2025-04-30 21:28:42 +07:00
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#include "Robot/PilotComponent/RobotPilotSO100Component.h"
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2025-05-01 03:11:58 +07:00
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#include "Actors/MujocoVolumeActor.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "Robot/RobotPawn.h"
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#include "Serialization/ShaderKeyGenerator.h"
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2025-05-01 03:11:58 +07:00
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2025-04-30 21:28:42 +07:00
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URobotPilotSO100Component::URobotPilotSO100Component()
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{
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bStartWithTickEnabled = true;
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2025-04-30 21:28:42 +07:00
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}
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void URobotPilotSO100Component::BeginPlay()
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{
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Super::BeginPlay();
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}
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void URobotPilotSO100Component::TickComponent(float DeltaTime, enum ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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// Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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2025-05-02 00:21:59 +07:00
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// const auto Joints = GetCurrentJointsFromPhysicsScene();
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// const auto Controls = GetCurrentControlsFromPhysicScene();
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// UE_LOG(LogTemp, Log, TEXT("Joint: %f - Control: %f - Delta: %f"), Joints.Jaw, Controls.Jaw, Controls.Jaw - Joints.Jaw);
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}
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void URobotPilotSO100Component::SetTarget(const FTransform& TargetTransformIn)
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{
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// Set Base Values
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TargetTransform = TargetTransformIn;
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NextAnimationState();
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}
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void URobotPilotSO100Component::PrintCurrentActuators() const
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{
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PrintActuators(GetCurrentControlsFromPhysicScene());
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}
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void URobotPilotSO100Component::PrintActuators(FSo100Actuators Actuators)
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{
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const auto [Rotation, Pitch, Elbow, WristPitch, WristRoll, Jaw] = Actuators;
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UE_LOG(LogTemp, Display, TEXT("Actuators Rotation %f | Pitch %f | Elbow %f | WristPitch %f | WristRoll %f | Jaw %f"),
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Rotation,
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Pitch,
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Elbow,
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WristPitch,
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WristRoll,
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Jaw
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);
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}
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void URobotPilotSO100Component::DisableAnim()
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{
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AnimationStartTime = 0;
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}
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FSo100Actuators URobotPilotSO100Component::GetCurrentControlsFromPhysicScene() const
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{
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return FSo100Actuators
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{
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RobotOwner->PhysicsSceneProxy->GetActuatorValue(Actuator_Rotation),
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RobotOwner->PhysicsSceneProxy->GetActuatorValue(Actuator_Pitch),
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RobotOwner->PhysicsSceneProxy->GetActuatorValue(Actuator_Elbow),
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RobotOwner->PhysicsSceneProxy->GetActuatorValue(Actuator_WristPitch),
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RobotOwner->PhysicsSceneProxy->GetActuatorValue(Actuator_WristRoll),
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RobotOwner->PhysicsSceneProxy->GetActuatorValue(Actuator_Jaw),
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};
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}
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FSo100Actuators URobotPilotSO100Component::GetCurrentJointsFromPhysicsScene() const
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{
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// Due to Mujoco import plugin not renaming joint differently from controller and Unreal refusing to have 2 variables with the same name
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// Joints get a "1" appended to their name -> refacto so it's "_Joint"
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return FSo100Actuators
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{
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RobotOwner->PhysicsSceneProxy->GetJointValue(FString(Actuator_Rotation).Append("1")),
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RobotOwner->PhysicsSceneProxy->GetJointValue(FString(Actuator_Pitch).Append("1")),
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RobotOwner->PhysicsSceneProxy->GetJointValue(FString(Actuator_Elbow).Append("1")),
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RobotOwner->PhysicsSceneProxy->GetJointValue(FString(Actuator_WristPitch).Append("1")),
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RobotOwner->PhysicsSceneProxy->GetJointValue(FString(Actuator_WristRoll).Append("1")),
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RobotOwner->PhysicsSceneProxy->GetJointValue(FString(Actuator_Jaw).Append("1"))
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};
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}
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float URobotPilotSO100Component::GetDeltaSumBetweenActuatorValues(const FSo100Actuators& A, const FSo100Actuators& B)
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{
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float DeltaSum = 0;
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DeltaSum += FMath::Abs(A.Rotation) - FMath::Abs(B.Rotation);
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DeltaSum += FMath::Abs(A.Pitch) - FMath::Abs(B.Pitch);
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DeltaSum += FMath::Abs(A.Elbow) - FMath::Abs(B.Elbow);
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DeltaSum += FMath::Abs(A.WristPitch) - FMath::Abs(B.WristPitch);
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DeltaSum += FMath::Abs(A.WristRoll) - FMath::Abs(B.WristRoll);
