448 lines
12 KiB
TypeScript
448 lines
12 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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const { sin } = Math
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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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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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}
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export class CalibrationState extends GaitState {
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protected name = 'Calibration'
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step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
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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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step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
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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, dt: number = 0.02) {
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body_state.omega = 0
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body_state.phi = command.rx
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body_state.psi = command.ry
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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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abstract class PhaseGaitState extends GaitState {
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protected tick = 0
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protected phase = 0
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protected phase_time = 0
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protected abstract num_phases: number
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protected abstract phase_speed_factor: number
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protected abstract swing_stand_ratio: number
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protected contact_phases!: number[][]
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protected shifts!: number[][]
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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.update_phase()
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this.update_body_position()
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this.update_feet_positions()
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return this.body_state
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}
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update_phase() {
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this.phase_time += this.dt * this.phase_speed_factor * this.gait_state.step_velocity
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if (this.phase_time >= 1) {
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this.phase += 1
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if (this.phase == this.num_phases) this.phase = 0
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this.phase_time = 0
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}
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}
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update_body_position() {
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if (this.num_phases === 4) return
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const shift = this.shifts[Math.floor(this.phase / 2)]
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this.body_state.xm += (shift[0] - this.body_state.xm) * this.dt * 4
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this.body_state.zm += (shift[2] - this.body_state.zm) * this.dt * 4
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}
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update_feet_positions() {
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for (let i = 0; i < 4; i++) {
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this.body_state.feet[i] = this.update_foot_position(i)
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}
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}
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update_foot_position(index: number): number[] {
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const contact = this.contact_phases[index][this.phase]
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return contact ? this.stand(index) : this.swing(index)
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}
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stand(index: number): number[] {
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const delta_pos = [
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-this.gait_state.step_x * this.dt * this.swing_stand_ratio,
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0,
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-this.gait_state.step_z * this.dt * this.swing_stand_ratio
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]
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this.body_state.feet[index][0] = this.body_state.feet[index][0] + delta_pos[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.body_state.feet[index][2] + delta_pos[2]
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return this.body_state.feet[index]
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}
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swing(index: number): number[] {
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const delta_pos = [this.gait_state.step_x * this.dt, 0, this.gait_state.step_z * this.dt]
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if (this.gait_state.step_x == 0) {
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delta_pos[0] =
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(this.default_feet_pos[index][0] - this.body_state.feet[index][0]) * this.dt * 8
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}
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if (this.gait_state.step_z == 0) {
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delta_pos[2] =
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(this.default_feet_pos[index][2] - this.body_state.feet[index][2]) * this.dt * 8
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}
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this.body_state.feet[index][0] = this.body_state.feet[index][0] + delta_pos[0]
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this.body_state.feet[index][1] =
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this.default_feet_pos[index][1] + sin(this.phase_time * Math.PI) * this.gait_state.step_height
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this.body_state.feet[index][2] = this.body_state.feet[index][2] + delta_pos[2]
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return this.body_state.feet[index]
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}
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}
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export class FourPhaseWalkState extends PhaseGaitState {
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protected name = 'Four phase walk'
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protected num_phases = 4
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protected phase_speed_factor = 6
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protected contact_phases = [
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[1, 0, 1, 1],
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[1, 1, 1, 0],
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[1, 1, 1, 0],
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[1, 0, 1, 1]
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]
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protected swing_stand_ratio = 1 / (this.num_phases - 1)
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begin() {
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super.begin()
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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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return super.step(body_state, command, dt)
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}
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}
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export class EightPhaseWalkState extends PhaseGaitState {
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protected name = 'Eight phase walk'
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protected num_phases = 8
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protected phase_speed_factor = 4
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protected contact_phases = [
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[1, 0, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 0, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 0],
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[1, 1, 1, 0, 1, 1, 1, 1]
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]
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protected shifts = [
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[-0.05, 0, -0.2],
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[0.3, 0, 0.2],
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[-0.05, 0, 0.2],
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[0.3, 0, -0.2]
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]
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protected swing_stand_ratio = 1 / (this.num_phases - 1)
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begin() {
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super.begin()
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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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return super.step(body_state, command, dt)
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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: number = 0
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protected stand_offset = 0.75
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offset = [0, 0.5, 0.5, 0]
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begin() {
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super.begin()
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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) {
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this.step_length = -this.step_length
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}
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this.update_phase()
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this.update_feet_positions()
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return this.body_state
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}
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update_phase() {
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this.phase += this.dt * this.gait_state.step_velocity * 2
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if (this.phase >= 1) {
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this.phase_num += 1
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this.phase_num %= 2
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this.phase = 0
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}
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}
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update_feet_positions() {
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for (let i = 0; i < 4; i++) {
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this.body_state.feet[i] = this.update_foot_position(i)
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}
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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) {
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phase -= 1
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}
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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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}
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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) {
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Y = -depth * Math.cos((Math.PI * (X + Y)) / (2 * length))
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}
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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++) {
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c = (c * (n - i)) / (i + 1)
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}
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return c
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}
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