296 lines
12 KiB
C++
296 lines
12 KiB
C++
#pragma once
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#include <motion_states/state.h>
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#include <utils/math_utils.h>
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#include <array>
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#include <functional>
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struct gait_state_t {
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float step_height {KinConfig::default_step_height};
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float step_x {0};
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float step_z {0};
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float step_angle {0};
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float step_velocity {0.5};
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float step_depth {KinConfig::default_step_depth};
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};
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enum class WALK_GAIT { TROT, CRAWL };
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class WalkState : public MotionState {
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private:
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WALK_GAIT mode = WALK_GAIT::TROT;
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float phase_time = 0.0f;
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float phase_offset[4] = {0.f, 0.5f, 0.5f, 0.f};
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float stand_offset = 0.6f;
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float step_length = 0.0f;
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float speed_factor = 2;
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gait_state_t gait_state;
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gait_state_t target_gait_state;
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struct ShiftState {
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float start_x = 0.0f;
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float start_z = 0.0f;
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float target_x = 0.0f;
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float target_z = 0.0f;
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float start_time = 0.0f;
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int current_shift_leg = -1;
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} shift_state;
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struct LegStates {
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std::array<int, 4> stance;
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std::array<int, 4> swing;
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int stance_count = 0;
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int swing_count = 0;
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int next_swing = -1;
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float time_to_lift = INFINITY;
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};
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static constexpr uint8_t BEZIER_POINTS = 12;
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static constexpr std::array<float, BEZIER_POINTS> COMBINATORIAL_VALUES = {
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combinatorial_constexpr(11, 0), // 1
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combinatorial_constexpr(11, 1), // 11
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combinatorial_constexpr(11, 2), // 55
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combinatorial_constexpr(11, 3), // 165
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combinatorial_constexpr(11, 4), // 330
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combinatorial_constexpr(11, 5), // 462
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combinatorial_constexpr(11, 6), // 462
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combinatorial_constexpr(11, 7), // 330
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combinatorial_constexpr(11, 8), // 165
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combinatorial_constexpr(11, 9), // 55
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combinatorial_constexpr(11, 10), // 11
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combinatorial_constexpr(11, 11) // 1
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};
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alignas(32) static constexpr float BEZIER_STEPS[12] = {-1.0f, -1.4f, -1.5f, -1.5f, -1.5f, 0.0f,
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0.0f, 0.0f, 1.5f, 1.5f, 1.4f, 1.0f};
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alignas(32) static constexpr float BEZIER_HEIGHTS[12] = {0.0f, 0.0f, 0.9f, 0.9f, 0.9f, 0.9f,
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0.9f, 1.1f, 1.1f, 1.1f, 0.0f, 0.0f};
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public:
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WalkState() = default;
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const char *name() const override { return "Bezier"; }
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float getPhaseTime() const { return phase_time; }
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float getStepLength() const { return step_length; }
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void set_mode_crawl(float duty = 0.85f, std::array<int, 4> order = {3, 0, 2, 1}) {
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mode = WALK_GAIT::CRAWL;
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speed_factor = 0.5;
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stand_offset = duty;
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const float base[4] = {0.f, 0.25f, 0.5f, 0.75f};
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for (int i = 0; i < 4; ++i) phase_offset[order[i]] = base[i];
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}
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void set_mode_trot(float duty = 0.6f, std::array<float, 4> offsets = {0.f, 0.5f, 0.5f, 0.f}) {
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mode = WALK_GAIT::TROT;
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speed_factor = 2;
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stand_offset = duty;
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for (int i = 0; i < 4; ++i) phase_offset[i] = std::fmod(std::fabs(offsets[i]), 1.f);
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}
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void step(body_state_t &body_state, float dt = 0.02f) override {
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body_state.ym = lerp(body_state.ym, target_body_state.ym, default_smoothing_factor);
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body_state.psi = lerp(body_state.psi, target_body_state.psi, default_smoothing_factor);
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gait_state.step_height = target_gait_state.step_height;
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gait_state.step_x = lerp(gait_state.step_x, target_gait_state.step_x, default_smoothing_factor);
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gait_state.step_z = lerp(gait_state.step_z, target_gait_state.step_z, default_smoothing_factor);
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gait_state.step_velocity = target_gait_state.step_velocity;