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DeltaSum += FMath::Abs(A.Jaw) - FMath::Abs(B.Jaw);
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return DeltaSum;
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}
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double URobotPilotSO100Component::GetControlJointDeltaForActuator(FString ActuatorName) const
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{
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auto const Control = RobotOwner->PhysicsSceneProxy->GetActuatorValue(ActuatorName);
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auto const Joint = RobotOwner->PhysicsSceneProxy->GetJointValue(ActuatorName.Append("1"));
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return Control -Joint;
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}
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FSo100Actuators URobotPilotSO100Component::LerpActuators(
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const FSo100Actuators& A,
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const FSo100Actuators& B,
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const float Alpha
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)
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{
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return FSo100Actuators{
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FMath::Lerp( A.Rotation, B.Rotation, Alpha),
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FMath::Lerp( A.Pitch, B.Pitch, Alpha),
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FMath::Lerp( A.Elbow, B.Elbow, Alpha),
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FMath::Lerp( A.WristPitch, B.WristPitch, Alpha),
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FMath::Lerp( A.WristRoll, B.WristRoll, Alpha),
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FMath::Lerp( A.Jaw, B.Jaw, Alpha),
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};
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}
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void URobotPilotSO100Component::PostPhysicStepUpdate(const float SimulationTime)
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{
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// Do anything that should be done after a mj_step update
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if (AnimationStartTime > 0)
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{
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// Could be moved to if statement, but it becomes confusing - so let's keep a variable
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const bool bHasFinishedAnimation = AnimateActuators(SimulationTime);
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if (bHasFinishedAnimation)
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{
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// AnimationStartTime = 0.; // Only for debug, can be left here but useless in normal operation mode
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NextAnimationState();
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}
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}
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}
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void URobotPilotSO100Component::NextAnimationState()
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{
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const float CurrentPhysicsEngineSceneTime = RobotOwner->PhysicsSceneProxy->GetMujocoData().time;
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AnimationStartTime = CurrentPhysicsEngineSceneTime;
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AnimStartRobotActuators = GetCurrentJointsFromPhysicsScene();
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switch (CurrentAnimationState)
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{
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case 0:
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return RotateToTarget();
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case 1:
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return MoveToTarget();
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case 2:
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return CloseJaw();
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case 3:
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return MoveToDropZone();
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case 4:
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return OpenJaw();
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default:
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return BasePose();
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}
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}
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void URobotPilotSO100Component::BasePose()
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{
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UE_LOG(LogTemp, Log, TEXT("Animate -> BasePose"));
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CurrentAnimationState = 0;
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AnimationDuration = 1.5f;
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AnimTargetRobotActuators = ActuatorsRestPosition;
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}
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void URobotPilotSO100Component::RotateToTarget()
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{
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UE_LOG(LogTemp, Log, TEXT("Animate -> RotateToTarget"));
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if (TargetTransform.GetLocation() == FVector::ZeroVector)
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{
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AnimationStartTime = 0.f;
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CurrentAnimationState = 0;
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return;
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}
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// Compute Pivot Point World Location
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const auto WorldTransform = RobotOwner->RobotActor->GetActorTransform();
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const FVector PivotWorldLocation = WorldTransform.GetLocation() + WorldTransform.GetRotation().RotateVector(PivotOffset);
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// Find Yaw Rotation in degree - cache it for distance to target computation
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RotationToTarget = UKismetMathLibrary::FindLookAtRotation(
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PivotWorldLocation,
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TargetTransform.GetLocation()
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);
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// reduce/increase Yaw to not have the fixed jaw colliding with the shape - TODO use middle of the jaw instead of the wall of the jaw
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const auto Dot = FVector::DotProduct(RotationToTarget.Quaternion().GetForwardVector(), WorldTransform.GetRotation().GetForwardVector());
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const auto Mod = .1 * (Dot > 0 ? 1 : -1);
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// Convert to radians
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const auto ActuatorRotation = RotationToTarget.Yaw * (1+Mod) / 180.0f * -PI; // Looks like we are not in the same referential hence the -PI instead of PI !
