Files
mangavalkandClaude Opus 5.5 935526eab5 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>
2026-09-29 00:37:12 +02:00

98 lines
3.9 KiB
C++

#include "BodyPose.h"
#include "Limits.h"
void BodyPose::begin() {
s_roll_.reset(0); s_pitch_.reset(0); s_yaw_.reset(0);
s_x_.reset(0); s_y_.reset(0); s_z_.reset(0);
}
void BodyPose::update(float dt) {
s_roll_.setTarget(command_.roll_deg);
s_pitch_.setTarget(command_.pitch_deg);
s_yaw_.setTarget(command_.yaw_deg);
s_x_.setTarget(command_.x_mm);
s_y_.setTarget(command_.y_mm);
s_z_.setTarget(command_.z_mm);
s_roll_.update(dt); s_pitch_.update(dt); s_yaw_.update(dt);
s_x_.update(dt); s_y_.update(dt); s_z_.update(dt);
}
// Combines the commanded (smoothed) tilt with the robot's own stabilization
// correction, then applies both to a body-frame foot target so the feet stay
// planted while the body tilts/shifts on top of them.
//
// Sign convention here (whether positive roll tips the body left or right,
// whether offsetting +X moves the feet the way you expect) depends on your
// leg numbering and mount angles - bench-check it the same way as the IK
// elbow direction, and flip signs if it goes the wrong way.
FootTarget BodyPose::apply(const FootTarget& in) const { return applyScaled(in, reach_scale_); }
FootTarget BodyPose::applyScaled(const FootTarget& in, float s) const {
// The feet stay put in the world, so to rotate the body by (roll, pitch,
// yaw) the body-frame foot targets rotate by the inverse: negated angles,
// applied yaw -> pitch -> roll. Result: +roll = right side down,
// +pitch = nose down, +yaw = CCW (HexapodProtocol.h), checked in sim_smoke.
// `s` scales the whole pose (see fitToReach).
float roll = -radians(s * (s_roll_.current + correction_roll_));
float pitch = -radians(s * (s_pitch_.current + correction_pitch_));
float yaw = -radians(s * s_yaw_.current);
float x = in.x, y = in.y, z = in.z;
// yaw (about Z)
float x1 = x * cos(yaw) - y * sin(yaw);
float y1 = x * sin(yaw) + y * cos(yaw);
// pitch (about Y)
float x2 = x1 * cos(pitch) + z * sin(pitch);
float z2 = -x1 * sin(pitch) + z * cos(pitch);
// roll (about X)
float y3 = y1 * cos(roll) - z2 * sin(roll);
float z3 = y1 * sin(roll) + z2 * cos(roll);
FootTarget out;
out.x = x2 - s * s_x_.current;
out.y = y3 - s * s_y_.current;
out.z = z3 - s * s_z_.current;
return out;
}
bool BodyPose::reachable(const FootTarget sets[][6], int count, float s) const {
for (int k = 0; k < count; k++) {
FootTarget posed[6];
for (int i = 0; i < 6; i++) posed[i] = applyScaled(sets[k][i], s);
if (!Limits::feetFeasible(posed)) return false;
}
return true;
}
bool BodyPose::feasible(const FootTarget feet[6]) const {
FootTarget posed[6];
for (int i = 0; i < 6; i++) posed[i] = apply(feet[i]);
return Limits::feetFeasible(posed);
}
// Clamping each foot separately would bend the six feet out of their rigid
// shape on the ground (feet dragging, legs fighting each other) as soon as
// a combined pose asks for more than a leg can reach, and nothing would stop
// neighbouring legs from swinging into each other. Instead the whole pose
// is scaled down by one factor until every foot set is physically possible,
// so the body does the most of what was asked that it really can.
//
// The scale itself moves at a bounded rate: a sudden drop would snap the
// whole body, faster than the servos can follow together. While walking,
// the gait slows down against the current pose in the meantime (see
// GaitEngine::limitTwist), so it stays physical during the handover.
void BodyPose::fitToReach(const FootTarget sets[][6], int count, float dt) {
float fit = 1.0f;
if (!reachable(sets, count, 1.0f)) {
float lo = 0.0f, hi = 1.0f; // lo stays feasible (or 0 if even no pose isn't - leave that to Limits)
for (int n = 0; n < 8; n++) {
float mid = 0.5f * (lo + hi);
if (reachable(sets, count, mid)) lo = mid; else hi = mid;
}
fit = lo;
}
reach_scale_ = constrain(fit, reach_scale_ - REACH_DROP_PER_SEC * dt, reach_scale_ + REACH_RECOVER_PER_SEC * dt);
}