🐺 Adds forward kinematics and keep robot grounded
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@@ -5,7 +5,7 @@ import { dataBuffer, servoBuffer } from '../../lib/socket'
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import { lerp } from '../../lib/utils';
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import uzip from 'uzip';
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import { outControllerData } from '../../lib/store';
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import Kinematic from '../../lib/kinematic';
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import Kinematic, { ForwardKinematics } from '../../lib/kinematic';
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import location from '../../lib/location';
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import FileCache from '../../lib/cache';
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import SceneBuilder from './sceneBuilder';
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@@ -154,7 +154,11 @@ const render = () => {
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const robot = sceneManager.model
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if(!robot) return
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sceneManager.model.rotation.z = lerp(robot.rotation.z, degToRad($dataBuffer[1] + 90), 0.1)
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const forwardKinematics = new ForwardKinematics()
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const points = forwardKinematics.calculateFootpoints(modelTargetAngles.map(ang => degToRad(ang)) as number[])
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robot.position.y = Math.max(...points.map(coord => coord[0] / 100)) - 2.7
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robot.rotation.z = lerp(robot.rotation.z, degToRad($dataBuffer[1] + 90), 0.1)
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handleVideoStream()
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@@ -340,3 +340,42 @@ export default class Kinematic {
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return transposed;
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}
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}
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export class ForwardKinematics {
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private l1: number;
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private l2: number;
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private l3: number;
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private l4: number;
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constructor() {
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this.l1 = 50;
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this.l2 = 20;
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this.l3 = 120;
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this.l4 = 155;
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}
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public calculateFootpoint(theta1: number, theta2: number, theta3: number): number[] {
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const { cos, sin } = Math;
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const x = this.l1 * cos(theta1) + this.l2 * cos(theta1) + this.l3 * cos(theta1 + theta2) + this.l4 * cos(theta1 + theta2 + theta3);
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const y = this.l1 * sin(theta1) + this.l2 * sin(theta1) + this.l3 * sin(theta1 + theta2) + this.l4 * sin(theta1 + theta2 + theta3);
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const z = 0;
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return [x, y, z];
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}
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public calculateFootpoints(angles: number[]): number[][] {
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const footpoints: number[][] = [];
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for (let i = 0; i < angles.length; i += 3) {
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const theta1 = angles[i];
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const theta2 = angles[i + 1];
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const theta3 = angles[i + 2];
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const footpoint = this.calculateFootpoint(theta1, theta2, theta3);
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footpoints.push(footpoint);
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}
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return footpoints;
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}
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}
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