Vektor:
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 ); } }
Joint:
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() {
Schritt - Datenstruktur zur Steuerung des Fußes:
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;
Bein:
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);
Roboter:
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() }); } }
Aber zum Zeichnen benötigen Sie noch ein paar Klassen:
Leinwand umwickeln:
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 };
In der Beinklasse gibt es eine Methode zum Abrufen der aktuellen Koordinaten der Gelenke. Dies sind die Koordinaten, die wir zeichnen werden.
Also habe ich auch eine Zeichnung der Punkte hinzugefügt, an denen sich der Fuß in den N letzten Zecken befand.
Und schließlich ein Mitarbeiter, der die Simulation ausführt:
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); } }