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Inverse kinematics for controlling arm from joystick-serial #39
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@Viha123 I've got some of this working (barely) in the inverse-kinematics branch. The next things we need to figure out are how to properly construct our chain, how to put the correct constraints on it, and how to convert the output from result to our format for arm angles. |
The control system (in Target.jsx) needs to be updated to only accept input within the correct component, and to scale the x/y coordinates proportionally to that component instead of to the whole window. Right now clicking on the center of the screen is the only way to send input at the center of the model, even when it is not actually centered on the screen. This is a nice React task that doesn't strictly require other libraries, so a good way to improve React fundamentals. |
@starphys Could you break these tasks into separate issues when you find the time? I want people to know all the different things going on. Thanks! |
Current state of IK: We have a 3D representation of the arm (not to scale) rendering in a pane on mission control. Clicking in the pane sets a point in the xy plane, and the solver moves the end effector to that point. It obeys the angle constraints we set on each joint, which loosely correspond to the real constraints of our physical arm. We have functions that can parse the solutions for each joint to angles that are appropriate to send to the arm motors. There are a few issues, the most noticeable one being that the solver struggles to rotate the rotunda when it would have to move exactly 180 degrees. This will be easy enough to work around when we have a better system for inputting Z values. |
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