Files
dora-teleop/dora_teleop/mapping.py
cristhian 7a0847893c fix gamepad layout and refuse a pad whose axes disagree
An Xbox One S pad over Bluetooth numbers its controls differently from the
indices this node shipped with: the right stick is on axes 2 and 3, the
triggers on 4 and 5, and the buttons carry gaps at 2 and 5. Against the old
layout an untouched pad reported a resting trigger as full right-stick
deflection, which asked for 30 deg/s of pitch while lying on the desk, held
the lease for ever so GAMEPAD_IDLE_RELEASE_S never fired, and moved a real
arm into a controller error. X toggled freedrive and LB was the E-STOP, so
the resulting latch could not be released from the pad at all.

Layout now carries the swept indices. Each pad is also measured the first
time it is seen at rest: a stick must rest near centre and a trigger near
the bottom of its travel, and a pad that does not fit reads as absent and is
named in the log rather than driving an arm from a numbering nobody checked.
The measured rest becomes each axis's zero, so a worn stick's tilt is
subtracted rather than deadzoned away and a trigger that reads 0 until it
first moves stops reading as half pressed.

Rest is never re-measured while the pad is in use, because doing that under
a held stick would record the deflection as centre and the arm would move
when the operator let go. The probe drives from the same calibration, so
what it prints is still what the arm would get, and it shows the mismatch.

Tests name their controls through axes_for and buttons_for instead of
numbering them; the positional lists are why a wrong index passed a green
suite.
2026-09-16 18:06:06 -03:00

