def store_initial_vectors(self): self.body_to_foot_vector = vector_from_to(self.body_contact, self.foot_tip) # find the coxia vector which is the vector # from body contact point to joint between coxia and femur limb projection = project_vector_onto_plane( self.body_to_foot_vector, self.hexapod.z_axis ) self.unit_coxia_vector = get_unit_vector(projection) self.coxia_vector = scalar_multiply(self.unit_coxia_vector, self.hexapod.coxia) # coxia point / joint is the point connecting the coxia and tibia limbs coxia_point = add_vectors(self.body_contact, self.coxia_vector) if coxia_point.z < self.foot_tip.z: raise Exception(COXIA_ON_GROUND_ALERT_MSG)
def inverse_kinematics_update(hexapod, ik_parameters): tx = ik_parameters["percent_x"] * hexapod.mid ty = ik_parameters["percent_y"] * hexapod.side tz = ik_parameters["percent_z"] * hexapod.tibia rotx, roty, rotz = ( ik_parameters["rot_x"], ik_parameters["rot_y"], ik_parameters["rot_z"], ) hexapod.update_stance(ik_parameters["hip_stance"], ik_parameters["leg_stance"]) hexapod.detach_body_rotate_and_translate(rotx, roty, rotz, tx, ty, tz) if body_contact_shoved_on_ground(hexapod): raise Exception(BODY_ON_GROUND_ALERT_MSG) x_axis = Vector(1, 0, 0) legs_up_in_the_air = [] for i in range(hexapod.LEG_COUNT): leg_name = hexapod.legs[i].name body_contact = hexapod.body.vertices[i] foot_tip = hexapod.legs[i].foot_tip() body_to_foot_vector = vector_from_to(body_contact, foot_tip) # find the coxia vector which is the vector # from body contact point to joint between coxia and femur limb projection = project_vector_onto_plane(body_to_foot_vector, hexapod.z_axis) unit_coxia_vector = get_unit_vector(projection) coxia_vector = scalar_multiply(unit_coxia_vector, hexapod.coxia) # coxia point / joint is the point connecting the coxia and tibia limbs coxia_point = add_vectors(body_contact, coxia_vector) if coxia_point.z < foot_tip.z: raise Exception(COXIA_ON_GROUND_ALERT_MSG) # ******************* # 1. Compute p0, p1 and (possible) p3 wrt leg frame # ******************* p0 = Vector(0, 0, 0) p1 = Vector(hexapod.coxia, 0, 0) # Find p3 aka foot tip (ground contact) with respect to the local leg frame rho = angle_between(unit_coxia_vector, body_to_foot_vector) body_to_foot_length = length(body_to_foot_vector) p3x = body_to_foot_length * np.cos(np.radians(rho)) p3z = -body_to_foot_length * np.sin(np.radians(rho)) p3 = Vector(p3x, 0, p3z) # ******************* # 2. Compute p2, beta, gamma and final p3 wrt leg frame # ******************* # These values are needed to compute # p2 aka tibia joint (point between femur limb and tibia limb) coxia_to_foot_vector2d = vector_from_to(p1, p3) d = length(coxia_to_foot_vector2d) # If we can form this triangle this means # we can probably can reach the target ground contact point if is_triangle(hexapod.tibia, hexapod.femur, d): # ................................. # CASE A: a triangle can be formed with # coxia to foot vector, hexapod's femur and tibia # ................................. theta = angle_opposite_of_last_side(d, hexapod.femur, hexapod.tibia) phi = angle_between(coxia_to_foot_vector2d, x_axis) beta = theta - phi # case 1 or 2 if p3.z > 0: # case 3 beta = theta + phi z_ = hexapod.femur * np.sin(np.radians(beta)) x_ = p1.x + hexapod.femur * np.cos(np.radians(beta)) p2 = Vector(x_, 0, z_) femur_vector = vector_from_to(p1, p2) tibia_vector = vector_from_to(p2, p3) gamma = 90 - angle_between(femur_vector, tibia_vector) if p2.z < p3.z: raise Exception(cant_reach_alert_msg(leg_name, "blocking")) else: # ................................. # CASE B: It's impossible to reach target ground point # ................................. if d + hexapod.tibia < hexapod.femur: raise Exception(cant_reach_alert_msg(leg_name, "femur")) if d + hexapod.femur < hexapod.tibia: raise Exception(cant_reach_alert_msg(leg_name, "tibia")) # Then hexapod.femur + hexapod.tibia < d: legs_up_in_the_air.append(leg_name) LEGS_TOO_SHORT, alert_msg = legs_too_short(legs_up_in_the_air) if LEGS_TOO_SHORT: raise Exception(alert_msg) femur_tibia_direction = get_unit_vector(coxia_to_foot_vector2d) femur_vector = scalar_multiply(femur_tibia_direction, hexapod.femur) p2 = add_vectors(p1, femur_vector) tibia_vector = scalar_multiply(femur_tibia_direction, hexapod.tibia) p3 = add_vectors(p2, tibia_vector) # Find beta and gamma gamma = 0.0 leg_x_axis = Vector(1, 0, 0) beta = angle_between(leg_x_axis, femur_vector) if femur_vector.z < 0: beta = -beta # Final p1, p2, p3, beta and gamma computed at this point not_within_range, alert_msg = beta_gamma_not_in_range( beta, gamma, leg_name) if not_within_range: raise Exception(alert_msg) # ******************* # 3. Compute alpha and twist_frame # Find frame used to twist the leg frame wrt to hexapod's body contact point's x axis # ******************* alpha, twist_frame = find_twist_frame(hexapod, unit_coxia_vector) alpha = compute_twist_wrt_to_world(alpha, hexapod.body.COXIA_AXES[i]) alpha_limit, alert_msg = angle_above_limit(alpha, ALPHA_MAX_ANGLE, leg_name, "(alpha/coxia)") if alpha_limit: raise Exception(alert_msg) # ******************* # 4. Update hexapod points and finally update the pose # ******************* points = [p0, p1, p2, p3] might_print_points(points, leg_name) # Convert points from local leg coordinate frame to world coordinate frame for point in points: point.update_point_wrt(twist_frame) if ASSERTION_ENABLED: assert hexapod.body_rotation_frame is not None, "No rotation frame!" point.update_point_wrt(hexapod.body_rotation_frame) point.move_xyz(body_contact.x, body_contact.y, body_contact.z) might_sanity_leg_lengths_check(hexapod, leg_name, points) might_sanity_beta_gamma_check(beta, gamma, leg_name, points) # Update hexapod's points to what we computed update_hexapod_points(hexapod, i, points) poses[i]["coxia"] = alpha poses[i]["femur"] = beta poses[i]["tibia"] = gamma might_print_ik(poses, ik_parameters, hexapod) return poses, hexapod