🐛 Try to handle body shifting

This commit is contained in:
Rune Harlyk
2025-09-03 17:52:21 +02:00
committed by Rune Harlyk
parent ea8ddb43ef
commit 4fcaf5d77d
+68 -19
View File
@@ -17,6 +17,10 @@ class WalkState : public GaitState {
float phase_lead = 0.08f;
float feather = 0.05f;
float speed_factor = 0.5;
std::array<int, 4> crawl_order = {0, 1, 2, 3};
float com_shift_gain = 0.35f;
float com_shift_limit = 0.06f;
float com_tau = 0.12f;
static constexpr uint8_t BEZIER_POINTS = 12;
static constexpr std::array<float, BEZIER_POINTS> COMBINATORIAL_VALUES = {
combinatorial_constexpr(11, 0), // 1
@@ -42,7 +46,7 @@ class WalkState : public GaitState {
public:
const char *name() const override { return "Bezier"; }
void set_mode_crawl(float duty = 0.85f, std::array<int, 4> order = {0, 3, 1, 2}) {
void set_mode_crawl(float duty = 0.85f, std::array<int, 4> order = {0, 1, 2, 3}) {
mode = WALK_GAIT::CRAWL;
speed_factor = 0.1;
stand_offset = duty;
@@ -73,33 +77,78 @@ class WalkState : public GaitState {
phase_time = std::fmod(phase_time + dt * gait_state.step_velocity * speed_factor, 1.0f);
}
void updateBodyPosition(body_state_t &body_state, float dt) {
if (mode != WALK_GAIT::CRAWL) return;
const bool moving = gait_state.step_x != 0.f || gait_state.step_z != 0.f || gait_state.step_angle != 0.f;
if (!moving) return;
const auto c = dynamicStanceCentroid(body_state);
const float a = 1.f - std::exp(-16.f * dt);
body_state.xm += (c[0] - body_state.xm) * a;
body_state.zm += (c[2] - body_state.zm) * a;
}
std::array<float, 3> dynamicStanceCentroid(const body_state_t &body_state) const {
if (mode != WALK_GAIT::CRAWL) return {body_state.xm, 0.f, body_state.zm};
float sx = 0.f, sz = 0.f;
int n = 0;
int legAboutToLift() const {
int idx = -1;
float best = 2.f;
for (int i = 0; i < 4; ++i) {
float p = std::fmod(phase_time + phase_offset[i], 1.f);
if (p < 0.f) p += 1.f;
if (p <= stand_offset) {
sx += default_feet_pos[i][0];
sz += default_feet_pos[i][2];
++n;
float dt = stand_offset - p;
if (dt < best) {
best = dt;
idx = i;
}
}
}
if (n == 0) return {body_state.xm, 0.f, body_state.zm};
return idx;
}
std::array<float, 3> centroidExcluding(const body_state_t &body_state, int exclude) const {
float sx = 0.f, sz = 0.f;
int n = 0;
for (int i = 0; i < 4; ++i) {
if (i == exclude) continue;
sx += body_state.feet[i][0];
sz += body_state.feet[i][2];
++n;
}
if (!n) return {body_state.xm, 0.f, body_state.zm};
return {sx / n, 0.f, sz / n};
}
void updateBodyPosition(body_state_t &body_state, float dt) {
if (mode != WALK_GAIT::CRAWL) return;
const bool moving = gait_state.step_x != 0.f || gait_state.step_z != 0.f || gait_state.step_angle != 0.f;
if (!moving) return;
const int lift = legAboutToLift();
const float alpha = 1.f - std::exp(-dt / com_tau);
if (lift >= 0) {
const auto c = centroidExcluding(body_state, lift);
const float fx = body_state.feet[lift][0];
const float fz = body_state.feet[lift][2];
float vx = fx - c[0], vz = fz - c[2];
float d = std::hypot(vx, vz);
if (d < 1e-6f) d = 1e-6f;
const float r = std::min(d, com_shift_limit);
const float k = com_shift_gain;
const float tx = c[0] - k * r * (vx / d);
const float tz = c[2] - k * r * (vz / d);
body_state.xm += alpha * (tx - body_state.xm);
body_state.zm += alpha * (tz - body_state.zm);
return;
}
const auto c = dynamicStanceCentroid(body_state);
body_state.xm += alpha * (c[0] - body_state.xm);
body_state.zm += alpha * (c[2] - body_state.zm);
}
std::array<float, 3> dynamicStanceCentroid(const body_state_t &body_state) const {
if (mode != WALK_GAIT::CRAWL) return {body_state.xm, 0.f, body_state.zm};
float wx = 0.f, wz = 0.f, w = 0.f;
for (int i = 0; i < 4; ++i) {
float wi = stanceWeight(i);
wx += wi * default_feet_pos[i][0];
wz += wi * default_feet_pos[i][2];
w += wi;
}
if (w <= 1e-6f) return {body_state.xm, 0.f, body_state.zm};
return {wx / w, 0.f, wz / w};
}
static float smoothstep01(float t) {
const float x = std::clamp(t, 0.f, 1.f);
return x * x * (3.f - 2.f * x);