494 lines
15 KiB
TypeScript
494 lines
15 KiB
TypeScript
import { get } from 'svelte/store'
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import type { body_state_t } from './kinematic'
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import { currentKinematic } from './stores/featureFlags'
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export interface gait_state_t {
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step_height: number
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step_x: number
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step_z: number
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step_angle: number
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step_velocity: number
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step_depth: number
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}
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export interface ControllerCommand {
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lx: number
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ly: number
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rx: number
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ry: number
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h: number
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s: number
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s1: number
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}
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export abstract class GaitState {
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protected abstract name: string
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protected dt = 0.02
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protected body_state!: body_state_t
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protected gait_state: gait_state_t = {
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step_height: 0.4,
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step_x: 0,
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step_z: 0,
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step_angle: 0,
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step_velocity: 1,
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step_depth: 0.002
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}
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public get default_feet_pos() {
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return get(currentKinematic).getDefaultFeetPos()
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}
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protected get default_height() {
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return 0.5
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}
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begin() {
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console.log('Starting', this.name)
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}
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end() {
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console.log('Ending', this.name)
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}
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step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
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this.map_command(command)
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this.body_state = body_state
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this.dt = dt / 1000
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if (body_state.cumulative_x === undefined) {
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body_state.cumulative_x = 0
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body_state.cumulative_y = 0
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body_state.cumulative_z = 0
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body_state.cumulative_roll = 0
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body_state.cumulative_pitch = 0
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body_state.cumulative_yaw = 0
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}
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return body_state
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}
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map_command(command: ControllerCommand) {
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const newCommand = {
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step_height: 0.4 + (command.s1 + 1) / 2,
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step_x: command.ly,
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step_z: -command.lx,
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step_velocity: command.s,
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step_angle: command.rx,
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step_depth: 0.002
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}
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this.gait_state = newCommand
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}
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}
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export class IdleState extends GaitState {
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protected name = 'Idle'
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step(body_state: body_state_t, command: ControllerCommand) {
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super.step(body_state, command)
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return body_state
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}
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}
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export class CalibrationState extends GaitState {
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protected name = 'Calibration'
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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step(body_state: body_state_t, _command: ControllerCommand) {
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super.step(body_state, _command)
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body_state.omega = 0
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body_state.phi = 0
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body_state.psi = 0
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body_state.xm = 0
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body_state.ym = this.default_height * 10
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body_state.zm = 0
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body_state.feet = this.default_feet_pos
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return body_state
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}
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}
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export class RestState extends GaitState {
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protected name = 'Rest'
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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step(body_state: body_state_t, _command: ControllerCommand) {
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super.step(body_state, _command)
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body_state.omega = 0
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body_state.phi = 0
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body_state.psi = 0
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body_state.xm = 0
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body_state.ym = this.default_height / 2
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body_state.zm = 0
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body_state.feet = this.default_feet_pos
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return body_state
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}
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}
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export class StandState extends GaitState {
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protected name = 'Stand'
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step(body_state: body_state_t, command: ControllerCommand) {
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super.step(body_state, command)
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body_state.omega = 0
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body_state.phi = command.rx * 10 * (Math.PI / 2)
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body_state.psi = command.ry * 10 * (Math.PI / 2)
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body_state.xm = command.ly / 4
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body_state.zm = command.lx / 4
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body_state.feet = this.default_feet_pos
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return body_state
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}
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}
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export class BezierState extends GaitState {
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protected name = 'Bezier'
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protected phase = 0
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protected phase_num = 0
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protected step_length = 0
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protected stand_offset = 0.75
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protected mode: 'crawl' | 'trot' = 'trot'
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protected speed_factor = 1
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offset = [0, 0.5, 0.75, 0.25]
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protected shift_start_pos = { x: 0, z: 0 }
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protected shift_target_pos = { x: 0, z: 0 }
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protected shift_start_time = 0
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protected current_shift_leg = -1
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protected last_body_state: body_state_t | null = null
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protected cumulative_position = { x: 0, y: 0, z: 0 }
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protected cumulative_orientation = { roll: 0, pitch: 0, yaw: 0 }
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constructor() {
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super()
