🎨 Cleans up gait handling code

This commit is contained in:
Rune Harlyk
2025-09-01 22:23:02 +02:00
committed by Rune Harlyk
parent d7a6bffe0a
commit 54a0419770
12 changed files with 246 additions and 363 deletions
+6 -10
View File
@@ -22,7 +22,10 @@
servoAngles,
mpu,
jointNames,
currentKinematic
currentKinematic,
walkGait,
walkGaits,
walkGaitToMode
} from '$lib/stores'
import {
extractFootColor,
@@ -34,14 +37,7 @@
import { lerp, degToRad } from 'three/src/math/MathUtils'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
import { type body_state_t } from '$lib/kinematic'
import {
BezierState,
CalibrationState,
EightPhaseWalkState,
IdleState,
RestState,
StandState
} from '$lib/gait'
import { BezierState, CalibrationState, IdleState, RestState, StandState } from '$lib/gait'
import { radToDeg } from 'three/src/math/MathUtils.js'
import type { URDFRobot } from 'urdf-loader'
import { get } from 'svelte/store'
@@ -78,7 +74,6 @@
[ModesEnum.Calibration]: new CalibrationState(),
[ModesEnum.Rest]: new RestState(),
[ModesEnum.Stand]: new StandState(),
[ModesEnum.Crawl]: new EightPhaseWalkState(),
[ModesEnum.Walk]: new BezierState()
}
let lastTick = performance.now()
@@ -117,6 +112,7 @@
await populateModelCache()
await createScene()
servoAngles.subscribe(updateAnglesFromStore)
walkGait.subscribe(gait => planners[ModesEnum.Walk].set_mode(walkGaitToMode(gait)))
if (panel) createPanel()
})
+89 -165
View File
@@ -2,8 +2,6 @@ import { get } from 'svelte/store'
import type { body_state_t } from './kinematic'
import { currentKinematic } from './stores/featureFlags'
const { sin } = Math
export interface gait_state_t {
step_height: number
step_x: number
@@ -79,7 +77,8 @@ export class IdleState extends GaitState {
export class CalibrationState extends GaitState {
protected name = 'Calibration'
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
step(body_state: body_state_t, _command: ControllerCommand) {
body_state.omega = 0
body_state.phi = 0
body_state.psi = 0
@@ -94,7 +93,8 @@ export class CalibrationState extends GaitState {
export class RestState extends GaitState {
protected name = 'Rest'
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
step(body_state: body_state_t, _command: ControllerCommand) {
body_state.omega = 0
body_state.phi = 0
body_state.psi = 0
@@ -109,7 +109,7 @@ export class RestState extends GaitState {
export class StandState extends GaitState {
protected name = 'Stand'
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
step(body_state: body_state_t, command: ControllerCommand) {
body_state.omega = 0
body_state.phi = command.rx * 10 * (Math.PI / 2)
body_state.psi = command.ry * 10 * (Math.PI / 2)
@@ -120,157 +120,41 @@ export class StandState extends GaitState {
}
}
abstract class PhaseGaitState extends GaitState {
protected tick = 0
protected phase = 0
protected phase_time = 0
protected abstract num_phases: number
protected abstract phase_speed_factor: number
protected abstract swing_stand_ratio: number
protected contact_phases!: number[][]
protected shifts!: number[][]
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
super.step(body_state, command, dt)
this.update_phase()
this.update_body_position()
this.update_feet_positions()
return this.body_state
}
update_phase() {
this.phase_time += this.dt * this.phase_speed_factor * this.gait_state.step_velocity
