#
# See the exercise "Walker.pdf" from Walker.html
# in http://www.physics.cornell.edu/~myers/teaching/ComputationalMethods/ComputerExercises/
#
"""Implements "The Simplest Walking Model" by Garcia, Chatterjee,
Ruina, and Coleman."""
from scipy.integrate import odeint
from scipy import *
import WalkerGraphics
import imp
imp.reload(WalkerGraphics)
class Walker:
def __init__(self, L=1.0,
theta=0.2, thetaDot=-0.2,
phi=0.4001, phiDot=0.0,
gamma=0.009,
stanceFootPos=[0, 0, 0],
with_graphics=False):
"""Creates a new Walker and initializes class instance
variables based on input, e.g.,
self.theta = theta; etc.
If the with_graphics flag is True, then create an instance
of WalkerGraphics.WalkerDisplay, e.g.,
self.graphics = WalkerGraphics.WalkerDisplay(self)
"""
self.L, self.theta, self.thetaDot, self.phi, self.phiDot, self.gamma \
= L, theta, thetaDot, phi, phiDot, gamma
self.stanceFootPos = array(stanceFootPos)
self.with_graphics = with_graphics
if with_graphics:
self.graphics = WalkerGraphics.WalkerDisplay(self)
else:
self.graphics = None
def GetStateVector(self):
"""Returns [theta, thetaDot, phi, phiDot]"""
return array([self.theta, self.thetaDot, self.phi, self.phiDot])
def SetStateVector(self, stateVector):
"""Sets [theta, thetaDot, phi, phiDot]"""
self.theta, self.thetaDot, self.phi, self.phiDot = stateVector
def GetBodyPos(self):
"""Calculate body position from stance foot position and theta
3D vector: z-component zero"""
return self.stanceFootPos \
+ [-self.L * sin(self.theta), self.L * cos(self.theta), 0]
def GetStanceFootPos(self):
"""Returns stance foot position"""
return self.stanceFootPos
def SetStanceFootPos(self, stanceFootPos):
"""Sets stance foot position"""
self.stanceFootPos = stanceFootPos
def GetSwingFootPos(self):
"""Calculates swing foot position from body position, phi, and theta
3D vector: z-component zero"""
return self.GetBodyPos() \
+ [-self.L * sin(self.phi - self.theta),
-self.L * cos(self.phi - self.theta), 0]
def CollisionCondition(self):
"""Returns condition c for heel strike"""
return self.phi - 2. * self.theta
def RoundCollisionConditionPositive(self):
"""Adjust phi by -2.0*c after heel strike if c<0
Check to see that new collision condition > 0
Prints error if c<-1.0e-10 (c should be near zero)"""
c = self.CollisionCondition()
if c < 0:
if c < -1.0e-10:
print("Unexpectedly large negative collision condition = ", c,
" after heelstrike")
self.phi = self.phi - 2.0 * c
if self.CollisionCondition() < 0:
print("Problems with collision condition")
def dydt(self, y, t):
"""
Defines evolution law yDot = dydt(y,t) for odeint.
Notice that theta, thetaDot, phi, and phiDot must be
unpacked from y: they are NOT the internal angular variables
self.theta, self.thetaDot, ...
#
Why is this? Odeint doesn't even know that dydt involves a Walker.
One could first update Walker's internal variables from y and then
use the internal variables to calculate dydt. That's less efficient,
and also odeint is likely to calculate with intermediate values of
theta, thetaDot, phi, and phiDot that aren't in the end part of the
trajectory. So we recommend writing a dydt function that uses
the structural parameters like self.gamma, but not the internal state
angle variables
"""
theta, thetaDot, phi, phiDot = y
thetaDotdot = sin(theta - self.gamma)
phiDotdot = thetaDotdot + \
(thetaDot**2) * sin(phi) - cos(theta - self.gamma) * sin(phi)
return [thetaDot, thetaDotdot, phiDot, phiDotdot]
def dzdc(self, z, c):
"""z = (theta, thetadot, phi, phidot, t)
c = phi-2 theta = 0 at collision
Define evolution law dz/dc = dzdt / dc/dt
dzdc (and dydt above) do not change the current state of the
Walker or refer to it (except for the parameter gamma), since they
are passed from odeint a state vector at which a derivative is to
be evaluated."""
