👟 Implementes bezier gait in c++
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@@ -6,6 +6,7 @@ struct gait_state_t {
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float step_z;
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float step_angle;
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float step_velocity;
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float step_depth;
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};
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struct ControllerCommand {
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@@ -16,7 +17,17 @@ struct ControllerCommand {
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class GaitState {
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protected:
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virtual const char *name() const = 0;
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float default_feet_positions[4][4] = {{1, -1, 0.7, 1}, {1, -1, -0.7, 1}, {-1, -1, 0.7, 1}, {-1, -1, -0.7, 1}};
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float default_feet_pos[4][4] = {{1, -1, 0.7, 1}, {1, -1, -0.7, 1}, {-1, -1, 0.7, 1}, {-1, -1, -0.7, 1}};
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gait_state_t gait_state = {0.4, 0, 0, 0, 1, 0.002};
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void mapCommand(ControllerCommand command) {
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this->gait_state.step_height = 0.4 + (command.s1 / 128 + 1) / 2;
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this->gait_state.step_x = command.ly / 128;
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this->gait_state.step_z = -command.lx / 128;
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this->gait_state.step_velocity = command.s / 128 + 1;
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this->gait_state.step_angle = command.rx / 128;
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this->gait_state.step_depth = 0.002;
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}
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public:
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virtual float getDefaultHeight() const { return 0.5f; }
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@@ -25,7 +36,9 @@ class GaitState {
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virtual void end() { ESP_LOGI("Gait Planner", "Ending %s", name()); }
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virtual void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) {}
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virtual void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) {
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this->mapCommand(command);
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}
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};
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class IdleState : public GaitState {
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@@ -44,7 +57,7 @@ class RestState : public GaitState {
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body_state.xm = 0;
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body_state.ym = getDefaultHeight() / 2;
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body_state.zm = 0;
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body_state.updateFeet(default_feet_positions);
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body_state.updateFeet(default_feet_pos);
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}
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};
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@@ -58,7 +71,7 @@ class StandState : public GaitState {
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body_state.psi = command.ry / 8;
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body_state.xm = command.ly / 2 / 100;
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body_state.zm = command.lx / 2 / 100;
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body_state.updateFeet(default_feet_positions);
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body_state.updateFeet(default_feet_pos);
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}
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};
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@@ -69,15 +82,14 @@ class PhaseGaitState : public GaitState {
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virtual int num_phases() const = 0;
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virtual float phase_speed_factor() const = 0;
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virtual float swing_stand_ratio() const = 0;
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float dt = 0.02f;
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uint8_t contact_phases[4][8];
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float shifts[4][3];
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gait_state_t gait_state;
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float dt = 0.02f;
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void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override {
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this->gait_state = mapCommand(command);
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mapCommand(command);
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this->dt = dt;
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updatePhase();
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updateBodyPosition(body_state);
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updateFeetPositions(body_state);
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@@ -117,7 +129,7 @@ class PhaseGaitState : public GaitState {
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-gait_state.step_z * dt * swing_stand_ratio()};
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body_state.feet[index][0] += delta_pos[0];
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body_state.feet[index][1] = default_feet_positions[index][1];
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body_state.feet[index][1] = default_feet_pos[index][1];
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body_state.feet[index][2] += delta_pos[2];
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}
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@@ -125,28 +137,17 @@ class PhaseGaitState : public GaitState {
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float delta_pos[3] = {gait_state.step_x * dt, 0, gait_state.step_z * dt};
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if (std::fabs(gait_state.step_x) < 0.01) {
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delta_pos[0] = (default_feet_positions[index][0] - body_state.feet[index][0]) * dt * 8;
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delta_pos[0] = (default_feet_pos[index][0] - body_state.feet[index][0]) * dt * 8;
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}
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if (std::fabs(gait_state.step_z) < 0.01) {
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delta_pos[2] = (default_feet_positions[index][2] - body_state.feet[index][2]) * dt * 8;
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delta_pos[2] = (default_feet_pos[index][2] - body_state.feet[index][2]) * dt * 8;
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}
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body_state.feet[index][0] += delta_pos[0];
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body_state.feet[index][1] =
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default_feet_positions[index][1] + std::sin(phase_time * M_PI) * gait_state.step_height;
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body_state.feet[index][1] = default_feet_pos[index][1] + std::sin(phase_time * M_PI) * gait_state.step_height;
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body_state.feet[index][2] += delta_pos[2];
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}
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gait_state_t mapCommand(ControllerCommand command) {
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gait_state_t state;
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state.step_height = (command.s1 / 128 + 1) / 2;
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state.step_x = command.ly / 128 * 2;
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state.step_z = -command.lx / 128 * 2;
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state.step_velocity = command.s / 128 + 1;
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state.step_angle = 0;
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return state;
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}
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};
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class FourPhaseWalkState : public PhaseGaitState {
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@@ -202,4 +203,127 @@ class EightPhaseWalkState : public PhaseGaitState {
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void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override {
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return PhaseGaitState::step(body_state, command, dt);
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}
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};
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class BezierState : public GaitState {
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private:
