🎨 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
View File
@@ -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
View File
@@ -8,6 +8,7 @@ export enum MessageTopic {
i2cScan = 'i2cScan',
peripheralSettings = 'peripheralSettings',
otastatus = 'otastatus',
gait = 'walk_gait',
servoState = 'servoState',
servoPWM = 'servoPWM',
WiFiSettings = 'WiFiSettings',