#pragma once #include struct JointAngles { float coxa_deg; float femur_deg; float tibia_deg; bool valid; // false if the target was unreachable or outside joint limits }; struct FootTarget { float x, y, z; // body-frame mm, relative to body center }; class Kinematics { public: // Solves leg i's joint angles for a body-frame foot target. static JointAngles solve(int leg_index, const FootTarget& target); // The leg's resting/neutral foot target, in body frame, at the current // stance height. static FootTarget neutralStance(int leg_index); // Standing height: how far below the hips the neutral feet sit (starts at // STANCE_HEIGHT_MM). Everything built on neutralStance() - gait, sit/stand, // workspace limits - follows it. static void setStanceHeight(float mm); static float stanceHeight(); // Forward kinematics: the leg's joint positions for the given angles, body // frame - [0] coxa pivot (hip), [1] femur pivot, [2] knee, [3] foot. static void jointPositions(int leg_index, const JointAngles& a, FootTarget out[4]); };