theta, thetaDot, phi, phiDot, t = z
y = array([theta, thetaDot, phi, phiDot])
thetaDot, thetaDotdot, phiDot, phiDotdot = self.dydt(y, t)
cDot = phiDot - 2. * thetaDot
return [thetaDot / cDot, thetaDotdot / cDot, phiDot / cDot, phiDotdot / cDot,
1. / cDot]
def ExecuteHeelstrike(self):
"""ExecuteHeelstrike switches roles of swing and stance legs, and
changes momenta of legs based on impulse from heel, according
to equation (4) in Garcia et al. above.
ExecuteHeelstrike assumes the current state of the Walker has
been set, and updates that state.
After ExecuteHeelstrike is run, phi is reset by
RoundCollisionConditionPositive to be big enough so that
CollisionCondition is just barely greater than zero."""
# Heelstrike exchanges swing and stance legs
self.SetStanceFootPos(self.GetSwingFootPos())
# Copy pre-heelstrike variables
theta, thetaDot, phi, phiDot = \
self.theta, self.thetaDot, self.phi, self.phiDot
# Heelstrike changes momenta, exchanges legs
self.theta = -theta # Stuck leg has angle theta-phi = -theta
self.thetaDot = cos(2. * theta) * thetaDot # From eq. 4
self.phi = -2. * theta # Exchange of swinging leg
self.phiDot = cos(2. * theta) * \
(1. - cos(2. * theta)) * thetaDot # eq. 4
self.RoundCollisionConditionPositive()
# Alternative method: use matrix multiplication
# strikeMatrix = array([[-1., 0., 0., 0.],
# [0, cos(2.*z[0]), 0., 0.],
# [-2., 0., 0., 0.],
# [0., cos(2.*z[0])*(1.-cos(2.*z[0])), 0., 0.]])
#ynew = dot(strikeMatrix, z[0:4])
# w.SetStateVector(ynew)
def Walk(self, t_initial, t_final, dt=0.1):
"""Walk takes whatever number of Steps is needed to get from
t_initial to t_final, stepping by dt. If Step returns a time,
it executes a heelstrike and uses that time; otherwise it assumes
Step ran to t_final"""
t_cur = t_initial
while t_cur < t_final:
t_step = self.Step(t_cur, t_final, dt)
if t_step is None:
t_cur = t_final # non heelstrike return from Step
else:
t_cur = t_step
self.ExecuteHeelstrike()
def Step(self, t_initial, t_final, dt=0.1):
"""Step walks until the next heelstrike or t_final, whichever comes
first. Step returns None if it reaches t_final, otherwise it
returns the heelstrike time.
Step does not execute the heelstrike, so that must be called
separately if a heelstrike condition has been reached.
Step runs forward in time in steps of dt until either t_final or
it passes a heelstrike (condition condition c changes from negative
to positive). When it passes a heelstrike, it changes variables
from time t to c and integrates backwards to c=0. It sets the state
of the walker before returning.
If the WalkerGraphics is turned on, then once per Step,
call self.graphics.update() for animating the motion.
"""
old_CollisionCondition = self.CollisionCondition()
t = t_initial
while t < t_final:
if self.with_graphics:
self.graphics.update()
tf = min(t + dt, t_final)
self.SetStateVector(odeint(self.dydt, self.GetStateVector(),
array([t, tf]))[-1])
if old_CollisionCondition < 0 and self.CollisionCondition() >= 0:
# Run backward to heelstrike
y = self.GetStateVector()
z0 = [y[0], y[1], y[2], y[3], t]
z = odeint(self.dzdc, z0, array(
[self.CollisionCondition(), 0.]))[-1]
# before heelstrike
self.SetStateVector([z[0], z[1], z[2], z[3]])
t = z[4]
return t
old_CollisionCondition = self.CollisionCondition()
t = tf
return None
def test():
w = Walker(with_graphics=True)
dt = 0.01
t_initial = 0.
t_final = 5.
w.Walk(t_initial, t_final, dt)
return w
if __name__ == '__main__':
w = test()
# Copyright (C) Cornell University
# All rights reserved.
# Apache License, Version 2.0