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SpotMicroESP32-Leika/app/src/lib/gait.ts
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2025-09-01 18:41:59 +02:00

448 lines
12 KiB
TypeScript

import { get } from 'svelte/store'
import type { body_state_t } from './kinematic'
import { currentKinematic } from './stores/featureFlags'
const { sin } = Math
export interface gait_state_t {
step_height: number
step_x: number
step_z: number
step_angle: number
step_velocity: number
step_depth: number
}
export interface ControllerCommand {
lx: number
ly: number
rx: number
ry: number
h: number
s: number
s1: number
}
export abstract class GaitState {
protected abstract name: string
protected dt = 0.02
protected body_state!: body_state_t
protected gait_state: gait_state_t = {
step_height: 0.4,
step_x: 0,
step_z: 0,
step_angle: 0,
step_velocity: 1,
step_depth: 0.002
}
public get default_feet_pos() {
return get(currentKinematic).getDefaultFeetPos()
}
protected get default_height() {
return 0.5
}
begin() {
console.log('Starting', this.name)
}
end() {
console.log('Ending', this.name)
}
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
this.map_command(command)
this.body_state = body_state
this.dt = dt / 1000
return body_state
}
map_command(command: ControllerCommand) {
const newCommand = {
step_height: 0.4 + (command.s1 + 1) / 2,
step_x: command.ly,
step_z: -command.lx,
step_velocity: command.s,
step_angle: command.rx,
step_depth: 0.002
}
this.gait_state = newCommand
}
}
export class IdleState extends GaitState {
protected name = 'Idle'
}
export class CalibrationState extends GaitState {
protected name = 'Calibration'
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
body_state.omega = 0
body_state.phi = 0
body_state.psi = 0
body_state.xm = 0
body_state.ym = this.default_height * 10
body_state.zm = 0
body_state.feet = this.default_feet_pos
return body_state
}
}
export class RestState extends GaitState {
protected name = 'Rest'
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
body_state.omega = 0
body_state.phi = 0
body_state.psi = 0
body_state.xm = 0
body_state.ym = this.default_height / 2
body_state.zm = 0
body_state.feet = this.default_feet_pos
return body_state
}
}
export class StandState extends GaitState {
protected name = 'Stand'
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
body_state.omega = 0
body_state.phi = command.rx
body_state.psi = command.ry
body_state.xm = command.ly / 4
body_state.zm = command.lx / 4
body_state.feet = this.default_feet_pos
return body_state
}
}
abstract class PhaseGaitState extends GaitState {
protected tick = 0
protected phase = 0
protected phase_time = 0
protected abstract num_phases: number
protected abstract phase_speed_factor: number
protected abstract swing_stand_ratio: number
protected contact_phases!: number[][]
protected shifts!: number[][]
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
super.step(body_state, command, dt)
this.update_phase()
this.update_body_position()
this.update_feet_positions()
return this.body_state
}
update_phase() {
this.phase_time += this.dt * this.phase_speed_factor * this.gait_state.step_velocity
if (this.phase_time >= 1) {
this.phase += 1
if (this.phase == this.num_phases) this.phase = 0
this.phase_time = 0
}
}
update_body_position() {
if (this.num_phases === 4) return
const shift = this.shifts[Math.floor(this.phase / 2)]
this.body_state.xm += (shift[0] - this.body_state.xm) * this.dt * 4
this.body_state.zm += (shift[2] - this.body_state.zm) * this.dt * 4
}
update_feet_positions() {
for (let i = 0; i < 4; i++) {