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gait_state.step_angle = lerp(gait_state.step_angle, target_gait_state.step_angle, default_smoothing_factor);
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gait_state.step_depth = lerp(gait_state.step_depth, target_gait_state.step_depth, default_smoothing_factor);
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step_length = std::hypot(gait_state.step_x, gait_state.step_z);
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if (gait_state.step_x < 0.0f) step_length = -step_length;
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updatePhase(dt);
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updateBodyPosition(body_state, dt);
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updateFeetPositions(body_state);
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}
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protected:
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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_gait_state.step_height = cmd.s1 * KinConfig::max_step_height;
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target_gait_state.step_x = cmd.ly * KinConfig::max_step_length;
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target_gait_state.step_z = -cmd.lx * KinConfig::max_step_length;
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target_gait_state.step_velocity = cmd.s;
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target_gait_state.step_angle = cmd.rx;
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target_gait_state.step_depth = KinConfig::default_step_depth;
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}
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static inline bool isZero(float num) { return std::fabs(num) < 0.01; }
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void updatePhase(float dt) {
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if (isZero(gait_state.step_x) && isZero(gait_state.step_z) && isZero(gait_state.step_angle)) {
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phase_time = 0;
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return;
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}
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phase_time = std::fmod(phase_time + dt * gait_state.step_velocity * speed_factor, 1.0f);
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}
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LegStates getLegStates() {
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LegStates states;
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float min_time_to_swing = INFINITY;
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for (int i = 0; i < 4; i++) {
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float phase = std::fmod(phase_time + phase_offset[i], 1.0f);
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if (phase <= stand_offset) {
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states.stance[states.stance_count++] = i;
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float time_to_swing = stand_offset - phase;
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if (time_to_swing < min_time_to_swing) {
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min_time_to_swing = time_to_swing;
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states.next_swing = i;
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}
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} else {
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states.swing[states.swing_count++] = i;
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}
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}
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states.time_to_lift = min_time_to_swing;
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return states;
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}
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std::array<float, 3> stanceCentroid(const LegStates &states) {
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if (states.stance_count == 0) {
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return {0.0f, 0.0f, 0.0f};
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}
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float sx = 0.0f, sz = 0.0f;
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int remaining_count = 0;
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for (int i = 0; i < states.stance_count; i++) {
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int leg = states.stance[i];
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if (leg != states.next_swing) {
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sx += default_feet_pos[leg][0];
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sz += default_feet_pos[leg][2];
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remaining_count++;
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}
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}
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if (remaining_count > 0) {
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return {sx / remaining_count, 0.0f, sz / remaining_count};
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}
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return {0.0f, 0.0f, 0.0f};
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}
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static float lerp(float a, float b, float t) { return a + (b - a) * t; }
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void updateBodyPosition(body_state_t &body_state, float dt) {
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if (mode != WALK_GAIT::CRAWL) return;
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const bool moving = !isZero(gait_state.step_x) || !isZero(gait_state.step_z) || !isZero(gait_state.step_angle);
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if (!moving) return;
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LegStates leg_states = getLegStates();
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if (leg_states.stance_count >= 3 && leg_states.swing_count == 0 && leg_states.next_swing != -1) {
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if (shift_state.current_shift_leg != leg_states.next_swing) {
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shift_state.current_shift_leg = leg_states.next_swing;
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shift_state.start_x = body_state.xm;
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shift_state.start_z = body_state.zm;
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auto target = stanceCentroid(leg_states);
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shift_state.target_x = target[0];
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shift_state.target_z = target[2];
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shift_state.start_time = leg_states.time_to_lift;
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}
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float total_time = shift_state.start_time;
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float progress = total_time > 0 ? 1.0f - (leg_states.time_to_lift / total_time) : 1.0f;
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float smooth_progress = smoothstep01(std::clamp(progress, 0.0f, 1.0f));
