Firmware simulation, Unity project, and sim-verified robot fixes
Simulation - sim/: the unchanged robot firmware compiled into hexapod_sim.dll against PC stand-ins (Arduino, Servo, Wire + register-level MPU6050, RF24 with matching-config radio), a kinematic body model (support plane + planted-foot odometry) that also drives the simulated IMU, and a headless smoke test (sim_smoke). build.ps1 builds and tests. - Hexapod_Simulation_Unity/ folded in (history kept in a bundle outside the repo). Assets/HexapodSim loads the DLL, drives the existing leg rig, and offers joystick / keyboard / robot-serial input plus a test panel. Robot (all found or confirmed in the simulation) - Config.h geometry taken from the Unity model. - IK femur elevation sign, gait stance direction, body pose rotation direction, yaw lever arm. - Stance feet integrated from the current command; gait restarts at mid-stance; heading integrates the applied turn rate, only while walking. - Leg clearance and reach checks (Limits::feetFeasible); walk command and body pose scaled as a whole, pose scale rate-limited, planted feet guarded so the body never snaps or legs collide. - Robot-gyro self-leveling as an integrator. - Heading mode: steering relative to the body; S walks backward. - Standing height from the remote (STANCE_HEIGHT_RANGE_MM). Protocol v3 (reflash both boards) - CmdPacket gains body_height (22 bytes). Remote - Height slider (Nextion hHeight/nHeight, serial [ ]). - Fixed unspecified I2C read order in RemoteIMU. LEGACY/: owner's old Nextion HMI and remote hardware assets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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using UnityEngine;
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public class Leg : MonoBehaviour {
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public Transform Hip1;
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public Transform Hip2;
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public Transform Knie;
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// rotation angles for different servos
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public double a1 = 0;
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public double a2 = 0;
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public double a3 = 0;
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public Vector3 point = new Vector3(10, 10, 0);
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public Quaternion rotation = new Quaternion(0, 0, 0, 0);
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public Vector3 transformationBeforeRotation = new Vector3(0, 0, 0);
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public Vector3 transformationAfterRotation = new Vector3(0, 0, 0);
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public bool invertForLeftLeg = false;
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// translation to change origin to middle of body
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public double translateX = 0;
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public double translateY = 0;
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public double translateZ = 0;
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public GameObject pointShouldBe;
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//public Vector3 pos = new Vector3(0, 0, 0);
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public int startServo = -1;
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private Foot foot = new Foot();
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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public void FixedUpdate()
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{
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foot.X = point.x;
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foot.Y = point.y;
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foot.Z = point.z;
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foot.rotationX = rotation.x;
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foot.rotationY = rotation.y;
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foot.rotationZ = rotation.z;
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foot.translateX = translateX;
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foot.translateY = translateY;
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foot.translateZ = translateZ;
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// transform before rotation.
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foot.transformation = transformationBeforeRotation;
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// transform after rotation.
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foot.transformation2 = transformationAfterRotation;
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foot.invert = invertForLeftLeg;
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foot.setleg();
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if (!invertForLeftLeg)
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{
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a1 = foot.O1 - 90;
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a2 = 90 - foot.O2;
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a3 = foot.O3 - 90;
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}
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else
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{
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a1 = (foot.O1 - 90)*-1;
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a2 = 90 - foot.O2;
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a3 = foot.O3 - 90;
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}
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if (!invertForLeftLeg && startServo != -1)
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{
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// Serial.Instance.send(startServo,
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// (int)Remap((float)a1, -90, 90, 2500, 500),
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// (int)Remap((float)a2, -90, 90, 2500, 500), // 0 is middel
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// (int)Remap((float)a3, 90, -90, 2500, 500)); // 0 is middel
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if(false)
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Serial.Instance.send(startServo,
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(int)Remap((float)a1, -90, 90, 0, 180),
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(int)Remap((float)a2, 90, -90, 0, 180), // 0 is middel
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(int)Remap((float)a3, -90, 90, 0, 180)); // 0 is middel
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}
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else if (invertForLeftLeg && startServo != -1)
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{
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double a1 = foot.O1 - 90;
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double a2 = 90 - foot.O2;
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double a3 = foot.O3 - 90;
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// Serial.Instance.send(startServo,
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// (int)Remap((float)a1, -90, 90, 500, 2500),
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// (int)Remap((float)a2, -90, 90, 500, 2500), // 0 is middel
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// (int)Remap((float)a3, 90, -90, 500, 2500)); // 0 is middel
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if (false)
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Serial.Instance.send(startServo,
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(int)Remap((float)a1, 90, -90, 0, 180),
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(int)Remap((float)a2, -90, 90, 0, 180), // 0 is middel
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(int)Remap((float)a3, 90, -90, 0, 180)); // 0 is middel
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}
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Hip1.transform.localRotation = Quaternion.Euler(0, (float)a1, 0);
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Hip2.transform.localRotation = Quaternion.Euler((float)a2, 0, 0);
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Knie.transform.localRotation = Quaternion.Euler((float)a3, 0, 0);
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pointShouldBe.transform.localPosition = foot.pos;
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}
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public Vector3 getLocalPos()
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{
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return point;
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}
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public Vector3 getWorldPos()
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{
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return point + new Vector3((float)translateX, (float)translateY, (float)translateZ);
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}
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public void setWorldPos(Vector3 pos)
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{
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this.point = pos - new Vector3((float)translateX, (float)translateY, (float)translateZ);
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}
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public static float Remap(float value, float from1, float to1, float from2, float to2)
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{
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return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
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}
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}
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