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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@@ -1,5 +1,6 @@
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#pragma once
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#include "Kinematics.h"
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#include "BodyPose.h"
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#include "Config.h"
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struct GaitPattern {
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@@ -22,14 +23,53 @@ public:
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void setCycleDuration(float sec) { cycle_sec_ = sec; }
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// Advances every leg by dt under the current twist and pattern, writing each
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// leg's target foot position (body frame) into out[6].
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void update(float dt, const Twist& twist, FootTarget out[6]);
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// leg's target foot position (body frame, before the body pose) into out[6].
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// `pose` is the body pose that will be applied on top: planted feet only
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// move as far as stays physically possible with it.
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void update(float dt, const Twist& twist, const BodyPose& pose, FootTarget out[6]);
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// Puts every foot back at its neutral stance position and restarts the
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// cycle to match. Call when walking starts, since the stand pose holds the
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// feet at neutral in between.
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void resetFeet();
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bool legInStance(int i) const { return leg_phase_[i] < legs_pattern_[i]->duty_factor; }
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// The extreme foot positions a stride at this twist reaches:
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// [0] even legs at the leading end of their stride, odd legs at the trailing end,
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// [1] the other way round (tripod legs alternate even/odd, so neighbours are
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// always in opposite phases - this is when they come closest),
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// [2] every foot at neutral, lifted by SWING_LIFT_MM (mid-swing).
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static constexpr int ENVELOPE_SETS = 3;
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void strideEnvelope(const Twist& twist, FootTarget sets[ENVELOPE_SETS][6]) const;
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// Scales the twist down (all components together) until that envelope,
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// with `pose` applied, is physically possible: every foot reachable and no
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// legs colliding. Pass GaitEngine::NO_POSE for the stride alone.
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// twistScale() reports the factor applied (1 = as commanded); with
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// `chained`, this call's factor multiplies onto the previous call's, for a
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// second limit applied to an already-limited twist.
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Twist limitTwist(const Twist& twist, const BodyPose& pose, bool chained = false);
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float twistScale() const { return twist_scale_; }
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static const BodyPose NO_POSE;
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// The twist the planted feet actually carried out in the last update()
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// (it can be less than asked when a stride change runs a foot out of reach).
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const Twist& appliedTwist() const { return applied_twist_; }
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// Current foot targets (body frame, before the body pose).
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const FootTarget* feet() const { return foot_; }
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private:
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Twist applied_twist_;
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bool envelopeFeasible(const Twist& twist, const BodyPose& pose) const;
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float twist_scale_ = 1.0f;
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float leg_phase_[6];
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const GaitPattern* legs_pattern_[6];
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FootTarget foot_[6]; // current foot target, body frame (stance feet are integrated)
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FootTarget liftoff_[6]; // where each swing started
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float swing_start_[6]; // phase at which each swing started (duty factor, except right after resetFeet)
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const GaitPattern* requested_pattern_ = &GAIT_TRIPOD;
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float cycle_sec_ = DEFAULT_CYCLE_SEC;
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};
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