if (this.phase_time >= 1) {
this.phase += 1
if (this.phase == this.num_phases) this.phase = 0
this.phase_time = 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_speed_factor = 6
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_speed_factor = 4
protected contact_phases = [
[1, 0, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 0, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 0],
[1, 1, 1, 0, 1, 1, 1, 1]
]
protected shifts = [
[-0.05, 0, -0.2],
[0.3, 0, 0.2],
[-0.05, 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)
}
}
export class BezierState extends GaitState {
protected name = 'Bezier'
protected phase = 0
protected phase_num = 0
protected step_length: number = 0
protected stand_offset = 0.75
offset = [0, 0.5, 0.5, 0]
protected step_length = 0
protected stand_offset = 0.85
protected mode: 'crawl' | 'trot' = 'trot'
offset = [0, 0.5, 0.75, 0.25]
constructor() {
super()
this.set_mode(this.mode)
}
begin() {
super.begin()
}
set_mode(mode: 'crawl' | 'trot', duty?: number, order?: [number, number, number, number]) {
console.log('BezierState set_mode', mode)
this.mode = mode
if (mode === 'crawl') {
this.stand_offset = duty ?? 0.85
const o = order ?? [0, 3, 1, 2]
const base = [0, 0.25, 0.5, 0.75]
const offsets = new Array(4).fill(0)
for (let i = 0; i < 4; i++) offsets[o[i]] = base[i]
this.offset = offsets
} else {
this.stand_offset = duty ?? 0.6
this.offset = order ? (order.map(v => v % 1) as number[]) : [0, 0.5, 0.5, 0]
}
}
end() {
super.end()
}
@@ -278,34 +162,78 @@ export class BezierState extends GaitState {
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
super.step(body_state, command, dt)
this.step_length = Math.sqrt(this.gait_state.step_x ** 2 + this.gait_state.step_z ** 2)
if (this.gait_state.step_x < 0) {
this.step_length = -this.step_length
}
if (this.gait_state.step_x < 0) this.step_length = -this.step_length
this.update_phase()
this.update_body_position()
this.update_feet_positions()
return this.body_state
}
update_phase() {
this.phase += this.dt * this.gait_state.step_velocity * 2
const m = this.gait_state
if (m.step_x === 0 && m.step_z === 0 && m.step_angle === 0) return
this.phase += this.dt * m.step_velocity * 2
if (this.phase >= 1) {
this.phase_num += 1
this.phase_num %= 2
this.phase_num = (this.phase_num + 1) % 2
this.phase = 0
}
}
update_feet_positions() {
protected phase_lead = 0.08
protected feather = 0.05
update_body_position() {
const m = this.gait_state
const moving = m.step_x !== 0 || m.step_z !== 0 || m.step_angle !== 0
if (!moving) return
const c = this.dynamic_stance_centroid()
const k = this.mode === 'crawl' ? 16 : 10
const a = 1 - Math.exp(-k * this.dt)
this.body_state.xm += (c[0] - this.body_state.xm) * a
this.body_state.zm += (c[2] - this.body_state.zm) * a
}
protected dynamic_stance_centroid(): number[] {
let sx = 0,
sz = 0,
sw = 0
for (let i = 0; i < 4; i++) {
this.body_state.feet[i] = this.update_foot_position(i)
const w = this.stance_weight(i)
sx += this.body_state.feet[i][0] * w
sz += this.body_state.feet[i][2] * w
sw += w
}
if (sw === 0) return [this.body_state.xm, 0, this.body_state.zm]
return [sx / sw, 0, sz / sw]
}
protected stance_weight(i: number): number {
const s = this.stand_offset
const e = this.feather
let p = this.phase + this.offset[i] + this.phase_lead
p -= Math.floor(p)
