🌬️ Optimized kinematric.ts with pre computation

This commit is contained in:
Rune Harlyk
2024-05-21 12:53:04 +02:00
committed by Rune Harlyk
parent 6626c2e274
commit 68d319e022
+109 -163
View File
@@ -1,11 +1,38 @@
export default class Kinematic {
private l1: number;
private l2: number;
private l3: number;
private l4: number;
export interface position_t {
omega: number;
phi: number;
psi: number;
xm: number;
ym: number;
zm: number;
}
private L: number;
private W: number;
const { cos, sin, atan2, sqrt, acos } = Math;
export default class Kinematic {
l1: number;
l2: number;
l3: number;
l4: number;
L: number;
W: number;
DEGREES2RAD = 0.017453292519943;
sHp = sin(Math.PI / 2);
cHp = cos(Math.PI / 2);
Tlf: number[][] = [];
Trf: number[][] = [];
Tlb: number[][] = [];
Trb: number[][] = [];
point_lf: number[][];
point_rf: number[][];
point_lb: number[][];
point_rb: number[][];
Ix: number[][];
constructor() {
this.l1 = 50;
@@ -15,106 +42,99 @@ export default class Kinematic {
this.L = 140;
this.W = 75;
}
bodyIK(
omega: number,
phi: number,
psi: number,
xm: number,
ym: number,
zm: number
): number[][][] {
const { cos, sin } = Math;
const Rx: number[][] = [
[1, 0, 0, 0],
[0, cos(omega), -sin(omega), 0],
[0, sin(omega), cos(omega), 0],
[0, 0, 0, 1]
];
const Ry: number[][] = [
[cos(phi), 0, sin(phi), 0],
this.point_lf = [
[this.cHp, 0, this.sHp, this.L / 2],
[0, 1, 0, 0],
[-sin(phi), 0, cos(phi), 0],
[-this.sHp, 0, this.cHp, this.W / 2],
[0, 0, 0, 1]
];
const Rz: number[][] = [
[cos(psi), -sin(psi), 0, 0],
[sin(psi), cos(psi), 0, 0],
this.point_rf = [
[this.cHp, 0, this.sHp, this.L / 2],
[0, 1, 0, 0],
[-this.sHp, 0, this.cHp, -this.W / 2],
[0, 0, 0, 1]
];
this.point_lb = [
[this.cHp, 0, this.sHp, -this.L / 2],
[0, 1, 0, 0],
[-this.sHp, 0, this.cHp, this.W / 2],
[0, 0, 0, 1]
];
this.point_rb = [
[this.cHp, 0, this.sHp, -this.L / 2],
[0, 1, 0, 0],
[-this.sHp, 0, this.cHp, -this.W / 2],
[0, 0, 0, 1]
];
this.Ix = [
[-1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1]
];
const Rxyz: number[][] = this.matrixMultiply(this.matrixMultiply(Rx, Ry), Rz);
}
const T: number[][] = [
[0, 0, 0, xm],
[0, 0, 0, ym],
[0, 0, 0, zm],
[0, 0, 0, 0]
];
const Tm: number[][] = this.matrixAdd(T, Rxyz);
const sHp = sin(Math.PI / 2);
const cHp = cos(Math.PI / 2);
const L = this.L;
const W = this.W;
public calcIK(Lp: number[][], position: position_t): number[][] {
this.bodyIK(position);
return [
this.matrixMultiply(Tm, [
[cHp, 0, sHp, L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, W / 2],
[0, 0, 0, 1]
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, -W / 2],
[0, 0, 0, 1]
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, -L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, W / 2],
[0, 0, 0, 1]
]),
this.matrixMultiply(Tm, [
[cHp, 0, sHp, -L / 2],
[0, 1, 0, 0],
[-sHp, 0, cHp, -W / 2],
[0, 0, 0, 1]
])
this.legIK(this.multiplyVector(this.inverse(this.Tlf), Lp[0])),
this.legIK(this.multiplyVector(this.Ix, this.multiplyVector(this.inverse(this.Trf), Lp[1]))),
this.legIK(this.multiplyVector(this.inverse(this.Tlb), Lp[2])),
this.legIK(this.multiplyVector(this.Ix, this.multiplyVector(this.inverse(this.Trb), Lp[3])))
];
}
bodyIK(p: position_t) {
const cos_omega = cos(p.omega * this.DEGREES2RAD);
const sin_omega = sin(p.omega * this.DEGREES2RAD);
const cos_phi = cos(p.phi * this.DEGREES2RAD);
const sin_phi = sin(p.phi * this.DEGREES2RAD);
const cos_psi = cos(p.psi * this.DEGREES2RAD);
const sin_psi = sin(p.psi * this.DEGREES2RAD);
const Tm: number[][] = [
[cos_phi * cos_psi, -sin_psi * cos_phi, sin_phi, p.xm],
[