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this.set_mode(this.mode)
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}
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begin() {
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super.begin()
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}
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set_mode(mode: 'crawl' | 'trot', duty?: number, order?: [number, number, number, number]) {
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console.log('BezierState set_mode', mode)
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this.mode = mode
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if (mode === 'crawl') {
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this.speed_factor = 0.5
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this.stand_offset = duty ?? 0.85
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const o = order ?? [3, 0, 2, 1]
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const base = [0, 0.25, 0.5, 0.75]
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const offsets = new Array(4).fill(0)
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for (let i = 0; i < 4; i++) offsets[o[i]] = base[i]
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this.offset = offsets
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} else {
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this.speed_factor = 2
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this.stand_offset = duty ?? 0.6
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this.offset = order ? (order.map(v => v % 1) as number[]) : [0, 0.5, 0.5, 0]
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}
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}
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end() {
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super.end()
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}
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step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
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super.step(body_state, command, dt)
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this.step_length = Math.sqrt(this.gait_state.step_x ** 2 + this.gait_state.step_z ** 2)
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if (this.gait_state.step_x < 0) this.step_length = -this.step_length
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this.update_phase()
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this.update_body_position()
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this.update_feet_positions()
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this.update_cumulative_position()
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return this.body_state
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}
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update_phase() {
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const m = this.gait_state
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if (m.step_x === 0 && m.step_z === 0 && m.step_angle === 0) {
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this.phase = 0
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return
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}
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this.phase += this.dt * m.step_velocity * this.speed_factor
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if (this.phase >= 1) {
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this.phase_num = (this.phase_num + 1) % 2
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this.phase = 0
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}
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}
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update_body_position() {
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const m = this.gait_state
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const moving = m.step_x !== 0 || m.step_z !== 0 || m.step_angle !== 0
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if (!moving) return
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if (this.mode !== 'crawl') return
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const { stance, swing, next_swing, time_to_lift } = this.get_leg_states()
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if (stance.length >= 3 && swing.length === 0 && next_swing !== -1) {
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if (this.current_shift_leg !== next_swing) {
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this.current_shift_leg = next_swing
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this.shift_start_pos.x = this.body_state.xm
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this.shift_start_pos.z = this.body_state.zm
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const remaining_legs = stance.filter(leg => leg !== next_swing)
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const target = this.stance_centroid(remaining_legs)
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this.shift_target_pos.x = target[0]
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this.shift_target_pos.z = target[2]
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this.shift_start_time = time_to_lift
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}
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const total_time = this.shift_start_time
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const progress = total_time > 0 ? 1 - time_to_lift / total_time : 1
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const smooth_progress = this.smoothstep01(Math.max(0, Math.min(1, progress)))
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this.body_state.xm = this.lerp(
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this.shift_start_pos.x,
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this.shift_target_pos.x,
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smooth_progress
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)
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this.body_state.zm = this.lerp(
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this.shift_start_pos.z,
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this.shift_target_pos.z,
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smooth_progress
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)
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}
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}
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protected lerp(a: number, b: number, t: number): number {
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return a + (b - a) * t
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}
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protected stance_centroid(legs: number[]): number[] {
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if (legs.length === 0) return [this.body_state.xm, 0, this.body_state.zm]
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let sx = 0,
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sz = 0
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for (const i of legs) {
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sx += this.body_state.feet[i][0]
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sz += this.body_state.feet[i][2]
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}
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return [sx / legs.length, 0, sz / legs.length]
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}
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protected get_leg_states(): {
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stance: number[]
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swing: number[]
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next_swing: number
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time_to_lift: number
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} {
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const stance: number[] = []
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const swing: number[] = []
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let next_swing = -1
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let min_time_to_swing = Infinity
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for (let i = 0; i < 4; i++) {
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let phase = this.phase + this.offset[i]
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if (phase >= 1) phase -= 1
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if (phase <= this.stand_offset) {
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stance.push(i)
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const time_to_swing = this.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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next_swing = i
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}
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} else {
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swing.push(i)
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}
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}
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return { stance, swing, next_swing, time_to_lift: min_time_to_swing }
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}
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protected smoothstep01(t: number): number {
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const x = Math.max(0, Math.min(1, t))
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return x * x * (3 - 2 * x)
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}
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update_feet_positions() {
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for (let i = 0; i < 4; i++) this.body_state.feet[i] = this.update_foot_position(i)
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}
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update_foot_position(index: number): number[] {
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let phase = this.phase + this.offset[index]
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if (phase >= 1) phase -= 1
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this.body_state.feet[index][0] = this.default_feet_pos[index][0]
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this.body_state.feet[index][1] = this.default_feet_pos[index][1]
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this.body_state.feet[index][2] = this.default_feet_pos[index][2]
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return phase <= this.stand_offset ?