if (p < s - e) return 1
if (p > s + e && p < 1 - e) return 0
if (p <= s + e) {
const t = (p - (s - e)) / (2 * e)
return 1 - this.smoothstep01(t)
}
const q = p >= 1 - e ? (p - (1 - e)) / e : (e - p) / e
return this.smoothstep01(q)
}
protected smoothstep01(t: number): number {
const x = Math.max(0, Math.min(1, t))
return x * x * (3 - 2 * x)
}
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[] {
let phase = this.phase + this.offset[index]
if (phase >= 1) {
phase -= 1
}
if (phase >= 1) phase -= 1
this.body_state.feet[index][0] = this.default_feet_pos[index][0]
this.body_state.feet[index][1] = this.default_feet_pos[index][1]
this.body_state.feet[index][2] = this.default_feet_pos[index][2]
@@ -356,10 +284,7 @@ const stance_curve = (length: number, angle: number, depth: number, phase: numbe
const X = step * X_POLAR
const Z = step * Y_POLAR
let Y = 0
if (length !== 0) {
Y = -depth * Math.cos((Math.PI * (X + Y)) / (2 * length))
}
if (length !== 0) Y = -depth * Math.cos((Math.PI * (X + Y)) / (2 * length))
return [X, Y, Z]
}
@@ -390,6 +315,7 @@ const bezier_curve = (length: number, angle: number, height: number, phase: numb
}
return point
}
const get_control_points = (length: number, angle: number, height: number): number[][] => {
const X_POLAR = Math.cos(angle)
const Z_POLAR = Math.sin(angle)
@@ -440,8 +366,6 @@ const comb = (n: number, k: number): number => {
if (k === 0 || k === n) return 1
k = Math.min(k, n - k)
let c = 1
for (let i = 0; i < k; i++) {
c = (c * (n - i)) / (i + 1)
}
for (let i = 0; i < k; i++) c = (c * (n - i)) / (i + 1)
return c
}
+25 -16
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@@ -8,30 +8,39 @@ export const jointNames = persistentStore('joint_names', <string[]>[])
export const model = writable()
export const modes = [
'deactivated',
'idle',
'calibration',
'rest',
'stand',
'crawl',
'walk'
] as const
export const modes = ['deactivated', 'idle', 'calibration', 'rest', 'stand', 'walk'] as const
export type Modes = (typeof modes)[number]
export enum ModesEnum {
Deactivated,
Idle,
Calibration,
Rest,
Stand,
Crawl,
Walk
Deactivated = 0,
Idle = 1,
Calibration = 2,
Rest = 3,
Stand = 4,
Walk = 5
}
export enum WalkGaits {
Trot = 0,
Crawl = 1
}
export const walkGaits = ['trot', 'crawl'] as const
export const walkGaitLabels: Record<WalkGaits, string> = {
[WalkGaits.Trot]: 'Trot',
[WalkGaits.Crawl]: 'Crawl'
}
export const walkGaitToMode = (gait: WalkGaits): 'trot' | 'crawl' => {
return gait === WalkGaits.Trot ? 'trot' : 'crawl'
}
export const mode: Writable<ModesEnum> = writable(ModesEnum.Deactivated)
export const walkGait: Writable<WalkGaits> = writable(WalkGaits.Trot)
export const outControllerData = writable([0, 0, 0, 0, 0, 1, 0])
export const kinematicData = writable([0, 0, 0, 0, 1, 0])
+1
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@@ -8,6 +8,7 @@ export enum MessageTopic {
i2cScan = 'i2cScan',
peripheralSettings = 'peripheralSettings',
otastatus = 'otastatus',
gait = 'walk_gait',
servoState = 'servoState',
servoPWM = 'servoPWM',
WiFiSettings = 'WiFiSettings',
+4 -6
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@@ -19,7 +19,8 @@
servoAnglesOut,
socket,
location,
useFeatureFlags
useFeatureFlags,
walkGait
} from '$lib/stores'
import { type Analytics, type DownloadOTA } from '$lib/types/models'
import { MessageTopic } from '$lib/types/models'