sin_omega * sin_phi * cos_psi + sin_psi * cos_omega,
-sin_omega * sin_phi * sin_psi + cos_omega * cos_psi,
-sin_omega * cos_phi,
p.ym
],
[
sin_omega * sin_psi - sin_phi * cos_omega * cos_psi,
sin_omega * cos_psi + sin_phi * sin_psi * cos_omega,
cos_omega * cos_phi,
p.zm
],
[0, 0, 0, 1]
];
this.Tlf = this.matrixMultiply(Tm, this.point_lf);
this.Trf = this.matrixMultiply(Tm, this.point_rf);
this.Tlb = this.matrixMultiply(Tm, this.point_lb);
this.Trb = this.matrixMultiply(Tm, this.point_rb);
}
private legIK(point: number[]): number[] {
const [x, y, z] = point;
const { atan2, cos, sin, sqrt, acos } = Math;
const { l1, l2, l3, l4 } = this;
let F;
let F = sqrt(x ** 2 + y ** 2 - this.l1 ** 2);
if (isNaN(F)) F = this.l1;
try {
F = sqrt(x ** 2 + y ** 2 - l1 ** 2);
if (isNaN(F)) throw new Error('F is NaN');
} catch (error) {
//console.log(error)
F = l1;
}
const G = F - l2;
const G = F - this.l2;
const H = sqrt(G ** 2 + z ** 2);
const theta1 = -atan2(y, x) - atan2(F, -l1);
const D = (H ** 2 - l3 ** 2 - l4 ** 2) / (2 * l3 * l4);
let theta3: number;
try {
theta3 = acos(D);
if (isNaN(theta3)) throw new Error('theta3 is NaN');
} catch (error) {
theta3 = 0;
}
const theta2 = atan2(z, G) - atan2(l4 * sin(theta3), l3 + l4 * cos(theta3));
const theta1 = -atan2(y, x) - atan2(F, -this.l1);
const D = (H ** 2 - this.l3 ** 2 - this.l4 ** 2) / (2 * this.l3 * this.l4);
let theta3 = acos(D);
if (isNaN(theta3)) theta3 = 0;
const theta2 = atan2(z, G) - atan2(this.l4 * sin(theta3), this.l3 + this.l4 * cos(theta3));
return [theta1, theta2, theta3];
}
@@ -165,81 +185,7 @@ export default class Kinematic {
return result;
}
private matrixAdd(a: number[][], b: number[][]): number[][] {
const result: number[][] = [];
for (let i = 0; i < a.length; i++) {
const row: number[] = [];
for (let j = 0; j < a[i].length; j++) {
row.push(a[i][j] + b[i][j]);
}
result.push(row);
}
return result;
}
public calcLegPoints(angles: number[]): number[][] {
const [theta1, theta2, theta3] = angles;
const theta23 = theta2 + theta3;
const T0: number[] = [0, 0, 0, 1];
const T1: number[] = this.vectorAdd(T0, [
-this.l1 * Math.cos(theta1),
this.l1 * Math.sin(theta1),
0,
0
]);
const T2: number[] = this.vectorAdd(T1, [
-this.l2 * Math.sin(theta1),
-this.l2 * Math.cos(theta1),
0,
0
]);
const T3: number[] = this.vectorAdd(T2, [
-this.l3 * Math.sin(theta1) * Math.cos(theta2),
-this.l3 * Math.cos(theta1) * Math.cos(theta2),
this.l3 * Math.sin(theta2),
0
]);
const T4: number[] = this.vectorAdd(T3, [
-this.l4 * Math.sin(theta1) * Math.cos(theta23),
-this.l4 * Math.cos(theta1) * Math.cos(theta23),
this.l4 * Math.sin(theta23),
0
]);
return [T0, T1, T2, T3, T4];
}
public calcIK(Lp: number[][], angles: number[], center: number[]): number[][] {
const [omega, phi, psi] = angles;
const [xm, ym, zm] = center;
const [Tlf, Trf, Tlb, Trb] = this.bodyIK(omega, phi, psi, xm, ym, zm);
const Ix: number[][] = [
[-1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1]
];
return [
this.legIK(this.multiplyVector(this.matrixInverse(Tlf), Lp[0])),
this.legIK(this.multiplyVector(Ix, this.multiplyVector(this.matrixInverse(Trf), Lp[1]))),
this.legIK(this.multiplyVector(this.matrixInverse(Tlb), Lp[2])),
this.legIK(this.multiplyVector(Ix, this.multiplyVector(this.matrixInverse(Trb), Lp[3])))
];
}
private vectorAdd(a: number[], b: number[]): number[] {
return a.map((val, index) => val + b[index]);
}
private matrixInverse(matrix: number[][]): number[][] {
private inverse(matrix: number[][]): number[][] {
const det = this.determinant(matrix);
const adjugate = this.adjugate(matrix);
const scalar = 1 / det;