kinematic motion controller
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import BLE from './ble.js';
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import IK from './kinematics.js';
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import UI from './ui.js';
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const CONFIG = {
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SEGMENT_SIZE_MM: 25, // Maximum distance between waypoints to prevent out-of-bounds joint-space arcs
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BLEND_THRESHOLD_STEPS: 300 // Send next waypoint when within this many steps (prevents deceleration)
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};
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// Global state tracking
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let steps1 = 0;
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let steps2 = 0;
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// Listen to BLE position updates
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document.addEventListener('ble:status', (e) => {
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const msg = e.detail;
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if (msg.startsWith('P:')) {
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const [s1, s2] = msg.slice(2).split(',').map(Number);
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steps1 = s1;
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steps2 = s2;
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}
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});
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// To allow UI sections to override/sync steps initially
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function setSteps(s1, s2) {
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steps1 = s1;
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steps2 = s2;
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}
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function getSteps() {
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return { steps1, steps2 };
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}
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let motionQueue = [];
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let isMoving = false;
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let currentResolve = null;
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let queueCheckInterval = null;
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async function executeQueue() {
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if (motionQueue.length === 0) {
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isMoving = false;
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if (queueCheckInterval) clearInterval(queueCheckInterval);
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if (currentResolve) currentResolve(true);
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currentResolve = null;
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return;
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}
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isMoving = true;
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let target = motionQueue.shift();
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const cmd = `X:${target.s1},${target.s2}`;
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if (BLE.isConnected()) {
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try {
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await BLE.write(cmd);
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} catch (e) {
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UI.log(`BLE error: ${e.message}`, 'error');
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motionQueue = []; // clear queue on error
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isMoving = false;
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if (queueCheckInterval) clearInterval(queueCheckInterval);
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if (currentResolve) currentResolve(false);
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currentResolve = null;
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return;
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}
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// Setup interval to monitor progress
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if (queueCheckInterval) clearInterval(queueCheckInterval);
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queueCheckInterval = setInterval(async () => {
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// Calculate distance to target in steps
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const dist1 = Math.abs(target.s1 - steps1);
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const dist2 = Math.abs(target.s2 - steps2);
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const maxDist = Math.max(dist1, dist2);
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if (motionQueue.length > 0) {
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// We have more waypoints. Blend!
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if (target.mode === 'direct') {
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if (maxDist <= CONFIG.BLEND_THRESHOLD_STEPS) {
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clearInterval(queueCheckInterval);
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executeQueue(); // start next waypoint early
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}
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} else if (target.mode === 'erratic') {
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if (maxDist <= 5) { // wait for full stop
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clearInterval(queueCheckInterval);
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setTimeout(executeQueue, 150); // slight pause for erratic effect
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}
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} else {
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// Default to direct blending
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if (maxDist <= CONFIG.BLEND_THRESHOLD_STEPS) {
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clearInterval(queueCheckInterval);
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executeQueue();
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}
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}
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} else {
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// Last waypoint. Wait until closely reached.
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if (maxDist <= 10) {
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clearInterval(queueCheckInterval);
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motionQueue = [];
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executeQueue(); // Will trigger resolve
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}
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}
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}, 40); // check ~25 times a second
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} else {
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// Simulation: instantly jump to final target
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const finalTarget = motionQueue.length > 0 ? motionQueue[motionQueue.length - 1] : target;
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steps1 = finalTarget.s1;
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steps2 = finalTarget.s2;
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console.log(`[sim] Jumped to X:${steps1},${steps2} via trajectory`);
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// Trigger pseudo-status event for the UI to update markers
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document.dispatchEvent(new CustomEvent('ble:status', { detail: `P:${steps1},${steps2}` }));
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motionQueue = [];
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isMoving = false;
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if (currentResolve) {
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currentResolve(true);
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currentResolve = null;
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}
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}
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}
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/**
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* Moves the arm to Cartesian targetX, targetY.
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* Dynamically slices the path into segments to prevent out-of-bounds arcs.
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* @returns {Promise<boolean>} Resolves to true if successful, false if aborted/error.
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*/
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async function goto(targetX, targetY, mode = 'direct') {
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if (isMoving) {
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UI.log('Arm is currently moving! Wait for it to finish.', 'warn');
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return false;
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}
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// Calculate current Cartesian position
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const t1 = IK.stepsToRad(steps1);
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const t2 = IK.stepsToRad(steps2);
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const currentPos = IK.forward(t1, t2);
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if (!currentPos.valid || !isFinite(currentPos.endX) || !isFinite(currentPos.endY)) {
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UI.log('Cannot calculate current IK position (arms disconnected?). Force Home needed.', 'error');
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return false;
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}
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const dx = targetX - currentPos.endX;
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const dy = targetY - currentPos.endY;
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const distance = Math.sqrt(dx * dx + dy * dy);
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let numSegments = Math.ceil(distance / CONFIG.SEGMENT_SIZE_MM);
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if (numSegments === 0) numSegments = 1;
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motionQueue = [];
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for (let i = 1; i <= numSegments; i++) {
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const fraction = i / numSegments;
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const px = currentPos.endX + dx * fraction;
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const py = currentPos.endY + dy * fraction;
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const wsCheck = IK.checkWorkspace(px, py);
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if (!wsCheck.ok) {
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UI.log(`⛔ Waypoint blocked: ${wsCheck.reason}`, 'error');
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return false; // abort full move
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}
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const res = IK.solve(px, py);
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if (!res.reachable || IK.armsCrossed(res.theta1, res.theta2)) {
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UI.log(`Waypoint geometrically unreachable.`, 'error');
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return false;
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}
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const s1 = IK.radToStepsAbsolute(res.theta1, 1);
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const s2 = IK.radToStepsAbsolute(res.theta2, 2);
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motionQueue.push({ s1, s2, mode });
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}
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return new Promise((resolve) => {
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currentResolve = resolve;
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executeQueue();
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});
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}
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export default {
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CONFIG,
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goto,
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setSteps,
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getSteps,
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get isMoving() { return isMoving; }
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};
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