@@ -38,12 +39,9 @@
addEventListeners()
outControllerData.subscribe(data => {
console.log(data)
socket.sendEvent(MessageTopic.input, data)
})
outControllerData.subscribe(data => socket.sendEvent(MessageTopic.input, data))
mode.subscribe(data => socket.sendEvent(MessageTopic.mode, data))
walkGait.subscribe(data => socket.sendEvent(MessageTopic.gait, data))
servoAnglesOut.subscribe(data => socket.sendEvent(MessageTopic.angles, data))
kinematicData.subscribe(data => socket.sendEvent(MessageTopic.position, data))
})
+31 -3
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@@ -2,7 +2,18 @@
import nipplejs from 'nipplejs'
import { onMount } from 'svelte'
import { capitalize, throttler } from '$lib/utilities'
import { input, outControllerData, mode, modes, type Modes, ModesEnum } from '$lib/stores'
import {
input,
outControllerData,
mode,
modes,
type Modes,
ModesEnum,
walkGaits,
WalkGaits,
walkGait,
walkGaitLabels
} from '$lib/stores'
import type { vector } from '$lib/types/models'
import { VerticalSlider } from '$lib/components/input'
import { gamepadAxes, hasGamepad } from '$lib/stores/gamepad'
@@ -13,7 +24,7 @@
let right: nipplejs.JoystickManager
let throttle_timing = 40
let data = new Array(8)
let data = new Array(7)
$effect(() => {
if ($hasGamepad) {
@@ -100,6 +111,10 @@
const changeMode = (modeValue: Modes) => {
mode.set(modes.indexOf(modeValue))
}
const changeWalkGait = (walkGaitValue: WalkGaits) => {
walkGait.set(walkGaitValue)
}
</script>
<div class="absolute top-0 left-0 w-screen h-screen">
@@ -141,7 +156,20 @@
{/each}
</div>
{#if $mode === ModesEnum.Walk || $mode === ModesEnum.Crawl}
{#if $mode === ModesEnum.Walk}
<div class="join">
{#each Object.values(WalkGaits) as gaitValue}
{#if typeof gaitValue === 'number'}
<button
class="btn join-item btn-sm"
class:btn-secondary={$walkGait === gaitValue}
onclick={() => changeWalkGait(gaitValue)}>
{walkGaitLabels[gaitValue]}
</button>
{/if}
{/each}
</div>
<div class="flex gap-4">
<div>
<label for="s1">S1</label>
-33
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@@ -1,33 +0,0 @@
#pragma once
#include <gait/phase_state_base.h>
class EightPhaseWalkState : public PhaseGaitState {
protected:
const char *name() const override { return "Eight phase walk"; }
int num_phases() const override { return 8; }
float phase_speed_factor() const override { return 4; }
float swing_stand_ratio() const override { return 1.0f / (num_phases() - 1); }
public:
EightPhaseWalkState() {
uint8_t contact[4][8] = {
{1, 0, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 0, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 0, 1, 1, 1, 1}};
float shift_values[4][3] = {{-0.05f, 0, -0.2f}, {0.25f, 0, 0.2f}, {-0.05f, 0, 0.2f}, {0.25f, 0, -0.2f}};
for (uint8_t i = 0; i < 4; ++i) {
for (uint8_t j = 0; j < 8; ++j) {
contact_phases[i][j] = contact[i][j];
}
for (uint8_t j = 0; j < 3; ++j) {
shifts[i][j] = shift_values[i][j];
}
}
}
void step(body_state_t &body_state, CommandMsg command, float dt = 0.02f) override {
return PhaseGaitState::step(body_state, command, dt);
}
};
@@ -1,28 +0,0 @@
#pragma once
#include <gait/phase_state_base.h>
class FourPhaseWalkState : public PhaseGaitState {
protected:
const char *name() const override { return "Four phase walk"; }
int num_phases() const override { return 4; }
