2026: OpenSCAD robot and remote, physical joint limits, model in Unity

hardware/openscad/ rebuilds the broken Fusion models as OpenSCAD:
body (top/bottom plate, standoffs, battery bay, switch), legs (coxa
bracket, femur link, tibia, horn adapters, TPU socks, servo cables),
the whole robot, and the remote (shell, lid, Nextion 3.5", JH-D400X-R4
sticks, 18650 UPS board, IMU, Teensy 4.0, USB-C breakout). Every part
was checked by slicing against the original STEP solids; the original's
bugs are fixed and listed in PLANNING.md.

The robot now uses a hexagon leg layout (corner legs 60 deg round from
the mid legs; the corner coxa brackets need turning on their splines).
Physical limits from a collision sweep of the model are in Config.h:
per-leg coxa limits and LEG_CLEARANCE_MM 56 (a leg is 55.2 mm wide at
the joints); the sim API exports them (version 7). sim_smoke passes.

Unity loads the model (export_unity.py -> Resources/OpenScadModel,
OpenScadModel.cs builds a new rig in place of the old scene's robot).
The PCB model's mounting holes now use the exact EasyEDA grid. README
shows renders of both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
mangavalkandClaude Opus 5.5 committed 2026-11-14 12:14:32 +01:00
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@@ -168,6 +168,11 @@ Remote stick-frame convention: logical X + = right, Y + = forward, twist +
- `HexapodSimBootstrap` auto-adds `HexapodSimulation` in any scene and
disables the old scripts (`Walk`, `RotationControl`, `Leg`,
`HandleHoystick`). Those are kept for reference only.
- `OpenScadModel` replaces the old scene's robot with the OpenSCAD model
(meshes from `hardware/openscad/export_unity.py` in
`Resources/OpenScadModel/`): it builds a new rig with the same names at
the Config.h geometry, whose rest pose (coxa 0, femur 0, tibia -90) is
the zero rotation. `HexapodSimulation.useOpenScadModel` turns it off.
- `HexapodSimNative` loads a temp copy of the DLL via
LoadLibrary/GetProcAddress, so there's no file lock and each Play is a
fresh power-on.
@@ -212,14 +217,25 @@ Robot (`robot/README.md` has detail):
- `Config.h` geometry now comes from the Unity model (owner's request),
1 unit = 10 mm:
- legs at X ±100 / 0, Y ±50 / ±65 mm,
- mount angles ±90° (coxa straight sideways at servo center),
- mount angles ±30° / ±90° / ±150° (hexagon layout, owner's request: mid
legs sideways, corner legs 60° further round; coxa direction at servo
centre — the corner brackets sit 60° round on their splines),
- coxa/femur/tibia 55/100/150 mm,
- stance radius 75 (so 130 mm out from the coxa pivot), height 150 mm.
The old scene's `Leg.translateX` = ±5 was only the old code's rotation
pivot; the rig hips are at x ±10. Still to confirm on the real chassis:
joint limits, servo pins, µs/deg calibration, `MAX_JOINT_DEG_S` (in
servo pins, µs/deg calibration, `MAX_JOINT_DEG_S` (in
robot.ino), the Limits envelope, InputMapper maxima.
- **Geometry and limits confirmed against the CAD (owner's request):** the
OpenSCAD rebuild of the real chassis (`hardware/openscad/`, see its
`PLANNING.md`) has exactly these mounts and 55/100/150 mm links (tibia to
the centre of a 10 mm foot ball; femur/knee axes in the coxa pivot plane,
13.5 mm above the bottom plate). Its collision sweep gave the joint
limits now in `Config.h`: coxa limits are **per leg**
(`COXA_MIN_DEG[i]`/`COXA_MAX_DEG[i]`; all ±60 in the hexagon layout, but in
the old sideways layout a corner leg only swung ~36° towards its mid leg),
and `LEG_CLEARANCE_MM` is 56 (a leg is 55.2 mm wide at the joints). The sim API exports the per-leg coxa limits (version 7).
- **Fixed (owner-approved):** the `Kinematics.cpp` femur elevation sign
(`atan2(local_z, horiz)`; it used to solve for a foot above the hip, so
every solution was invalid). Stance pose is now femur −1.2°, tibia