - _targetHeading) <= HEADING_TOLERANCE;
bool rotationReached = _targetRotation == 0.0f || abs(_currentRotation - _targetRotation) <= ROTATION_TOLERANCE;
if (distanceReached && headingReached && rotationReached) {
_isComplete = true;
if (currentState) {
CommandMsg stopCommand = {0};
stopCommand.h = KinConfig::default_body_height;
stopCommand.s = WALK_SPEED;
currentState->handleCommand(stopCommand);
}
ESP_LOGI("WalkSkill", "Walk completed: %.2fm/%.2fm, %.1f°/%.1f° rotation", _currentDistance,
_targetDistance, _currentRotation, _targetRotation);
return;
}
CommandMsg walkCommand = {0};
walkCommand.h = WALK_SPEED;
walkCommand.s1 = WALK_SPEED;
walkCommand.s = WALK_SPEED;
if (_targetDistance > 0.0f && !distanceReached) {
walkCommand.lx = WALK_SPEED;
} else if (_targetDistance < 0.0f && !distanceReached) {
walkCommand.lx = -WALK_SPEED;
}
if (_targetHeading != 0.0f && !headingReached) {
if (_currentRotation < _targetHeading) {
walkCommand.ly = WALK_SPEED;
} else {
walkCommand.ly = -WALK_SPEED;
}
}
if (_targetRotation != 0.0f && !rotationReached) {
if (_targetRotation > 0.0f) {
walkCommand.rx = WALK_SPEED;
} else {
walkCommand.rx = -WALK_SPEED;
}
}
if (currentState) {
currentState->handleCommand(walkCommand);
}
}
bool isComplete() const override { return _isComplete; }
void reset() override {
_isActive = false;
_isComplete = false;
_currentDistance = 0.0f;
_currentRotation = 0.0f;
_lastPhaseTime = 0.0f;
_stepCount = 0;
_estimatedStepLength = 0.0f;
_startTime = 0;
}
MotionState* getRequiredState() override { return reinterpret_cast<MotionState*>(_walkState); }
void setWalkState(WalkState* walkState) { _walkState = walkState; }
};
+3
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@@ -71,6 +71,9 @@ class WalkState : public MotionState {
WalkState() = default;
const char *name() const override { return "Bezier"; }
float getPhaseTime() const { return phase_time; }
float getStepLength() const { return step_length; }
void set_mode_crawl(float duty = 0.85f, std::array<int, 4> order = {3, 0, 2, 1}) {
mode = WALK_GAIT::CRAWL;
speed_factor = 0.5;