321 lines
13 KiB
Python

"""Turning a control input into motion, in one place for every source.
Pure functions, no state and no hardware, because this is the part that has to
be right and the part that is cheapest to check.
Everything passes through a **normalised** six-vector first: `[-1, 1]` per
degree of freedom, `[x, y, z, roll, pitch, yaw]`, in the robot's **base**
frame. A gamepad reaches it through :func:`from_pad`, which shapes away a worn
stick; the browser sends it already clean. Only then is it scaled, and that
happens exactly once — which is what lets the same node drive an arm in mm/s
and one in m/s without either source knowing the difference.
Two scalings exist. :func:`twist` is the standard one, SI, and is what a robot
should consume. :func:`velocity` is mm/s and deg/s for `dora-ulite6`'s `jog`
port, kept while that node learns the standard.
The screen convention comes from the old web console, so the two agree: stick
up is +X, stick right is +Y.
"""
import math
from dataclasses import dataclass
# Six degrees of freedom; these name their places in the vector.
VX, VY, VZ, WX, WY, WZ = range(6)
# Operator-facing settings are in mm/s and deg/s because that is what a person
# reading a dataflow can judge — 60 mm/s means something, 0.06 m/s less so. The
# wire is SI. These convert between the two, and are the only place that does.
MM_PER_M = 1000.0
@dataclass(frozen=True)
class Layout:
"""Which axis and button index does what, in SDL's numbering.
These are what an Xbox One S pad reports over Bluetooth, swept one control
at a time: sticks on 0-3, both triggers last, and buttons with gaps at 2 and
5. A pad that disagrees is a change here rather than a new environment
variable: an index nobody can verify from the outside is worse than a line
of code somebody can read. `dora-teleop-probe` is how you check.
**The axes can be checked at runtime and the buttons cannot.**
:func:`rest_zeros` refuses a pad whose resting axes say this numbering is
wrong, because an axis at rest has a value to compare. An unpressed button
reads the same on every pad, so a wrong button index is silent — it was
found here by `clear` toggling freedrive and `yaw_left` firing the E-STOP.
The probe, and pressing each button once, is the only check there is.
"""
left_x: int = 0
left_y: int = 1
right_x: int = 2
right_y: int = 3
left_trigger: int = 4
right_trigger: int = 5
grasp: int = 0 # A
release: int = 1 # B
clear: int = 3 # X
freedrive: int = 4 # Y
yaw_left: int = 6 # LB
yaw_right: int = 7 # RB
estop: int = 11 # Back
LAYOUT = Layout()
# The frame a velocity is expressed in. Base is what `tcp_pose` reports and what
# the console's arrows mean; tool is reserved for a consumer that wants it.
BASE_FRAME = "base"
TOOL_FRAME = "tool"
# How far a control must travel before the pad counts as being used. Raw, with
# no deadzone: this decides whether the pad is asking for the arm, and
# `velocity` decides how far to move it. A tighter threshold here than there
# would mean a stick could claim the arm and then not move it.
ACTIVITY = 0.3
# Where an untouched control sits once :func:`canonical` has had it: a stick at
# centre, a trigger at the bottom of its travel.
STICK_REST = 0.0
TRIGGER_REST = -1.0
# How far an axis may rest from those and still be believed. Wide enough for a
# worn stick's tilt and for a pad that reports a trigger it has never felt as 0,
# and far short of the full deflection a wrongly numbered axis shows.
REST_TOLERANCE = 0.25
def deadzone(value: float, width: float) -> float:
"""Ignore travel near centre, and rescale what is left to the full range.
Rescaling matters: without it the arm jumps to `width` of full speed the
instant the stick leaves the dead band, which feels like a broken control
rather than a gentle one.
"""
if width <= 0.0:
return value
size = abs(value)
if size < width:
return 0.0
scaled = (size - width) / (1.0 - width)
return scaled if value > 0 else -scaled
def expo(value: float, factor: float) -> float:
"""Bend the response so small deflections move the arm slowly.
Fine positioning happens near centre, and a linear stick gives it almost no
resolution there. `factor` is how much of the curve is cubic: 0 is linear.
"""
return (1.0 - factor) * value + factor * value**3
def trigger(value: float) -> float:
"""Return a trigger's travel as 0 at rest and 1 fully pressed.
SDL reports a trigger from -1 to 1, unlike a stick, so `TRIGGER_REST` is
where an untouched one sits. A trigger that has never moved sometimes reads
0 instead, which this function alone cannot tell from half pressed —
:func:`canonical` is what fixes that, by measuring the pad's own rest before
anything reaches here.
"""
return max(0.0, min(1.0, (value - TRIGGER_REST) / (1.0 - TRIGGER_REST)))
def axis(values: list[float], index: int) -> float:
"""Read one axis, treating a pad that does not report it as centred."""
return values[index] if index < len(values) else 0.0
def pressed(buttons: list[bool], index: int) -> bool:
"""Read one button, treating a pad that does not report it as unpressed."""
return bool(buttons[index]) if index < len(buttons) else False
def axis_names(layout: Layout = LAYOUT) -> dict[int, str]:
"""Name each axis index the layout uses."""
return {
layout.left_x: "left stick X",
layout.left_y: "left stick Y",
layout.left_trigger: "left trigger",
layout.right_x: "right stick X",
layout.right_y: "right stick Y",
layout.right_trigger: "right trigger",
}
def rest_zeros(axes: list[float], layout: Layout = LAYOUT) -> list[float]:
"""Return where each axis of an untouched pad sits, to measure deflection from.
An untouched pad is the one moment this node can check `layout` against the
thing in front of it: a stick rests near centre and a trigger near the
bottom of its travel, so an axis resting anywhere else means the numbering
is wrong, or a control is being held, or the pad is broken. All three look
the same from here and all three raise, because all three would otherwise
drive the arm from a reading nobody made — a trigger read as a stick asks
for full speed while sitting untouched on the desk.
Parameters
----------
axes