float phase_speed_factor() const override { return 6; }
float swing_stand_ratio() const override { return 1.0f / (num_phases() - 1); }
public:
FourPhaseWalkState() {
uint8_t contact[4][4] = {{1, 0, 1, 1}, {1, 1, 1, 0}, {1, 1, 1, 0}, {1, 0, 1, 1}};
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
contact_phases[i][j] = contact[i][j];
}
}
}
void step(body_state_t &body_state, CommandMsg command, float dt = 0.02f) override {
return PhaseGaitState::step(body_state, command, dt);
}
};
-78
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@@ -1,78 +0,0 @@
#pragma once
#include <gait/state.h>
class PhaseGaitState : public GaitState {
protected:
int phase = 0;
float phase_time = 0;
virtual int num_phases() const = 0;
virtual float phase_speed_factor() const = 0;
virtual float swing_stand_ratio() const = 0;
float dt = 0.02f;
uint8_t contact_phases[4][8];
float shifts[4][3];
void step(body_state_t &body_state, CommandMsg command, float dt = 0.02f) override {
mapCommand(command);
this->dt = dt;
updatePhase();
updateBodyPosition(body_state);
updateFeetPositions(body_state);
}
void updatePhase() {
phase_time += dt * phase_speed_factor() * gait_state.step_velocity;
if (phase_time >= 1.0f) {
phase += 1;
if (phase == num_phases()) phase = 0;
phase_time = 0;
}
}
void updateBodyPosition(body_state_t &body_state) {
if (num_phases() == 4) return;
const auto &shift = shifts[phase / 2];
body_state.xm += (shift[0] - body_state.xm) * dt * 4;
body_state.zm += (shift[2] - body_state.zm) * dt * 4;
}
void updateFeetPositions(body_state_t &body_state) {
for (int i = 0; i < 4; ++i) {
updateFootPosition(body_state, i);
}
}
void updateFootPosition(body_state_t &body_state, int index) {
bool contact = contact_phases[index][phase];
contact ? stand(body_state, index) : swing(body_state, index);
}
void stand(body_state_t &body_state, int index) {
float delta_pos[3] = {-gait_state.step_x * dt * swing_stand_ratio(), 0,
-gait_state.step_z * dt * swing_stand_ratio()};
body_state.feet[index][0] += delta_pos[0];
body_state.feet[index][1] = default_feet_pos[index][1];
body_state.feet[index][2] += delta_pos[2];
}
void swing(body_state_t &body_state, int index) {
float delta_pos[3] = {gait_state.step_x * dt, 0, gait_state.step_z * dt};
if (std::fabs(gait_state.step_x) < 0.01) {
delta_pos[0] = (default_feet_pos[index][0] - body_state.feet[index][0]) * dt * 8;
}
if (std::fabs(gait_state.step_z) < 0.01) {
delta_pos[2] = (default_feet_pos[index][2] - body_state.feet[index][2]) * dt * 8;
}
body_state.feet[index][0] += delta_pos[0];
body_state.feet[index][1] = default_feet_pos[index][1] + std::sin(phase_time * M_PI) * gait_state.step_height;
body_state.feet[index][2] += delta_pos[2];
}
};
@@ -5,13 +5,18 @@
#include <array>
#include <functional>
class BezierState : public GaitState {
enum class WALK_GAIT { TROT, CRAWL };
class WalkState : public GaitState {
private:
WALK_GAIT mode = WALK_GAIT::TROT;
float phase_time = 0.0f;
static constexpr float PHASE_OFFSET[4] = {0.f, 0.5f, 0.5f, 0.f};
static constexpr float STAND_OFFSET = 0.75f;
static constexpr uint8_t BEZIER_POINTS = 12;
float phase_offset[4] = {0.f, 0.5f, 0.5f, 0.f};
float stand_offset = 0.6f;
float step_length = 0.0f;
float phase_lead = 0.08f;
float feather = 0.05f;
static constexpr uint8_t BEZIER_POINTS = 12;
static constexpr std::array<float, BEZIER_POINTS> COMBINATORIAL_VALUES = {
