🎨 Simplifies gait
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@@ -17,10 +17,38 @@ class WalkState : public GaitState {
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float phase_lead = 0.08f;
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float feather = 0.05f;
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float speed_factor = 0.5;
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std::array<int, 4> crawl_order = {0, 1, 2, 3};
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float com_shift_gain = 0.35f;
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float com_shift_limit = 0.06f;
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float com_tau = 0.12f;
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alignas(16) float crawl_target_xz[4][2] = {{0}};
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int crawl_order[4] = {0, 1, 2, 3};
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static float d2(float ax, float az, float bx, float bz) {
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float dx = ax - bx, dz = az - bz;
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return std::sqrt(dx * dx + dz * dz);
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}
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void buildCrawlTargetsIncenter() {
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for (int s = 0; s < 4; ++s) {
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int a = (s + 1) & 3, b = (s + 2) & 3, c = (s + 3) & 3;
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float Ax = default_feet_pos[a][0], Az = default_feet_pos[a][2];
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float Bx = default_feet_pos[b][0], Bz = default_feet_pos[b][2];
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float Cx = default_feet_pos[c][0], Cz = default_feet_pos[c][2];
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float la = d2(Bx, Bz, Cx, Cz);
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float lb = d2(Ax, Az, Cx, Cz);
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float lc = d2(Ax, Az, Bx, Bz);
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float L = la + lb + lc;
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if (L <= 1e-6f) {
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crawl_target_xz[s][0] = (Ax + Bx + Cx) / 3.f;
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crawl_target_xz[s][1] = (Az + Bz + Cz) / 3.f;
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} else {
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crawl_target_xz[s][0] = (la * Ax + lb * Bx + lc * Cx) / L;
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crawl_target_xz[s][1] = (la * Az + lb * Bz + lc * Cz) / L;
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}
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}
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}
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static constexpr uint8_t BEZIER_POINTS = 12;
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static constexpr std::array<float, BEZIER_POINTS> COMBINATORIAL_VALUES = {
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combinatorial_constexpr(11, 0), // 1
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@@ -44,6 +72,7 @@ class WalkState : public GaitState {
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0.9f, 1.1f, 1.1f, 1.1f, 0.0f, 0.0f};
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public:
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WalkState() { buildCrawlTargetsIncenter(); }
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const char *name() const override { return "Bezier"; }
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void set_mode_crawl(float duty = 0.85f, std::array<int, 4> order = {0, 1, 2, 3}) {
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@@ -64,9 +93,7 @@ class WalkState : public GaitState {
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void step(body_state_t &body_state, CommandMsg command, float dt = 0.02f) override {
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this->mapCommand(command);
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step_length = std::hypot(gait_state.step_x, gait_state.step_z);
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if (gait_state.step_x < 0.0f) {
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step_length = -step_length;
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}
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if (gait_state.step_x < 0.0f) step_length = -step_length;
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updatePhase(dt);
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updateBodyPosition(body_state, dt);
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updateFeetPositions(body_state);
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@@ -77,76 +104,30 @@ class WalkState : public GaitState {
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phase_time = std::fmod(phase_time + dt * gait_state.step_velocity * speed_factor, 1.0f);
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}
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int legAboutToLift() const {
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int idx = -1;
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float best = 2.f;
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for (int i = 0; i < 4; ++i) {
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float p = std::fmod(phase_time + phase_offset[i], 1.f);
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if (p < 0.f) p += 1.f;
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if (p <= stand_offset) {
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float dt = stand_offset - p;
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if (dt < best) {
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best = dt;
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idx = i;
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}
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}
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}
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return idx;
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}
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std::array<float, 3> centroidExcluding(const body_state_t &body_state, int exclude) const {
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float sx = 0.f, sz = 0.f;
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int n = 0;
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for (int i = 0; i < 4; ++i) {
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if (i == exclude) continue;
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sx += body_state.feet[i][0];
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sz += body_state.feet[i][2];
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++n;
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}
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if (!n) return {body_state.xm, 0.f, body_state.zm};
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return {sx / n, 0.f, sz / n};
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}
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void updateBodyPosition(body_state_t &body_state, float dt) {
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if (mode != WALK_GAIT::CRAWL) return;
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const bool moving = gait_state.step_x != 0.f || gait_state.step_z != 0.f || gait_state.step_angle != 0.f;
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if (!moving) return;
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const int lift = legAboutToLift();
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const float alpha = 1.f - std::exp(-dt / com_tau);
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if (lift >= 0) {
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const auto c = centroidExcluding(body_state, lift);
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const float fx = body_state.feet[lift][0];
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const float fz = body_state.feet[lift][2];
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float vx = fx - c[0], vz = fz - c[2];
