🪅 Adds 8 phase gait with body shift

This commit is contained in:
Rune Harlyk
2024-08-01 18:19:31 +02:00
committed by Rune Harlyk
parent 5d9343989b
commit 46a7dbd8f2
3 changed files with 254 additions and 468 deletions
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import type { body_state_t } from './kinematic';
import { fromInt8 } from './utilities';
const { sin } = Math;
export interface gait_state_t {
step_height: number;
step_x: number;
step_z: number;
step_angle: number;
step_velocity: number;
step_depth: number;
}
export interface ControllerCommand {
stop: number;
lx: number;
ly: number;
rx: number;
ry: number;
h: number;
s: number;
}
export abstract class GaitState {
protected abstract name: string;
protected static body_state: body_state_t;
protected get default_feet_pos() {
return [
[1, -1, 1, 1],
[1, -1, -1, 1],
[-1, -1, 1, 1],
[-1, -1, -1, 1]
];
}
protected static get default_height() {
return 0.5;
}
begin() {
console.log('Starting', this.name);
}
end() {
console.log('Ending', this.name);
}
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
console.log('Stepping', this.name);
}
map_command(command: ControllerCommand): gait_state_t {
return {
step_height: 0.4,
step_x: (Math.floor(fromInt8(command.ly, -1, 1) * 10) / 10) * 3,
step_z: (Math.floor(fromInt8(command.lx, -1, 1) * 10) / 10) * 3,
step_velocity: 1,
step_angle: 0,
step_depth: 0.2
};
}
}
export class IdleState extends GaitState {
protected name = 'Idle';
}
export class StandState extends GaitState {
protected name = 'Stand';
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
body_state.omega = 0;
body_state.phi = command.rx / 8;
body_state.psi = command.ry / 8;
body_state.xm = command.ly / 2 / 100;
body_state.zm = command.lx / 2 / 100;
body_state.ym = ((command.h + 128) * 0.75) / 100;
return body_state;
}
}
abstract class PhaseGaitState extends GaitState {
protected tick = 0;
protected phase = 0;
protected phase_time = 0;
protected abstract num_phases: number;
protected abstract phase_length: number;
protected abstract swing_stand_ratio: number;
protected contact_phases!: number[][];
protected shifts!: number[][];
protected body_state!: body_state_t;
protected gait_state!: gait_state_t;
protected dt = 0.02;
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
this.body_state = body_state;
this.gait_state = this.map_command(command);
this.dt = dt;
this.update_phase();
this.update_body_position();
this.update_feet_positions();
return this.body_state;
}
update_phase() {
this.tick += 1;
this.phase_time = this.tick / this.phase_length;
if (this.tick % this.phase_length == 0) {
this.phase += 1;
if (this.phase == this.num_phases) this.phase = 0;
this.tick = 0;
}
}
update_body_position() {
if (this.num_phases === 4) return;
const shift = this.shifts[Math.floor(this.phase / 2)];
this.body_state.xm += (shift[0] - this.body_state.xm) * this.dt * 4;
this.body_state.zm += (shift[2] - this.body_state.zm) * this.dt * 4;
}
update_feet_positions() {
for (let i = 0; i < 4; i++) {
this.body_state.feet[i] = this.update_foot_position(i);
}
}
update_foot_position(index: number): number[] {
const contact = this.contact_phases[index][this.phase];
return contact ? this.stand(index) : this.swing(index);
}
stand(index: number): number[] {
const delta_pos = [
-this.gait_state.step_x * this.dt * this.swing_stand_ratio,
0,
-this.gait_state.step_z * this.dt * this.swing_stand_ratio
];
this.body_state.feet[index][0] = this.body_state.feet[index][0] + delta_pos[0];
this.body_state.feet[index][1] = this.default_feet_pos[index][1];
this.body_state.feet[index][2] = this.body_state.feet[index][2] + delta_pos[2];
return this.body_state.feet[index];
}
swing(index: number): number[] {
const delta_pos = [this.gait_state.step_x * this.dt, 0, this.gait_state.step_z * this.dt];
if (this.gait_state.step_x == 0) {
delta_pos[0] =
(this.default_feet_pos[index][0] - this.body_state.feet[index][0]) * this.dt * 8;
}
if (this.gait_state.step_z == 0) {
delta_pos[2] =
(this.default_feet_pos[index][2] - this.body_state.feet[index][2]) * this.dt * 8;
}
this.body_state.feet[index][0] = this.body_state.feet[index][0] + delta_pos[0];
this.body_state.feet[index][1] =
this.default_feet_pos[index][1] +
sin(this.phase_time * Math.PI) * this.gait_state.step_height;
this.body_state.feet[index][2] = this.body_state.feet[index][2] + delta_pos[2];
return this.body_state.feet[index];
}
}
export class FourPhaseWalkState extends PhaseGaitState {
protected name = 'Four phase walk';
protected num_phases = 4;
protected phase_length = 15;
protected contact_phases = [
[1, 0, 1, 1],
[1, 1, 1, 0],
[1, 1, 1, 0],
[1, 0, 1, 1]
];
protected swing_stand_ratio = 1 / (this.num_phases - 1);
begin() {
super.begin();
}
end() {
super.end();
}
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
return super.step(body_state, command, dt);
}
}
export class EightPhaseWalkState extends PhaseGaitState {
protected name = 'Eight phase walk';
protected num_phases = 8;
protected phase_length = 20;
protected contact_phases = [
[1, 0, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 0, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 0, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 0]
];
protected shifts = [
[-0.3, 0, -0.2],
[-0.3, 0, 0.2],
[0.3, 0, -0.2],
[0.3, 0, 0.2]
];
protected swing_stand_ratio = 1 / (this.num_phases - 1);
begin() {
super.begin();
}
end() {
super.end();
}
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
return super.step(body_state, command, dt);
}
}