combinatorial_constexpr(11, 0), // 1
combinatorial_constexpr(11, 1), // 11
@@ -36,6 +41,19 @@ class BezierState : 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}) {
mode = WALK_GAIT::CRAWL;
stand_offset = duty;
const float base[4] = {0.f, 0.25f, 0.5f, 0.75f};
for (int i = 0; i < 4; ++i) phase_offset[order[i]] = base[i];
}
void set_mode_trot(float duty = 0.6f, std::array<float, 4> offsets = {0.f, 0.5f, 0.5f, 0.f}) {
mode = WALK_GAIT::TROT;
stand_offset = duty;
for (int i = 0; i < 4; ++i) phase_offset[i] = std::fmod(std::fabs(offsets[i]), 1.f);
}
void step(body_state_t &body_state, CommandMsg command, float dt = 0.02f) override {
this->mapCommand(command);
step_length = std::hypot(gait_state.step_x, gait_state.step_z);
@@ -43,26 +61,69 @@ class BezierState : public GaitState {
step_length = -step_length;
}
updatePhase(dt);
updateBodyPosition(body_state, dt);
updateFeetPositions(body_state);
}
protected:
void updatePhase(float dt) { phase_time = std::fmod(phase_time + dt * gait_state.step_velocity * 2, 1.0f); }
void updateFeetPositions(body_state_t &body_state) {
void updateBodyPosition(body_state_t &body_state, float dt) {
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 k = mode == WALK_GAIT::CRAWL ? 16.f : 10.f;
const float a = 1.f - std::exp(-k * 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 {
float sx = 0.f, sz = 0.f, sw = 0.f;
for (int i = 0; i < 4; ++i) {
updateFootPosition(body_state, i);
const float w = stanceWeight(i);
sx += body_state.feet[i][0] * w;
sz += body_state.feet[i][2] * w;
sw += w;
}
if (sw == 0.f) return {body_state.xm, 0.f, body_state.zm};
return {sx / sw, 0.f, sz / sw};
}
static float smoothstep01(float t) {
const float x = std::clamp(t, 0.f, 1.f);
return x * x * (3.f - 2.f * x);
}
float stanceWeight(int i) const {
const float s = stand_offset;
const float e = feather;
float p = std::fmod(phase_time + phase_offset[i] + phase_lead, 1.f);
if (p < 0.f) p += 1.f;
if (p < s - e) return 1.f;
if (p > s + e && p < 1.f - e) return 0.f;
if (p <= s + e) {
const float t = (p - (s - e)) / (2.f * e);
return 1.f - smoothstep01(t);
}
const float q = p >= 1.f - e ? (p - (1.f - e)) / e : (e - p) / e;
return smoothstep01(q);
}
void updateFeetPositions(body_state_t &body_state) {
for (int i = 0; i < 4; ++i) updateFootPosition(body_state, i);
}
void updateFootPosition(body_state_t &body_state, const int index) {
body_state.feet[index][0] = this->default_feet_pos[index][0];
body_state.feet[index][1] = this->default_feet_pos[index][1];
body_state.feet[index][2] = this->default_feet_pos[index][2];
const float leg_phase = std::fmod(phase_time + PHASE_OFFSET[index], 1.0f);
const bool contact = leg_phase <= STAND_OFFSET;
contact ? standController(body_state, index, leg_phase / STAND_OFFSET)
: swingController(body_state, index, (leg_phase - STAND_OFFSET) / (1 - STAND_OFFSET));
const float leg_phase = std::fmod(phase_time + phase_offset[index], 1.0f);
const bool contact = leg_phase <= stand_offset;
if (contact)
standController(body_state, index, leg_phase / stand_offset);
else
swingController(body_state, index, (leg_phase - stand_offset) / (1.f - stand_offset));
}
void standController(body_state_t &body_state, const int index, const float phase) {
@@ -131,6 +192,6 @@ class BezierState : public GaitState {