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float d = std::hypot(vx, vz);
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if (d < 1e-6f) d = 1e-6f;
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const float r = std::min(d, com_shift_limit);
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const float k = com_shift_gain;
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const float tx = c[0] - k * r * (vx / d);
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const float tz = c[2] - k * r * (vz / d);
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body_state.xm += alpha * (tx - body_state.xm);
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body_state.zm += alpha * (tz - body_state.zm);
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const float a = dt / (com_tau + dt);
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if (!moving) {
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body_state.xm += (0.f - body_state.xm) * a;
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body_state.zm += (0.f - body_state.zm) * a;
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return;
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}
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const auto c = dynamicStanceCentroid(body_state);
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body_state.xm += alpha * (c[0] - body_state.xm);
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body_state.zm += alpha * (c[2] - body_state.zm);
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int k = (int)std::floor(std::fmod(phase_time, 1.f) * 8.f) & 7;
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int leg = crawl_order[k >> 1];
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float tx = crawl_target_xz[leg][0] * com_shift_gain;
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float tz = crawl_target_xz[leg][1] * com_shift_gain;
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float m = std::hypot(tx, tz);
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if (m > com_shift_limit) {
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float s = com_shift_limit / m;
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tx *= s;
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tz *= s;
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}
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std::array<float, 3> dynamicStanceCentroid(const body_state_t &body_state) const {
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if (mode != WALK_GAIT::CRAWL) return {body_state.xm, 0.f, body_state.zm};
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float wx = 0.f, wz = 0.f, w = 0.f;
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for (int i = 0; i < 4; ++i) {
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float wi = stanceWeight(i);
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wx += wi * default_feet_pos[i][0];
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wz += wi * default_feet_pos[i][2];
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w += wi;
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}
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if (w <= 1e-6f) return {body_state.xm, 0.f, body_state.zm};
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return {wx / w, 0.f, wz / w};
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body_state.xm += (tx - body_state.xm) * a;
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body_state.zm += (tz - body_state.zm) * a;
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}
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static float smoothstep01(float t) {
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@@ -154,21 +135,6 @@ class WalkState : public GaitState {
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return x * x * (3.f - 2.f * x);
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}
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float stanceWeight(int i) const {
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const float s = stand_offset;
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const float e = feather;
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float p = std::fmod(phase_time + phase_offset[i] + phase_lead, 1.f);
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if (p < 0.f) p += 1.f;
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if (p < s - e) return 1.f;
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if (p > s + e && p < 1.f - e) return 0.f;
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if (p <= s + e) {
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const float t = (p - (s - e)) / (2.f * e);
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return 1.f - smoothstep01(t);
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}
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const float q = p >= 1.f - e ? (p - (1.f - e)) / e : (e - p) / e;
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return smoothstep01(q);
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}
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void updateFeetPositions(body_state_t &body_state) {
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for (int i = 0; i < 4; ++i) updateFootPosition(body_state, i);
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}
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@@ -186,9 +152,6 @@ class WalkState : public GaitState {
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}
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void standController(body_state_t &body_state, const int index, const float phase) {
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if (mode == WALK_GAIT::CRAWL)
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controller(index, body_state, phase, stanceCurveFlat, &gait_state.step_depth);
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else
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controller(index, body_state, phase, stanceCurve, &gait_state.step_depth);
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}
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@@ -196,13 +159,6 @@ class WalkState : public GaitState {
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controller(index, body_state, phase, bezierCurve, &gait_state.step_height);
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}
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static void stanceCurveFlat(const float length, const float angle, const float *, const float phase, float *point) {
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float step = length * (1.0f - 2.0f * phase);
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point[0] += step * std::cos(angle);
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point[2] += step * std::sin(angle);
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point[1] += 0.f;
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}
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void controller(const int index, body_state_t &body_state, const float phase,
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std::function<void(float, float, float *, float, float *)> curve, float *arg) {
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float delta_pos[3] = {0};
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@@ -226,10 +182,7 @@ class WalkState : public GaitState {
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float step = length * (1.0f - 2.0f * phase);
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point[0] += step * std::cos(angle);
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point[2] += step * std::sin(angle);
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if (length != 0.0f) {
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point[1] = -*depth * std::cos((M_PI * (point[0] + point[2])) / (2.f * length));
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}
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if (length != 0.0f) point[1] = -*depth * std::cos((M_PI * (point[0] + point[2])) / (2.f * length));
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}
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static void bezierCurve(const float length, const float angle, const float *height, const float phase,
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