this.body_state.feet[i] = this.update_foot_position(i)
}
}
update_foot_position(index: number): number[] {
const contact = this.contact_phases[index][this.phase]
return contact ? this.stand(index) : this.swing(index)
}
stand(index: number): number[] {
const delta_pos = [
-this.gait_state.step_x * this.dt * this.swing_stand_ratio,
0,
-this.gait_state.step_z * this.dt * this.swing_stand_ratio
]
this.body_state.feet[index][0] = this.body_state.feet[index][0] + delta_pos[0]
this.body_state.feet[index][1] = this.default_feet_pos[index][1]
this.body_state.feet[index][2] = this.body_state.feet[index][2] + delta_pos[2]
return this.body_state.feet[index]
}
swing(index: number): number[] {
const delta_pos = [this.gait_state.step_x * this.dt, 0, this.gait_state.step_z * this.dt]
if (this.gait_state.step_x == 0) {
delta_pos[0] =
(this.default_feet_pos[index][0] - this.body_state.feet[index][0]) * this.dt * 8
}
if (this.gait_state.step_z == 0) {
delta_pos[2] =
(this.default_feet_pos[index][2] - this.body_state.feet[index][2]) * this.dt * 8
}
this.body_state.feet[index][0] = this.body_state.feet[index][0] + delta_pos[0]
this.body_state.feet[index][1] =
this.default_feet_pos[index][1] + sin(this.phase_time * Math.PI) * this.gait_state.step_height
this.body_state.feet[index][2] = this.body_state.feet[index][2] + delta_pos[2]
return this.body_state.feet[index]
}
}
export class FourPhaseWalkState extends PhaseGaitState {
protected name = 'Four phase walk'
protected num_phases = 4
protected phase_speed_factor = 6
protected contact_phases = [
[1, 0, 1, 1],
[1, 1, 1, 0],
[1, 1, 1, 0],
[1, 0, 1, 1]
]
protected swing_stand_ratio = 1 / (this.num_phases - 1)
begin() {
super.begin()
}
end() {
super.end()
}
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
return super.step(body_state, command, dt)
}
}
export class EightPhaseWalkState extends PhaseGaitState {
protected name = 'Eight phase walk'
protected num_phases = 8
protected phase_speed_factor = 4
protected contact_phases = [
[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]
]
protected shifts = [
[-0.05, 0, -0.2],
[0.3, 0, 0.2],
[-0.05, 0, 0.2],
[0.3, 0, -0.2]
]
protected swing_stand_ratio = 1 / (this.num_phases - 1)
begin() {
super.begin()
}
end() {
super.end()
}
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
return super.step(body_state, command, dt)
}
}
export class BezierState extends GaitState {
protected name = 'Bezier'
protected phase = 0
protected phase_num = 0
protected step_length: number = 0
protected stand_offset = 0.75
offset = [0, 0.5, 0.5, 0]
begin() {
super.begin()
}
end() {
super.end()
}
step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
super.step(body_state, command, dt)
this.step_length = Math.sqrt(this.gait_state.step_x ** 2 + this.gait_state.step_z ** 2)
if (this.gait_state.step_x < 0) {
this.step_length = -this.step_length
}
this.update_phase()
this.update_feet_positions()
return this.body_state
}
update_phase() {
this.phase += this.dt * this.gait_state.step_velocity * 2
if (this.phase >= 1) {
this.phase_num += 1
this.phase_num %= 2
this.phase = 0
}
}
update_feet_positions() {
for (let i = 0; i < 4; i++) {
this.body_state.feet[i] = this.update_foot_position(i)
}
}
update_foot_position(index: number): number[] {
let phase = this.phase + this.offset[index]
if (phase >= 1) {
phase -= 1
}
this.body_state.feet[index][0] = this.default_feet_pos[index][0]
this.body_state.feet[index][1] = this.default_feet_pos[index][1]
this.body_state.feet[index][2] = this.default_feet_pos[index][2]
return phase <= this.stand_offset ?