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this.stand_controller(index, phase / this.stand_offset)
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: this.swing_controller(index, (phase - this.stand_offset) / (1 - this.stand_offset))
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}
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stand_controller(index: number, phase: number) {
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const depth = this.gait_state.step_depth
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return this.controller(index, phase, stance_curve, depth)
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}
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swing_controller(index: number, phase: number) {
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const height = this.gait_state.step_height
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return this.controller(index, phase, bezier_curve, height)
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}
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controller(
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index: number,
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phase: number,
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controller: (length: number, angle: number, ...args: number[]) => number[],
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...args: number[]
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) {
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let length = this.step_length / 2
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let angle = Math.atan2(this.gait_state.step_z, this.step_length) * 2
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const delta_pos = controller(length, angle, ...args, phase)
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length = this.gait_state.step_angle * 2
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angle = yawArc(this.default_feet_pos[index], this.body_state.feet[index])
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const delta_rot = controller(length, angle, ...args, phase)
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this.body_state.feet[index][0] += delta_pos[0] + delta_rot[0] * 0.2
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this.body_state.feet[index][2] += delta_pos[2] + delta_rot[2] * 0.2
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if (this.gait_state.step_x || this.gait_state.step_z || this.gait_state.step_angle)
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this.body_state.feet[index][1] += delta_pos[1] + delta_rot[1] * 0.2
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return this.body_state.feet[index]
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}
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update_cumulative_position() {
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if (this.last_body_state === null) {
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this.last_body_state = { ...this.body_state }
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this.body_state.cumulative_x = 0
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this.body_state.cumulative_y = 0
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this.body_state.cumulative_z = 0
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this.body_state.cumulative_roll = 0
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this.body_state.cumulative_pitch = 0
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this.body_state.cumulative_yaw = 0
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return
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}
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const m = this.gait_state
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const moving = m.step_x !== 0 || m.step_z !== 0 || m.step_angle !== 0
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if (moving) {
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const step_displacement_x_local =
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m.step_x * m.step_velocity * this.dt * this.speed_factor
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const step_displacement_z_local =
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m.step_z * m.step_velocity * this.dt * this.speed_factor
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const step_displacement_yaw =
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m.step_angle * m.step_velocity * this.dt * this.speed_factor
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const cos_yaw = Math.cos(this.cumulative_orientation.yaw)
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const sin_yaw = Math.sin(this.cumulative_orientation.yaw)
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const step_displacement_x =
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step_displacement_x_local * cos_yaw - step_displacement_z_local * sin_yaw
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const step_displacement_z =
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step_displacement_x_local * sin_yaw + step_displacement_z_local * cos_yaw
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this.cumulative_position.x += step_displacement_x
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this.cumulative_position.z += step_displacement_z
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this.cumulative_orientation.yaw += step_displacement_yaw
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}
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this.body_state.cumulative_x = this.cumulative_position.x
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this.body_state.cumulative_y = this.cumulative_position.y
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this.body_state.cumulative_z = this.cumulative_position.z
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this.body_state.cumulative_roll = this.cumulative_orientation.roll
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this.body_state.cumulative_pitch = this.cumulative_orientation.pitch
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this.body_state.cumulative_yaw = this.cumulative_orientation.yaw
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this.last_body_state = { ...this.body_state }
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}
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}
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const stance_curve = (length: number, angle: number, depth: number, phase: number): number[] => {
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const X_POLAR = Math.cos(angle)
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const Y_POLAR = Math.sin(angle)
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const step = length * (1 - 2 * phase)
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const X = step * X_POLAR
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const Z = step * Y_POLAR
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let Y = 0
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if (length !== 0) Y = -depth * Math.cos((Math.PI * (X + Y)) / (2 * length))
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return [X, Y, Z]
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}
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const yawArc = (default_foot_pos: number[], current_foot_pos: number[]): number => {
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const foot_mag = Math.sqrt(default_foot_pos[0] ** 2 + default_foot_pos[2] ** 2)
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const foot_dir = Math.atan2(default_foot_pos[2], default_foot_pos[0])
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const offsets = [
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current_foot_pos[0] - default_foot_pos[0],
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current_foot_pos[2] - default_foot_pos[2],
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current_foot_pos[1] - default_foot_pos[1]
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]
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const offset_mag = Math.sqrt(offsets[0] ** 2 + offsets[2] ** 2)
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const offset_mod = Math.atan2(offset_mag, foot_mag)
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return Math.PI / 2.0 + foot_dir + offset_mod
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}
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const bezier_curve = (length: number, angle: number, height: number, phase: number): number[] => {
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const control_points = get_control_points(length, angle, height)
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const n = control_points.length - 1
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const point = [0, 0, 0]
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for (let i = 0; i <= n; i++) {
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const bernstein_poly = comb(n, i) * Math.pow(phase, i) * Math.pow(1 - phase, n - i)
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point[0] += bernstein_poly * control_points[i][0]
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point[1] += bernstein_poly * control_points[i][1]
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point[2] += bernstein_poly * control_points[i][2]
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}
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return point
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}
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const get_control_points = (length: number, angle: number, height: number): number[][] => {
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const X_POLAR = Math.cos(angle)
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const Z_POLAR = Math.sin(angle)
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const STEP = [
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-length,
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-length * 1.4,
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-length * 1.5,
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-length * 1.5,
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-length * 1.5,
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0.0,
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0.0,
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0.0,
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length * 1.5,
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length * 1.5,
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length * 1.4,
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length
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]
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const Y = [
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0.0,
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0.0,
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height * 0.9,
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height * 0.9,
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height * 0.9,
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height * 0.9,
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height * 0.9,
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height * 1.1,
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height * 1.1,
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height * 1.1,
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0.0,
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0.0
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]
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const control_points: number[][] = []
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for (let i = 0; i < STEP.length; i++) {
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const X = STEP[i] * X_POLAR
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const Z = STEP[i] * Z_POLAR
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control_points.push([X, Y[i], Z])
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}
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return control_points
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}
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const comb = (n: number, k: number): number => {
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if (k < 0 || k > n) return 0
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if (k === 0 || k === n) return 1
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k = Math.min(k, n - k)
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let c = 1
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for (let i = 0; i < k; i++) c = (c * (n - i)) / (i + 1)
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return c
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}
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