const float offset_mag = std::hypot(offsets[0], offsets[2]);
const float offset_mod = std::atan2(offset_mag, foot_mag);
return M_PI_2 + foot_dir + offset_mod;
return (float)M_PI_2 + foot_dir + offset_mod;
}
};
+17 -12
View File
@@ -8,8 +8,7 @@
#include <utils/math_utils.h>
#include <gait/state.h>
#include <gait/crawl_state.h>
#include <gait/bezier_state.h>
#include <gait/walk_state.h>
#include <message_types.h>
#define DEFAULT_STATE false
@@ -17,8 +16,9 @@
#define INPUT_EVENT "input"
#define POSITION_EVENT "position"
#define MODE_EVENT "mode"
#define WALK_GAIT_EVENT "walk_gait"
enum class MOTION_STATE { DEACTIVATED, IDLE, CALIBRATION, REST, STAND, CRAWL, WALK };
enum class MOTION_STATE { DEACTIVATED, IDLE, CALIBRATION, REST, STAND, WALK };
class MotionService {
public:
@@ -29,6 +29,8 @@ class MotionService {
socket.onEvent(MODE_EVENT, [&](JsonVariant &root, int originId) { handleMode(root, originId); });
socket.onEvent(WALK_GAIT_EVENT, [&](JsonVariant &root, int originId) { handleWalkGait(root, originId); });
socket.onEvent(ANGLES_EVENT, [&](JsonVariant &root, int originId) { anglesEvent(root, originId); });
socket.onEvent(POSITION_EVENT, [&](JsonVariant &root, int originId) { positionEvent(root, originId); });
@@ -71,7 +73,6 @@ class MotionService {
body_state.updateFeet(kinematics.default_feet_positions);
break;
}
case MOTION_STATE::CRAWL:
case MOTION_STATE::WALK: {
gait_state.step_height = 0.4 + (command.s1 + 1) / 2;
gait_state.step_x = command.ly;
@@ -84,6 +85,16 @@ class MotionService {
}
}
void handleWalkGait(JsonVariant &root, int originId) {
ESP_LOGI("MotionService", "Walk Gait %d", root.as<int>());
WALK_GAIT walkGait = static_cast<WALK_GAIT>(root.as<int>());
if (walkGait == WALK_GAIT::TROT)
this->walkGait.set_mode_trot();
else
this->walkGait.set_mode_crawl();
}
void handleMode(JsonVariant &root, int originId) {
motionState = static_cast<MOTION_STATE>(root.as<int>());
ESP_LOGV("MotionService", "Mode %d", motionState);
@@ -114,12 +125,8 @@ class MotionService {
case MOTION_STATE::CALIBRATION: update_angles(calibration_angles, new_angles, false); break;
case MOTION_STATE::REST: update_angles(rest_angles, new_angles, false); break;
case MOTION_STATE::STAND: kinematics.calculate_inverse_kinematics(body_state, new_angles); break;
case MOTION_STATE::CRAWL:
crawlGait->step(body_state, command);
kinematics.calculate_inverse_kinematics(body_state, new_angles);
break;
case MOTION_STATE::WALK:
walkGait->step(body_state, command);
walkGait.step(body_state, command);
kinematics.calculate_inverse_kinematics(body_state, new_angles);
break;
}
@@ -143,13 +150,11 @@ class MotionService {
private:
ServoController *_servoController;
Kinematics kinematics;
WalkState walkGait;
CommandMsg command = {0, 0, 0, 0, 0, 0, 0};
friend class GaitState;
std::unique_ptr<GaitState> crawlGait = std::make_unique<EightPhaseWalkState>();
std::unique_ptr<GaitState> walkGait = std::make_unique<BezierState>();
MOTION_STATE motionState = MOTION_STATE::DEACTIVATED;
unsigned long _lastUpdate;
+1 -1
View File
@@ -4,7 +4,7 @@
#include "gait/bezier_state.h"
void test_gaitPlanner_calculateStep_time() {
BezierState gaitPlanner;
WalkState gaitPlanner;
body_state_t body_state = {
128, 0, 0, 0, 0, 0, {{1, -1, 0.7, 1}, {1, -1, -0.7, 1}, {-1, -1, 0.7, 1}, {-1, -1, -0.7, 1}}};
CommandMsg command = {0, 0, 0, 0, 0, 0, 0};