#include #include struct gait_state_t { float step_height; float step_x; float step_z; float step_angle; float step_velocity; float step_depth; }; struct ControllerCommand { int stop; float lx, ly, rx, ry, h, s, s1; }; class GaitState { protected: virtual const char *name() const = 0; float default_feet_pos[4][4] = {{1, -1, 0.7, 1}, {1, -1, -0.7, 1}, {-1, -1, 0.7, 1}, {-1, -1, -0.7, 1}}; gait_state_t gait_state = {0.4, 0, 0, 0, 1, 0.002}; void mapCommand(ControllerCommand command) { this->gait_state.step_height = 0.4 + (command.s1 / 128 + 1) / 2; this->gait_state.step_x = command.ly / 128; this->gait_state.step_z = -command.lx / 128; this->gait_state.step_velocity = command.s / 128 + 1; this->gait_state.step_angle = command.rx / 128; this->gait_state.step_depth = 0.002; } 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) { this->mapCommand(command); } }; 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_pos); } }; 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_pos); } }; 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; float dt = 0.02f; uint8_t contact_phases[4][8]; float shifts[4][3]; void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override { mapCommand(command); this->dt = dt; 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_pos[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_pos[index][0] - body_state.feet[index][0]) * dt * 8; } if (std::fabs(gait_state.step_z) < 0.01) { delta_pos[2] = (default_feet_pos[index][2] - body_state.feet[index][2]) * dt * 8; } body_state.feet[index][0] += delta_pos[0]; body_state.feet[index][1] = default_feet_pos[index][1] + std::sin(phase_time * M_PI) * gait_state.step_height; body_state.feet[index][2] += delta_pos[2]; } }; 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); } }; class BezierState : public GaitState { private: float phase_time = 0.0f; uint8_t phase = 0; static constexpr uint8_t contact_phases[4][2] = {{1, 0}, {0, 1}, {0, 1}, {1, 0}}; static constexpr uint8_t BEZIER_POINTS = 12; float step_length = 0.0f; static constexpr std::array COMBINATORIAL_VALUES = { combinatorial_constexpr(11, 0), // 1 combinatorial_constexpr(11, 1), // 11 combinatorial_constexpr(11, 2), // 55 combinatorial_constexpr(11, 3), // 165 combinatorial_constexpr(11, 4), // 330 combinatorial_constexpr(11, 5), // 462 combinatorial_constexpr(11, 6), // 462 combinatorial_constexpr(11, 7), // 330 combinatorial_constexpr(11, 8), // 165 combinatorial_constexpr(11, 9), // 55 combinatorial_constexpr(11, 10), // 11 combinatorial_constexpr(11, 11) // 1 }; protected: const char *name() const override { return "Bezier"; } void step(body_state_t &body_state, ControllerCommand command, float dt = 0.02f) override { this->mapCommand(command); step_length = std::sqrt(gait_state.step_x * gait_state.step_x + gait_state.step_z * gait_state.step_z); if (gait_state.step_x < 0.0f) { step_length = -step_length; } updatePhase(dt); updateFeetPositions(body_state); } void updatePhase(float dt) { phase_time += dt * gait_state.step_velocity * 2; if (phase_time >= 1.0f) { phase += 1; phase %= 2; phase_time = 0; } } 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, const int index) { bool contact = contact_phases[index][phase] == 1; body_state.feet[index][0] = this->default_feet_pos[index][0]; body_state.feet[index][1] = this->default_feet_pos[index][1]; body_state.feet[index][2] = this->default_feet_pos[index][2]; contact ? standController(body_state, index) : swingController(body_state, index); } void standController(body_state_t &body_state, const int index) { controller(index, body_state, stanceCurve, &gait_state.step_depth); } void swingController(body_state_t &body_state, const int index) { controller(index, body_state, bezierCurve, &gait_state.step_height); } void controller(const int index, body_state_t &body_state, std::function curve, float *arg) { float delta_pos[3] = {0, 0, 0}; float delta_rot[3] = {0, 0, 0}; float length = step_length / 2.0f; float angle = std::atan2(gait_state.step_z, step_length) * 2; curve(length, angle, arg, phase_time, delta_pos); length = gait_state.step_angle * 2.0f; angle = yawArc(default_feet_pos[index], body_state.feet[index]); curve(length, angle, arg, phase_time, delta_rot); body_state.feet[index][0] += delta_pos[0] + delta_rot[0] * 0.2; if (step_length || gait_state.step_angle) body_state.feet[index][1] += delta_pos[1] + delta_rot[1] * 0.2; body_state.feet[index][2] += delta_pos[2] + delta_rot[2] * 0.2; } static void stanceCurve(const float length, const float angle, const float *depth, const float phase, float *point) { float X_POLAR = std::cos(angle); float Z_POLAR = std::sin(angle); float step = length * (1.0f - 2.0f * phase); point[0] += step * X_POLAR; point[2] += step * Z_POLAR; if (length != 0.0f) { point[1] = -*depth * std::cos((M_PI * (point[0] + point[2])) / (2.f * length)); } } static void bezierCurve(const float length, const float angle, const float *height, const float phase, float *point) { float X_POLAR = std::cos(angle); float Z_POLAR = std::sin(angle); float STEP[] = {-length, -length * 1.4f, -length * 1.5f, -length * 1.5f, -length * 1.5f, 0.0f, 0.0f, 0.0f, length * 1.5f, length * 1.5f, length * 1.4f, length}; float Y[] = {0.0f, 0.0f, 0.9f * *height, 0.9f * *height, 0.9f * *height, 0.9f * *height, 0.9f * *height, 1.1f * *height, 1.1f * *height, 1.1f * *height, 0.0f, 0.0f}; for (int i = 0; i < 12; i++) { float b = COMBINATORIAL_VALUES[i] * std::pow(phase, i) * std::pow(1.0f - phase, 11 - i); point[0] += b * STEP[i] * X_POLAR; point[1] += b * Y[i]; point[2] += b * STEP[i] * Z_POLAR; } } static float yawArc(const float feet_pos[4], const float *current_pos) { float foot_mag = std::sqrt(feet_pos[0] * feet_pos[0] + feet_pos[2] * feet_pos[2]); float foot_dir = std::atan2(feet_pos[2], feet_pos[0]); float offsets[] = {current_pos[0] - feet_pos[0], current_pos[1] - feet_pos[1], current_pos[2] - feet_pos[2]}; float offset_mag = std::sqrt(offsets[0] * offsets[0] + offsets[2] * offsets[2]); float offset_mod = std::atan2(offset_mag, foot_mag); return M_PI_2 + foot_dir + offset_mod; } };