#include struct gait_state_t { float step_height; float step_x; float step_z; float step_angle; float step_velocity; }; struct ControllerCommand { int stop; float lx, ly, rx, ry, h, s, s1; }; class GaitState { protected: virtual const char *name() const = 0; float default_feet_positions[4][4] = {{1, -1, 0.7, 1}, {1, -1, -0.7, 1}, {-1, -1, 0.7, 1}, {-1, -1, -0.7, 1}}; public: virtual float getDefaultHeight() const { return 0.5f; } virtual void begin() { ESP_LOGI("Gait Planner", "Starting %s", name()); } virtual void end() { ESP_LOGI("Gait Planner", "Ending %s", name()); } virtual void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) {} }; class IdleState : public GaitState { protected: const char *name() const override { return "Idle"; } }; class RestState : public GaitState { protected: const char *name() const override { return "Rest"; } void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override { body_state.omega = 0; body_state.phi = 0; body_state.psi = 0; body_state.xm = 0; body_state.ym = getDefaultHeight() / 2; body_state.zm = 0; body_state.updateFeet(default_feet_positions); } }; class StandState : public GaitState { protected: const char *name() const override { return "Stand"; } void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override { body_state.omega = 0; body_state.phi = command.rx / 8; body_state.psi = command.ry / 8; body_state.xm = command.ly / 2 / 100; body_state.zm = command.lx / 2 / 100; body_state.updateFeet(default_feet_positions); } }; 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; uint8_t contact_phases[4][8]; float shifts[4][3]; gait_state_t gait_state; float dt = 0.02f; void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override { this->gait_state = mapCommand(command); 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_positions[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_positions[index][0] - body_state.feet[index][0]) * dt * 8; } if (std::fabs(gait_state.step_z) < 0.01) { delta_pos[2] = (default_feet_positions[index][2] - body_state.feet[index][2]) * dt * 8; } body_state.feet[index][0] += delta_pos[0]; body_state.feet[index][1] = default_feet_positions[index][1] + std::sin(phase_time * M_PI) * gait_state.step_height; body_state.feet[index][2] += delta_pos[2]; } gait_state_t mapCommand(ControllerCommand command) { gait_state_t state; state.step_height = (command.s1 / 128 + 1) / 2; state.step_x = command.ly / 128 * 2; state.step_z = -command.lx / 128 * 2; state.step_velocity = command.s / 128 + 1; state.step_angle = 0; return state; } }; 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, ControllerCommand command, float dt = 0.02f) override { return PhaseGaitState::step(body_state, command, dt); } }; 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, ControllerCommand command, float dt = 0.02f) override { return PhaseGaitState::step(body_state, command, dt); } };