الموجه:
class Vector { constructor(x, y, z) { this.x = x; this.y = y; this.z = z; }; distanceTo(vector) { return Math.sqrt(Math.pow(this.x - vector.x, 2) + Math.pow(this.y - vector.y, 2) + Math.pow(this.z - vector.z, 2)); } diff(vector) { return new Vector( this.x - vector.x, this.y - vector.y, this.z - vector.z ); } add(vector) { return new Vector( this.x + vector.x, this.y + vector.y, this.z + vector.z ); } }
مشترك:
class Joint { constructor(angle, position, length) { this.angle = angle; this.position = position; this.length = length; this.targetAngle = angle; this.previousAngle = angle; this.velocity = 0; }; setTargetAngle(targetAngle) { this.targetAngle = targetAngle; this.velocity = this.targetAngle - this.normalizeAngle(this.angle); } normalizeAngle(angle) { while (angle <= -Math.PI) angle += Math.PI * 2; while (angle > Math.PI) angle -= Math.PI * 2; return angle; } getCurrentVelocity() {
الخطوة - بنية البيانات للسيطرة على القدم:
class Step { constructor( idlePosition,//vector relative to inner joint angle,//step direction length,//step length height,//step height phaseShift// ) { this.idlePosition = idlePosition; this.angle = angle;
ساق:
class Leg { constructor( vehicleCenter, innerJoint, midJoint, outerJoint, step, phaseStep ) { this.vehicleCenter = vehicleCenter; this.innerJoint = innerJoint; this.midJoint = midJoint; this.outerJoint = outerJoint; this.step = step; this.phaseStep = phaseStep; this.innerJoint.length = innerJoint.position.distanceTo(midJoint.position);
الروبوت:
class Hexapod { constructor(phaseStep) { this.idleHeight = -70; this.stepAngle = 0; this.turnAngle = 0; this.stepLength = 70; this.stepHeight = 30; this.debugPoints = []; const vehicleCenter = new Vector(0, 0, 0); this.legs = [ new Leg( vehicleCenter, new Joint(0, new Vector(-70, 10, 0), 50), new Joint(0, new Vector(-70, 60, 0), 50), new Joint(0, new Vector(-70, 110, 0), 70), new Step(new Vector(-30, 90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 0), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(-70, -10, 0), 50), new Joint(0, new Vector(-70, -60, 0), 50), new Joint(0, new Vector(-70, -110, 0), 70), new Step(new Vector(-30, -90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 180), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(0, 10, 0), 50), new Joint(0, new Vector(0, 60, 0), 50), new Joint(0, new Vector(0, 110, 0), 70), new Step(new Vector(0, 100, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 180), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(0, -10, 0), 50), new Joint(0, new Vector(0, -60, 0), 50), new Joint(0, new Vector(0, -110, 0), 70), new Step(new Vector(0, -100, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 0), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(70, 10, 0), 50), new Joint(0, new Vector(70, 60, 0), 50), new Joint(0, new Vector(70, 110, 0), 70), new Step(new Vector(30, 90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 0), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(70, -10, 0), 50), new Joint(0, new Vector(70, -60, 0), 50), new Joint(0, new Vector(70, -110, 0), 70), new Step(new Vector(30, -90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 180), phaseStep ), ]; } applyPhase(phase) { this.legs.forEach(function (leg) { leg.applyPhase(phase); }); } changeHeight(value) { this.legs.forEach(function (leg) { leg.applyStepHeight(this.idleHeight + value); }, this); } changeStepLength(value) { this.stepLength += value; this.legs.forEach(function (leg) { leg.step.length = this.stepLength; leg.preCalculateAngles(); }, this); } applyTurn1(centerX, centerY) { const angleToAxis = Math.atan2(centerX, centerY); const distanceToAxis = Math.hypot(centerX, centerY); distanceToAxis = 1000/distanceToAxis; this.legs.forEach(leg => { const dx = leg.step.idlePosition.x + leg.innerJoint.position.x + Math.sin(angleToAxis)*distanceToAxis || 0; const dy = leg.step.idlePosition.y + leg.innerJoint.position.y + Math.cos(angleToAxis)*distanceToAxis || 0; const angle = Math.atan2(dy,dx); const hypIdle = Math.hypot(dx, dy); leg.applyStepAngle(angle+Math.PI/2); leg.step.length = this.stepLength *hypIdle/ ((distanceToAxis || 0) + 1000); }); } applyTurn(centerX, centerY) { this.stepAngle = Math.atan2(centerX, centerY); if (this.stepAngle > Math.PI / 2) this.stepAngle -= Math.PI; if (this.stepAngle < -Math.PI / 2) this.stepAngle += Math.PI; const mults = this.legs.map(leg => Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y, leg.step.idlePosition.x + leg.innerJoint.position.x) / Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y + centerY*.3, leg.step.idlePosition.x + leg.innerJoint.position.x + centerX*.3)); const minMult = Math.min(...mults); const maxMult = Math.max(...mults); const mult = minMult / maxMult; const d = Math.pow(Math.max(...this.legs.map(leg =>Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y, leg.step.idlePosition.x + leg.innerJoint.position.x))),2)/Math.hypot(centerX,centerY); const a = Math.atan2(centerX,centerY); this.legs.forEach(leg => { const dx = leg.step.idlePosition.x + leg.innerJoint.position.x; const dy = leg.step.idlePosition.y + leg.innerJoint.position.y; const idleAngle = Math.atan2(dx, dy) + this.stepAngle; const turnAngle = Math.atan2(dx + centerX, dy + centerY); const hypIdle = Math.hypot(dx, dy); const hyp = Math.hypot(dx + centerX, dy + centerY); leg.applyStepAngle(turnAngle - idleAngle); leg.step.length = this.stepLength * hyp / hypIdle * mult; }); this.debugPoints = [new Vector(Math.sin(a)*-d,Math.cos(a)*-d,0)]; } tick() { this.legs.forEach(function (leg) { leg.tick(); }); } getVectors() { return this.legs.map(function (leg) { return leg.getVectors() }); } }
ولكن للرسم ، تحتاج إلى بعض الفصول الإضافية:
التفاف على قماش:
class Canvas { constructor(id, label, axisSelectorX, axisSelectorY) { const self = this; this.id = id; this.label = label; this.canvas = document.getElementById(id); this.ctx = this.canvas.getContext('2d'); this.axisSelectorX = axisSelectorX; this.axisSelectorY = axisSelectorY; this.canvasHeight = this.canvas.offsetHeight; this.canvasWidth = this.canvas.offsetWidth; this.initialY = this.canvasHeight / 2; this.initialX = this.canvasWidth / 2; this.traceCounter = 0; this.maxTraces = 50; this.traces = {}; const axisSize = 150; this.axisVectors = [ [ new Vector(-axisSize, -axisSize, -axisSize), new Vector(-axisSize, -axisSize, axisSize) ], [ new Vector(-axisSize, -axisSize, -axisSize), new Vector(-axisSize, axisSize, -axisSize) ], [ new Vector(-axisSize, -axisSize, -axisSize), new Vector(axisSize, -axisSize, -axisSize) ], ] this.mouseOver = false; this.mousePos = { x: 0, y: 0 };
هناك طريقة في فئة الساق للحصول على الإحداثيات الحالية للمفاصل. هذه هي الإحداثيات التي سنرسمها.
لذا أضفت أيضًا رسمًا للنقاط حيث كانت القدم في علامة N الأخيرة.
وأخيرًا ، عامل سيدير المحاكاة:
class Worker { constructor(tickTime) { const self = this; this.phaseStep = 5; this.tickTime = tickTime; const tan30 = Math.tan(Math.PI / 6); const scale = 0.7; this.canvases = [ new Canvas('canvasForward', 'yz Forward', function (v) { return vy }, function (v) { return vz }), new Canvas('canvasSide', 'xz Side', function (v) { return vx }, function (v) { return vz }), new Canvas('canvasTop', 'xy Top', function (v) { return vx }, function (v) { return -vy }), new Canvas('canvasIso', 'xyz Iso', function (v) { return vx * scale + vy * scale }, function (v) { return vz * scale + vx * tan30 * scale - vy * tan30 * scale }), ]; this.bot = new Hexapod(this.phaseStep); this.phase = 0; this.focus = true; window.addEventListener('focus', function () { console.log('focus'); self.focus = true; }); window.addEventListener('blur', function () { console.log('blur'); self.focus = false; }); this.start(); } tick(argument) { const canvasForward = this.canvases[0]; const bot = this.bot; if (canvasForward.mouseOver) { bot.changeHeight(-canvasForward.mousePos.y); } else { bot.changeHeight(0); } const canvasTop = this.canvases[2]; if (canvasTop.mouseOver) { bot.applyTurn(-canvasTop.mousePos.x, -canvasTop.mousePos.y); } else { bot.applyTurn(0, 0); } this.phase = (this.phase + this.phaseStep) % 360; bot.applyPhase(this.phase); bot.tick(); const vectors = bot.getVectors(); this.canvases.forEach(function (c) { c.clear(false); c.drawVectors(vectors); c.drawPoints(bot.debugPoints); }); } start() { this.stop(); this.interval = setInterval((function (self) { return function () { if (self.focus) { self.tick(); } } })(this), this.tickTime); } stop() { clearInterval(this.interval); } }