this.stand_controller(index, phase / this.stand_offset)
: this.swing_controller(index, (phase - this.stand_offset) / (1 - this.stand_offset))
}
stand_controller(index: number, phase: number) {
const depth = this.gait_state.step_depth
return this.controller(index, phase, stance_curve, depth)
}
swing_controller(index: number, phase: number) {
const height = this.gait_state.step_height
return this.controller(index, phase, bezier_curve, height)
}
controller(
index: number,
phase: number,
controller: (length: number, angle: number, ...args: number[]) => number[],
...args: number[]
) {
let length = this.step_length / 2
let angle = Math.atan2(this.gait_state.step_z, this.step_length) * 2
const delta_pos = controller(length, angle, ...args, phase)
length = this.gait_state.step_angle * 2
angle = yawArc(this.default_feet_pos[index], this.body_state.feet[index])
const delta_rot = controller(length, angle, ...args, phase)
this.body_state.feet[index][0] += delta_pos[0] + delta_rot[0] * 0.2
this.body_state.feet[index][2] += delta_pos[2] + delta_rot[2] * 0.2
if (this.gait_state.step_x || this.gait_state.step_z || this.gait_state.step_angle)
this.body_state.feet[index][1] += delta_pos[1] + delta_rot[1] * 0.2
return this.body_state.feet[index]
}
}
const stance_curve = (length: number, angle: number, depth: number, phase: number): number[] => {
const X_POLAR = Math.cos(angle)
const Y_POLAR = Math.sin(angle)
const step = length * (1 - 2 * phase)
const X = step * X_POLAR
const Z = step * Y_POLAR
let Y = 0
if (length !== 0) {
Y = -depth * Math.cos((Math.PI * (X + Y)) / (2 * length))
}
return [X, Y, Z]
}
const yawArc = (default_foot_pos: number[], current_foot_pos: number[]): number => {
const foot_mag = Math.sqrt(default_foot_pos[0] ** 2 + default_foot_pos[2] ** 2)
const foot_dir = Math.atan2(default_foot_pos[2], default_foot_pos[0])
const offsets = [
current_foot_pos[0] - default_foot_pos[0],
current_foot_pos[2] - default_foot_pos[2],
current_foot_pos[1] - default_foot_pos[1]
]
const offset_mag = Math.sqrt(offsets[0] ** 2 + offsets[2] ** 2)
const offset_mod = Math.atan2(offset_mag, foot_mag)
return Math.PI / 2.0 + foot_dir + offset_mod
}
const bezier_curve = (length: number, angle: number, height: number, phase: number): number[] => {
const control_points = get_control_points(length, angle, height)
const n = control_points.length - 1
const point = [0, 0, 0]
for (let i = 0; i <= n; i++) {
const bernstein_poly = comb(n, i) * Math.pow(phase, i) * Math.pow(1 - phase, n - i)
point[0] += bernstein_poly * control_points[i][0]
point[1] += bernstein_poly * control_points[i][1]
point[2] += bernstein_poly * control_points[i][2]
}
return point
}
const get_control_points = (length: number, angle: number, height: number): number[][] => {
const X_POLAR = Math.cos(angle)
const Z_POLAR = Math.sin(angle)
const STEP = [
-length,
-length * 1.4,
-length * 1.5,
-length * 1.5,
-length * 1.5,
0.0,
0.0,
0.0,
length * 1.5,
length * 1.5,
length * 1.4,
length
]
const Y = [
0.0,
0.0,
height * 0.9,
height * 0.9,
height * 0.9,
height * 0.9,
height * 0.9,
height * 1.1,
height * 1.1,
height * 1.1,
0.0,
0.0
]
const control_points: number[][] = []
for (let i = 0; i < STEP.length; i++) {
const X = STEP[i] * X_POLAR
const Z = STEP[i] * Z_POLAR
control_points.push([X, Y[i], Z])
}
return control_points
}
const comb = (n: number, k: number): number => {
if (k < 0 || k > n) return 0
if (k === 0 || k === n) return 1
k = Math.min(k, n - k)
let c = 1
for (let i = 0; i < k; i++) {
c = (c * (n - i)) / (i + 1)
}
return c
}