✨ Introduces motion as a state machine
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@@ -2,16 +2,31 @@
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#include <gait/state.h>
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class StandState : public GaitState {
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class StandState : public MotionState {
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protected:
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const char *name() const override { return "Stand"; }
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void step(body_state_t &body_state, CommandMsg command, float dt = 0.02f) override {
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body_state.omega = 0;
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body_state.phi = command.rx / 8;
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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_pos);
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virtual void begin() {
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target_body_state.xm = 0;
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target_body_state.ym = KinConfig::min_body_height + 0.5 * KinConfig::body_height_range;
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target_body_state.zm = 0;
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target_body_state.omega = 0;
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target_body_state.phi = 0;
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target_body_state.psi = 0;
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target_body_state.updateFeet(KinConfig::default_feet_positions);
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}
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void handleCommand(const CommandMsg &cmd) override {
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target_body_state.ym = KinConfig::min_body_height + cmd.h * KinConfig::body_height_range;
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target_body_state.psi = cmd.ry * KinConfig::max_pitch;
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target_body_state.phi = cmd.rx * KinConfig::max_roll;
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target_body_state.xm = cmd.ly * KinConfig::max_body_shift_x;
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target_body_state.zm = cmd.lx * KinConfig::max_body_shift_z;
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target_body_state.updateFeet(KinConfig::default_feet_positions);
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}
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void step(body_state_t &body_state, float dt = 0.02f) override {
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lerpToBody(body_state);
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updateFeet(body_state);
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}
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};
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