One reading, taken while nobody is touching the pad.
layout
Which index is which control.
Returns
-------
list of float
The resting value of each axis, in the order they were reported.
Raises
------
ValueError
If any axis rests where the layout says it cannot, naming the index,
what the layout calls it, and what it read.
"""
names = axis_names(layout)
triggers = (layout.left_trigger, layout.right_trigger)
for index, value in enumerate(axes):
if index in triggers:
# Either end is a resting trigger: -1 is what SDL reports, and 0 is
# what some pads report until the trigger first moves.
if abs(value - TRIGGER_REST) <= REST_TOLERANCE or abs(value - STICK_REST) <= REST_TOLERANCE:
continue
elif abs(value - STICK_REST) <= REST_TOLERANCE:
continue
name = names.get(index, "an axis the layout does not use")
raise ValueError(f"axis {index} rests at {value:+.3f}, which is not where {name} sits")
return list(axes)
def canonical(axes: list[float], zeros: list[float], layout: Layout = LAYOUT) -> list[float]:
"""Return this pad's axes as the layout's ideal pad would have reported them.
Sticks come back resting at `STICK_REST` and triggers at `TRIGGER_REST`,
whatever this particular pad does when untouched, so everything downstream
is written once for a pad that behaves. A stick that no longer centres, and
a trigger that reads 0 until it first moves, both stop being special cases
here rather than in every function that reads one.
Deflection is measured from `zeros` rather than from the ideal, which is the
whole point: the tilt is subtracted, not deadzoned away, so the travel that
is left still reaches full speed.
"""
triggers = (layout.left_trigger, layout.right_trigger)
out = []
for index, value in enumerate(axes):
zero = zeros[index] if index < len(zeros) else STICK_REST
if index in triggers:
travel = (value - zero) / (1.0 - zero) if zero < 1.0 else 0.0
out.append(TRIGGER_REST + (1.0 - TRIGGER_REST) * max(0.0, min(1.0, travel)))
else:
out.append(max(-1.0, min(1.0, value - zero)))
return out
def from_pad(axes: list[float], buttons: list[bool], config, layout: Layout = LAYOUT) -> list[float]:
"""Map one gamepad reading to the normalised six-vector.
Translation comes from the left stick and the triggers, rotation from the
right stick and the bumpers. Several axes move at once on purpose: a stick
is analog and blended, which is exactly what the console's ring sectors cannot do.
The deadzone and the response curve are applied here and nowhere else,
because they exist to correct a physical stick. A browser has no worn
centre, so :func:`from_console` does not use them.
"""
def shaped(value: float) -> float:
return expo(deadzone(value, config.deadzone), config.expo)
out = [0.0] * 6
# Up on the stick is negative in SDL, and up should send the arm away from
# the operator, along +X.
out[VX] = shaped(-axis(axes, layout.left_y))
out[VY] = shaped(axis(axes, layout.left_x))
out[VZ] = shaped(trigger(axis(axes, layout.right_trigger)) - trigger(axis(axes, layout.left_trigger)))
out[WX] = shaped(axis(axes, layout.right_x))
out[WY] = shaped(-axis(axes, layout.right_y))
out[WZ] = float(pressed(buttons, layout.yaw_right) - pressed(buttons, layout.yaw_left))
return out
def from_console(values) -> list[float]:
"""Read the normalised six-vector a browser sent, clamped to what it may ask for.
The console speaks the same units as a stick — a fraction of full speed per
axis — so that how fast anything goes is decided once, here, rather than
once per source. A page that has never heard of the robot cannot get its
units wrong.
"""
if not isinstance(values, list) or len(values) != 6:
return [0.0] * 6
out = []
for value in values:
if not isinstance(value, (int, float)):
return [0.0] * 6
out.append(max(-1.0, min(1.0, float(value))))
return out
def velocity(axes: list[float], buttons: list[bool], config, layout: Layout = LAYOUT) -> list[float]:
"""Map one gamepad reading straight to `dora-ulite6`'s mm/s and deg/s.
A convenience over `scale(from_pad(...))`, kept because the probe and the
tests read better for it.
"""
return scale(from_pad(axes, buttons, config, layout), config)
def scale(normalised: list[float], config) -> list[float]:
"""Scale the normalised six-vector to mm/s and deg/s, base frame.
`dora-ulite6`'s `jog` units. Deprecated in favour of :func:`twist`, and kept
only while that node learns to take the standard one.
"""
out = [value * config.speed_mm_s for value in normalised[:3]]
out += [value * config.speed_deg_s for value in normalised[3:]]
return out
def twist(normalised: list[float], config, frame: str = BASE_FRAME) -> dict:
"""Scale the normalised six-vector to a Twist, in SI.
Metres per second and radians per second, which is what a robot node should
consume: unambiguous, and the same numbers a UR or MoveIt would take. A
consumer wanting other units converts them itself, at one known boundary.
"""
linear = [value * config.speed_mm_s / MM_PER_M for value in normalised[:3]]
angular = [math.radians(value * config.speed_deg_s) for value in normalised[3:]]
return {"linear": linear, "angular": angular, "frame": frame}
def is_active(sample, layout: Layout = LAYOUT) -> bool:
"""Whether anything on the pad is being touched at all.
A trigger is not a stick. SDL rests a trigger at **-1.0**, so comparing its
raw value against a threshold reports every connected pad as being used,
for ever — which means the pad claims the arm the moment it is plugged in
and `GAMEPAD_IDLE_RELEASE_S` never fires. Triggers go through
:func:`trigger` here for the same reason they do in :func:`velocity`.
Axes the layout does not name are still counted: a pad that reports its
d-pad as two extra axes is asking for the arm when somebody presses it.
"""
if not sample.present:
return False
if any(sample.buttons):
return True
triggers = (layout.left_trigger, layout.right_trigger)
if any(trigger(axis(sample.axes, index)) > ACTIVITY for index in triggers):
return True
return any(abs(value) > ACTIVITY for index, value in enumerate(sample.axes) if index not in triggers)
def is_moving(velocity_vector: list[float]) -> bool:
"""Whether this velocity would actually drive the arm."""
return any(velocity_vector)