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// Start the animation
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AnimTargetRobotActuators = AnimStartRobotActuators;
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AnimTargetRobotActuators.Rotation = ActuatorRotation;
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CurrentAnimationState = 1;
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AnimationDuration = .7f;
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}
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void URobotPilotSO100Component::MoveToTarget()
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{
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UE_LOG(LogTemp, Log, TEXT("Animate -> MoveToTarget"));
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// Get Pivot World
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const auto WorldTransform = RobotOwner->RobotActor->GetActorTransform();
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const FVector PivotWorldLocation = WorldTransform.GetLocation() + WorldTransform.GetRotation().RotateVector(PivotOffset);
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// Rotate Jaw offset towards target
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// Get pure 2d rotation
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RotationToTarget.Pitch = 0;
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RotationToTarget.Roll = 0;
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const auto JawOffsetToPivot = JawOffset - PivotOffset;
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const auto JawPositionWorld = RotationToTarget.RotateVector(JawOffsetToPivot) + PivotWorldLocation;
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const auto Distance = FVector::Distance(JawPositionWorld, TargetTransform.GetLocation());
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const auto AlphaExtend = FMath::Clamp(Distance / MaxReach, 0., 1.);
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// Set the target actuators values
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AnimTargetRobotActuators = GetCurrentJointsFromPhysicsScene();
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AnimTargetRobotActuators = LerpActuators(ActuatorsRestPosition, ActuatorsMaxExtendPosition, AlphaExtend);
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AnimTargetRobotActuators.Rotation = AnimStartRobotActuators.Rotation;
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PrintActuators(AnimTargetRobotActuators);
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// Start the animation
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CurrentAnimationState = 2;
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AnimationDuration = 2.f;
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DrawDebugLine(
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this->GetWorld(),
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JawPositionWorld,
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JawPositionWorld + (TargetTransform.GetLocation() - JawPositionWorld).GetSafeNormal() * Distance,
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FColor::Green,
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true
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);
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}
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void URobotPilotSO100Component::CloseJaw()
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{
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UE_LOG(LogTemp, Log, TEXT("Animate -> CloseJaw"));
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// Here we need overcurrent detection - not here actually
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AnimTargetRobotActuators.Jaw = ClosedJaw;
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// Reset TargetTransform
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TargetTransform = FTransform();
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// Start the animation
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bDetectOverCurrent = true;
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CurrentAnimationState = 3;
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2025-05-01 20:34:04 +07:00
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AnimationDuration = 2.f;
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2025-05-01 03:11:58 +07:00
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}
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void URobotPilotSO100Component::MoveToDropZone()
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{
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2025-05-01 20:34:04 +07:00
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UE_LOG(LogTemp, Log, TEXT("Animate -> MoveToDropZone"));
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2025-05-01 20:10:56 +07:00
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AnimTargetRobotActuators = ActuatorsDropZone;
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AnimTargetRobotActuators.Rotation = ActuatorsDropZone.Rotation * (FMath::RandBool() ? 1. : -1.);
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2025-05-02 00:21:59 +07:00
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AnimTargetRobotActuators.Jaw = GetCurrentJointsFromPhysicsScene().Jaw;
