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>
141 lines
6.9 KiB
C#
141 lines
6.9 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace HexapodSim
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{
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// Swaps the old scene's robot for the OpenSCAD model (hardware/openscad,
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// exported by export_unity.py into Resources/OpenScadModel). Builds a new
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// rig under the same chassis with the names HexapodSimulation looks for
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// (Leg > hip1 > Hip2 > Knie, plus the Point foot marker), with its pivots
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// exactly at the Config.h geometry, and hides the old visuals. The meshes
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// are in the rest pose (coxa 0, femur 0, tibia -90), which is the rig's
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// zero rotation, so the existing joint driving moves them correctly.
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public static class OpenScadModel
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{
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const string Folder = "OpenScadModel/";
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public static bool Available => Resources.Load<TextAsset>(Folder + "body") != null;
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public static void Build(Transform chassis, HxGeometry g, ForwardAxis f, float unitsPerMm)
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{
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Material template = null;
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foreach (var r in chassis.GetComponentsInChildren<Renderer>(true))
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{
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if (template == null && r.sharedMaterial) template = r.sharedMaterial;
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r.enabled = false;
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}
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foreach (var t in Object.FindObjectsByType<Transform>())
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if (t.name == "Leg" && HasChild(t, "hip1")) t.gameObject.SetActive(false);
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var shader = Shader.Find("Standard") ?? (template ? template.shader : null);
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AddMesh(chassis, "OpenSCAD body", Folder + "body", Quaternion.identity, f, unitsPerMm, shader);
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for (int i = 0; i < g.numLegs; i++)
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{
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string side = g.mountAngleDeg[i] > 0 ? "left" : "right";
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float a = g.mountAngleDeg[i] * Mathf.Deg2Rad;
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var root = new GameObject("Leg").transform;
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root.SetParent(chassis, false);
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root.localPosition = RobotFrame.ToUnity(new Vector3(g.mountXmm[i], g.mountYmm[i], 0), f) * unitsPerMm;
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root.localRotation = Quaternion.LookRotation(
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RobotFrame.ToUnity(new Vector3(Mathf.Cos(a), Mathf.Sin(a), 0), f), Vector3.up);
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// The meshes are exported as a leg pointing straight sideways (mount
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// +90 left, -90 right) in chassis axes; in the joint's own frame that
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// is the same for any mount angle.
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float refRad = (side == "left" ? 90f : -90f) * Mathf.Deg2Rad;
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Quaternion toJoint = Quaternion.Inverse(Quaternion.LookRotation(
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RobotFrame.ToUnity(new Vector3(Mathf.Cos(refRad), Mathf.Sin(refRad), 0), f), Vector3.up));
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var hip1 = Child(root, "hip1", Vector3.zero);
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AddMesh(hip1, "coxa", Folder + $"leg_{side}_coxa", toJoint, f, unitsPerMm, shader);
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var hip2 = Child(hip1, "Hip2", new Vector3(0, 0, g.coxaMm * unitsPerMm));
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AddMesh(hip2, "femur", Folder + $"leg_{side}_femur", toJoint, f, unitsPerMm, shader);
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var knie = Child(hip2, "Knie", new Vector3(0, 0, g.femurMm * unitsPerMm));
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AddMesh(knie, "tibia", Folder + $"leg_{side}_tibia", toJoint, f, unitsPerMm, shader);
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// Where the firmware's FK puts the foot (centre of the foot ball).
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var marker = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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var collider = marker.GetComponent<Collider>();
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if (Application.isPlaying) Object.Destroy(collider); else Object.DestroyImmediate(collider);
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marker.name = "Point";
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marker.transform.SetParent(knie, false);
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marker.transform.localScale = Vector3.one * 4f * unitsPerMm;
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marker.GetComponent<Renderer>().material = MakeMaterial(shader, new Color(0.9f, 0.1f, 0.1f));
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}
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}
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static bool HasChild(Transform t, string name)
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{
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foreach (Transform c in t)
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if (string.Equals(c.name, name, System.StringComparison.OrdinalIgnoreCase) || HasChild(c, name)) return true;
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return false;
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}
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static Transform Child(Transform parent, string name, Vector3 localPos)
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{
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var t = new GameObject(name).transform;
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t.SetParent(parent, false);
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t.localPosition = localPos;
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return t;
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}
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static Material MakeMaterial(Shader shader, Color c)
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{
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var m = new Material(shader) { color = c };
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if (m.HasProperty("_Glossiness")) m.SetFloat("_Glossiness", 0.25f);
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return m;
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}
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// Reads one export_unity.py file: robot-frame mm, pivot-relative,
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// counter-clockwise outward winding (right-handed). RobotFrame.ToUnity is a
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// reflection, so every triangle is flipped to stay front-facing.
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static void AddMesh(Transform parent, string name, string resource, Quaternion toLocal,
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ForwardAxis f, float unitsPerMm, Shader shader)
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{
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var asset = Resources.Load<TextAsset>(resource);
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if (asset == null) { Debug.LogWarning($"[HexapodSim] missing model mesh {resource}"); return; }
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var verts = new List<Vector3>();
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var groups = new List<int[]>();
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var mats = new List<Material>();
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using (var br = new BinaryReader(new MemoryStream(asset.bytes)))
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{
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if (new string(br.ReadChars(4)) != "HXM1") { Debug.LogWarning($"[HexapodSim] {resource}: not a model mesh"); return; }
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int n = br.ReadInt32();
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for (int k = 0; k < n; k++)
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{
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var col = new Color(br.ReadSingle(), br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
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int tris = br.ReadInt32();
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var idx = new int[tris * 3];
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for (int t = 0; t < tris; t++)
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{
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int b0 = verts.Count;
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for (int v = 0; v < 3; v++)
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{
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var r = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
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verts.Add(toLocal * (RobotFrame.ToUnity(r, f) * unitsPerMm));
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}
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idx[t * 3] = b0; idx[t * 3 + 1] = b0 + 2; idx[t * 3 + 2] = b0 + 1;
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}
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groups.Add(idx);
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mats.Add(MakeMaterial(shader, col));
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}
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}
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var mesh = new Mesh { name = name, indexFormat = IndexFormat.UInt32 };
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mesh.SetVertices(verts);
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mesh.subMeshCount = groups.Count;
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for (int k = 0; k < groups.Count; k++) mesh.SetTriangles(groups[k], k);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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var go = new GameObject(name);
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go.transform.SetParent(parent, false);
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go.AddComponent<MeshFilter>().sharedMesh = mesh;
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go.AddComponent<MeshRenderer>().sharedMaterials = mats.ToArray();
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}
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}
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}
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