Files
hexapod-robot/2026-current/Hexapod_Simulation_Unity/Assets/Leg.cs
T
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

132 lines
4.0 KiB
C#

using UnityEngine;
public class Leg : MonoBehaviour {
public Transform Hip1;
public Transform Hip2;
public Transform Knie;
// rotation angles for different servos
public double a1 = 0;
public double a2 = 0;
public double a3 = 0;
public Vector3 point = new Vector3(10, 10, 0);
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
public Vector3 transformationBeforeRotation = new Vector3(0, 0, 0);
public Vector3 transformationAfterRotation = new Vector3(0, 0, 0);
public bool invertForLeftLeg = false;
// translation to change origin to middle of body
public double translateX = 0;
public double translateY = 0;
public double translateZ = 0;
public GameObject pointShouldBe;
//public Vector3 pos = new Vector3(0, 0, 0);
public int startServo = -1;
private Foot foot = new Foot();
// Use this for initialization
void Start () {
}
// Update is called once per frame
public void FixedUpdate()
{
foot.X = point.x;
foot.Y = point.y;
foot.Z = point.z;
foot.rotationX = rotation.x;
foot.rotationY = rotation.y;
foot.rotationZ = rotation.z;
foot.translateX = translateX;
foot.translateY = translateY;
foot.translateZ = translateZ;
// transform before rotation.
foot.transformation = transformationBeforeRotation;
// transform after rotation.
foot.transformation2 = transformationAfterRotation;
foot.invert = invertForLeftLeg;
foot.setleg();
if (!invertForLeftLeg)
{
a1 = foot.O1 - 90;
a2 = 90 - foot.O2;
a3 = foot.O3 - 90;
}
else
{
a1 = (foot.O1 - 90)*-1;
a2 = 90 - foot.O2;
a3 = foot.O3 - 90;
}
if (!invertForLeftLeg && startServo != -1)
{
// Serial.Instance.send(startServo,
// (int)Remap((float)a1, -90, 90, 2500, 500),
// (int)Remap((float)a2, -90, 90, 2500, 500), // 0 is middel
// (int)Remap((float)a3, 90, -90, 2500, 500)); // 0 is middel
if(false)
Serial.Instance.send(startServo,
(int)Remap((float)a1, -90, 90, 0, 180),
(int)Remap((float)a2, 90, -90, 0, 180), // 0 is middel
(int)Remap((float)a3, -90, 90, 0, 180)); // 0 is middel
}
else if (invertForLeftLeg && startServo != -1)
{
double a1 = foot.O1 - 90;
double a2 = 90 - foot.O2;
double a3 = foot.O3 - 90;
// Serial.Instance.send(startServo,
// (int)Remap((float)a1, -90, 90, 500, 2500),
// (int)Remap((float)a2, -90, 90, 500, 2500), // 0 is middel
// (int)Remap((float)a3, 90, -90, 500, 2500)); // 0 is middel
if (false)
Serial.Instance.send(startServo,
(int)Remap((float)a1, 90, -90, 0, 180),
(int)Remap((float)a2, -90, 90, 0, 180), // 0 is middel
(int)Remap((float)a3, 90, -90, 0, 180)); // 0 is middel
}
Hip1.transform.localRotation = Quaternion.Euler(0, (float)a1, 0);
Hip2.transform.localRotation = Quaternion.Euler((float)a2, 0, 0);
Knie.transform.localRotation = Quaternion.Euler((float)a3, 0, 0);
pointShouldBe.transform.localPosition = foot.pos;
}
public Vector3 getLocalPos()
{
return point;
}
public Vector3 getWorldPos()
{
return point + new Vector3((float)translateX, (float)translateY, (float)translateZ);
}
public void setWorldPos(Vector3 pos)
{
this.point = pos - new Vector3((float)translateX, (float)translateY, (float)translateZ);
}
public static float Remap(float value, float from1, float to1, float from2, float to2)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
}