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2025-05-01 20:10:56 +07:00
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CurrentAnimationState = 4;
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AnimationDuration = 3.f;
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2025-05-01 03:11:58 +07:00
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}
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void URobotPilotSO100Component::OpenJaw()
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{
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2025-05-01 20:34:04 +07:00
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UE_LOG(LogTemp, Log, TEXT("Animate -> OpenJaw"));
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2025-05-01 20:10:56 +07:00
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AnimTargetRobotActuators.Jaw = OpenedJaw;
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CurrentAnimationState = 5;
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AnimationDuration = 0.6f;
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2025-05-01 03:11:58 +07:00
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}
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|
2025-05-01 20:10:56 +07:00
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bool URobotPilotSO100Component::AnimateActuators(const float SimulationTime)
|
2025-04-30 21:28:42 +07:00
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{
|
2025-05-01 03:11:58 +07:00
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const double AnimAlpha = FMath::Clamp((SimulationTime - AnimationStartTime) / AnimationDuration, 0., 1.);
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|
2025-05-01 20:10:56 +07:00
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// Need to wait for the joints to be in the right position before switching to next animation
|
2025-05-02 00:21:59 +07:00
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const auto DeltaSum = GetDeltaSumBetweenActuatorValues(AnimTargetRobotActuators, GetCurrentJointsFromPhysicsScene());
|
2025-05-01 20:10:56 +07:00
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// Alternative Animation completion event - checking for over-current
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if (bDetectOverCurrent && GetControlJointDeltaForActuator(Actuator_Jaw) > OverCurrentThreshold)
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|
{
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bDetectOverCurrent = false;
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|
return true;
|
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|
}
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|
2025-05-01 20:34:04 +07:00
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// UE_LOG(LogTemp, Log, TEXT("AnimationAlpha: %f - Delta: %f"), AnimAlpha, DeltaSum);
|
2025-05-01 20:10:56 +07:00
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|
2025-05-01 03:11:58 +07:00
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|
// Stop the animation if we reached the target
|
2025-05-01 20:10:56 +07:00
|
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|
if (AnimAlpha >= 1. && DeltaSum <= .001) return true;
|
2025-05-01 03:11:58 +07:00
|
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|
|
// Rotation
|
2025-05-02 00:21:59 +07:00
|
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|
|
RobotOwner->PhysicsSceneProxy->SetActuatorValue(Actuator_Rotation, FMath::Lerp(
|
2025-05-01 03:11:58 +07:00
|
|
|
|
AnimStartRobotActuators.Rotation,
|
|
|
|
|
AnimTargetRobotActuators.Rotation,
|
|
|
|
|
AnimAlpha
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
// Pitch
|
2025-05-02 00:21:59 +07:00
|
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|
|
RobotOwner->PhysicsSceneProxy->SetActuatorValue(Actuator_Pitch, FMath::Lerp(
|
2025-05-01 03:11:58 +07:00
|
|
|
|
AnimStartRobotActuators.Pitch,
|
|
|
|
|
AnimTargetRobotActuators.Pitch,
|
|
|
|
|
AnimAlpha
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
// Elbow
|
2025-05-02 00:21:59 +07:00
|
|
|
|
RobotOwner->PhysicsSceneProxy->SetActuatorValue(Actuator_Elbow, FMath::Lerp(
|
2025-05-01 03:11:58 +07:00
|
|
|
|
AnimStartRobotActuators.Elbow,
|
|
|
|
|
AnimTargetRobotActuators.Elbow,
|
|
|
|
|
AnimAlpha
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
// WristPitch
|
2025-05-02 00:21:59 +07:00
|
|
|
|
RobotOwner->PhysicsSceneProxy->SetActuatorValue(Actuator_WristPitch, FMath::Lerp(
|
2025-05-01 03:11:58 +07:00
|
|
|
|
AnimStartRobotActuators.WristPitch,
|
|
|
|
|
AnimTargetRobotActuators.WristPitch,
|
|
|
|
|
AnimAlpha
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
// WristRoll
|
2025-05-02 00:21:59 +07:00
|
|
|
|
RobotOwner->PhysicsSceneProxy->SetActuatorValue(Actuator_WristRoll, FMath::Lerp(
|
2025-05-01 03:11:58 +07:00
|
|
|
|
AnimStartRobotActuators.WristRoll,
|
|
|
|
|
AnimTargetRobotActuators.WristRoll,
|
|
|
|
|
AnimAlpha
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
// Jaw
|
2025-05-02 00:21:59 +07:00
|
|
|
|
RobotOwner->PhysicsSceneProxy->SetActuatorValue(Actuator_Jaw, FMath::Lerp(
|
2025-05-01 03:11:58 +07:00
|
|
|
|
AnimStartRobotActuators.Jaw,
|
|
|
|
|
AnimTargetRobotActuators.Jaw,
|
|
|
|
|
AnimAlpha
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
return false;
|
2025-04-30 21:28:42 +07:00
|
|
|
|
}
|