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body_state.xm = lerp(shift_state.start_x, shift_state.target_x, smooth_progress);
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body_state.zm = lerp(shift_state.start_z, shift_state.target_z, smooth_progress);
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}
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}
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static float smoothstep01(float t) {
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const float x = std::clamp(t, 0.f, 1.f);
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return x * x * (3.f - 2.f * x);
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}
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void updateFeetPositions(body_state_t &body_state) {
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for (int i = 0; i < 4; ++i) updateFootPosition(body_state, i);
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}
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void updateFootPosition(body_state_t &body_state, const int index) {
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body_state.feet[index][0] = this->default_feet_pos[index][0];
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body_state.feet[index][1] = this->default_feet_pos[index][1];
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body_state.feet[index][2] = this->default_feet_pos[index][2];
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const float leg_phase = std::fmod(phase_time + phase_offset[index], 1.0f);
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const bool contact = leg_phase <= stand_offset;
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if (contact)
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standController(body_state, index, leg_phase / stand_offset);
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else
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swingController(body_state, index, (leg_phase - stand_offset) / (1.f - stand_offset));
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}
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void standController(body_state_t &body_state, const int index, const float phase) {
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controller(index, body_state, phase, stanceCurve, &gait_state.step_depth);
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}
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void swingController(body_state_t &body_state, const int index, const float phase) {
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controller(index, body_state, phase, bezierCurve, &gait_state.step_height);
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}
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void controller(const int index, body_state_t &body_state, const float phase,
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std::function<void(float, float, float *, float, float *)> curve, float *arg) {
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float delta_pos[3] = {0};
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float delta_rot[3] = {0};
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float length = step_length * 0.5f;
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float angle = std::atan2(gait_state.step_z, step_length);
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curve(length, angle, arg, phase, delta_pos);
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length = gait_state.step_angle * 2.0f;
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angle = yawArc(default_feet_pos[index], body_state.feet[index]);
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curve(length, angle, arg, phase, delta_rot);
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body_state.feet[index][0] += delta_pos[0] + delta_rot[0] * 0.2;
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if (step_length || gait_state.step_angle) body_state.feet[index][1] += delta_pos[1] + delta_rot[1] * 0.2;
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body_state.feet[index][2] += delta_pos[2] + delta_rot[2] * 0.2;
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}
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static void stanceCurve(const float length, const float angle, const float *depth, const float phase,
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float *point) {
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float step = length * (1.0f - 2.0f * phase);
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point[0] += step * std::cos(angle);
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point[2] += step * std::sin(angle);
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if (length != 0.0f) point[1] = -*depth * std::cos((M_PI * (point[0] + point[2])) / (2.f * length));
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}
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static void bezierCurve(const float length, const float angle, const float *height, const float phase,
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float *point) {
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const float X_POLAR = std::cos(angle);
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const float Z_POLAR = std::sin(angle);
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const float t = std::clamp(phase, 1e-4f, 1.f - 1e-4f);
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float phase_power = 1.0f;
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float inv_phase_power = std::pow(1.0f - t, 11);
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const float one_minus_phase = 1.0f - t;
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for (int i = 0; i < 12; i++) {
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float b = COMBINATORIAL_VALUES[i] * phase_power * inv_phase_power;
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point[0] += b * BEZIER_STEPS[i] * length * X_POLAR;
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point[1] += b * BEZIER_HEIGHTS[i] * *height;
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point[2] += b * BEZIER_STEPS[i] * length * Z_POLAR;
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phase_power *= phase;
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inv_phase_power /= one_minus_phase;
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}
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}
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static float yawArc(const float feet_pos[3], const float *current_pos) {
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const float foot_mag = std::hypot(feet_pos[0], feet_pos[2]);
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const float foot_dir = std::atan2(feet_pos[2], feet_pos[0]);
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const float offsets[] = {current_pos[0] - feet_pos[0], current_pos[1] - feet_pos[1],
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current_pos[2] - feet_pos[2]};
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const float offset_mag = std::hypot(offsets[0], offsets[2]);
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const float offset_mod = std::atan2(offset_mag, foot_mag);
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return (float)M_PI_2 + foot_dir + offset_mod;
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}
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}; |