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float phase_time = 0.0f;
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uint8_t phase = 0;
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uint8_t contact_phases[4][2] = {{1, 0}, {0, 1}, {0, 1}, {1, 0}};
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float step_length = 0.0f;
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protected:
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const char *name() const override { return "Bezier"; }
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void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override {
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this->mapCommand(command);
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step_length = std::sqrt(gait_state.step_x * gait_state.step_x + gait_state.step_z * 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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gait_state.step_z = -gait_state.step_z;
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}
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updatePhase(dt);
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updateFeetPositions(body_state);
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}
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void updatePhase(float dt) {
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phase_time += dt * gait_state.step_velocity * 2;
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if (phase_time >= 1.0f) {
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phase += 1;
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phase %= 2;
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phase_time = 0;
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}
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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) {
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updateFootPosition(body_state, i);
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}
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}
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void updateFootPosition(body_state_t &body_state, const int index) {
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bool contact = contact_phases[index][phase] == 1;
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body_state.feet[index][0] = this->default_feet_pos[index][0];
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body_state.feet[index][1] = this->default_feet_pos[index][1];
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body_state.feet[index][2] = this->default_feet_pos[index][2];
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contact ? standController(body_state, index) : swingController(body_state, index);
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}
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void standController(body_state_t &body_state, const int index) {
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controller(index, body_state, stanceCurve, &gait_state.step_depth);
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}
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void swingController(body_state_t &body_state, const int index) {
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controller(index, body_state, bezierCurve, &gait_state.step_height);
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}
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void controller(const int index, body_state_t &body_state,
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std::function<void(float, float, float *, float, float *)> curve, float *arg) {
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float length = step_length / 2.0f;
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float angle = gait_state.step_z * M_PI_2;
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float point[3] = {0, 0, 0};
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curve(length, angle, arg, phase_time, point);
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body_state.feet[index][0] += point[0];
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body_state.feet[index][1] += point[1];
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body_state.feet[index][2] += point[2];
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// length = gait_state.step_angle * 2.0f;
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// angle = yawArc(default_feet_pos[index], body_state.feet[index]);
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// curve(length, angle, arg, phase_time, body_state.feet[index]);
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}
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static void stanceCurve(const float length, const float angle, const float *depth, const float phase,
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float *point) {
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float X_POLAR = std::cos(angle);
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float Z_POLAR = std::sin(angle);
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float step = length * (1.0f - 2.0f * phase);
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point[0] += step * X_POLAR;
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point[2] += step * Z_POLAR;
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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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}
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static void bezierCurve(const float length, const float angle, const float *height, const float phase,
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float *point) {
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float X_POLAR = std::cos(angle);
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float Z_POLAR = std::sin(angle);
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float STEP[] = {-length, -length * 1.4f, -length * 1.5f, -length * 1.5f, -length * 1.5f, 0.0f,
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0.0f, 0.0f, length * 1.5f, length * 1.5f, length * 1.4f, length};
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float Y[] = {0.0f, 0.0f, 0.9f * *height, 0.9f * *height, 0.9f * *height, 0.9f * *height,
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0.9f * *height, 1.1f * *height, 1.1f * *height, 1.1f * *height, 0.0f, 0.0f};
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for (int i = 0; i < 12; i++) {
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float b = combinatorial(11, i) * std::pow(phase, i) * std::pow(1.0f - phase, 11 - i);
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point[0] += b * STEP[i] * X_POLAR;
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point[1] += b * Y[i];
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point[2] += b * STEP[i] * Z_POLAR;
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}
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}
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static float yawArc(const float feet_pos[4], const float *current_pos) {
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float foot_mag = std::sqrt(feet_pos[0] * feet_pos[0] + feet_pos[2] * feet_pos[2]);
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float foot_dir = std::atan2(feet_pos[2], feet_pos[0]);
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float offsets[] = {current_pos[0] - feet_pos[0], current_pos[1] - feet_pos[1], current_pos[2] - feet_pos[2]};
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float offset_mag = std::sqrt(offsets[0] * offsets[0] + offsets[2] * offsets[2]);
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float offset_mod = std::atan2(offset_mag, foot_mag);
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return M_PI_2 + foot_dir + offset_mod;
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}
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static float combinatorial(const int n, int k) {
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if (k < 0 || k > n) return 0.0f;
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if (k == 0 || k == n) return 1.0f;
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k = std::min(k, n - k);
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float c = 1.0f;
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for (int i = 0; i < k; i++) {
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c = (c * (n - i)) / (i + 1);
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}
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return c;
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}
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};
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@@ -152,7 +152,7 @@ class MotionService {
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friend class GaitState;
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std::unique_ptr<GaitState> crawlGait = std::make_unique<EightPhaseWalkState>();
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std::unique_ptr<GaitState> walkGait = std::make_unique<FourPhaseWalkState>();
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std::unique_ptr<GaitState> walkGait = std::make_unique<BezierState>();
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MOTION_STATE motionState = MOTION_STATE::DEACTIVATED;
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unsigned long _lastUpdate;
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