feat: per-key hint highlighting, no default forward command, rename roulade to roll in UI and internals
Browse files- README.md +1 -1
- index.html +11 -12
- rl.js +60 -62
README.md
CHANGED
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@@ -19,7 +19,7 @@ runs the policy network at 50 Hz. No server, no backend.
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| 19 |
|--------|-----------|--------------|
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| 20 |
| Run | `BEST_alpha_walking.onnx` | Velocity-tracking locomotion (arrows / WASD to steer) |
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| 21 |
| Sit | `BEST_alpha_sitstand.onnx` | Sits down on its hull, stands back up |
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| 22 |
-
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| 23 |
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| 24 |
Policies and MJCF model from
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| 25 |
[apirrone/microduck_runtime](https://github.com/apirrone/microduck_runtime)
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| 19 |
|--------|-----------|--------------|
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| 20 |
| Run | `BEST_alpha_walking.onnx` | Velocity-tracking locomotion (arrows / WASD to steer) |
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| 21 |
| Sit | `BEST_alpha_sitstand.onnx` | Sits down on its hull, stands back up |
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| 22 |
+
| Roll | `roulade.onnx` | Rolls over and recovers |
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| 23 |
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| 24 |
Policies and MJCF model from
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| 25 |
[apirrone/microduck_runtime](https://github.com/apirrone/microduck_runtime)
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index.html
CHANGED
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@@ -174,8 +174,7 @@
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| 174 |
text-align: center;
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| 175 |
transition: background 0.15s ease, color 0.15s ease, border-color 0.15s ease;
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| 176 |
}
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| 177 |
-
#hud .keys .
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| 178 |
-
#hud .keys .hint.lit .key {
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| 179 |
background: var(--yellow);
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border-color: var(--yellow);
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color: var(--ink);
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@@ -275,17 +274,17 @@
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| 275 |
<span>turn</span>
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| 276 |
</div>
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</div>
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| 278 |
-
<span class="hint"
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| 279 |
-
<span class="hint"
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| 280 |
-
<span class="hint"
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| 281 |
-
<span class="hint"
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| 282 |
-
<span class="hint"
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| 283 |
drag to orbit · scroll to zoom<br />
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| 284 |
<span id="pad-hint">gamepad:
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| 285 |
-
<span class="hint" id="
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| 286 |
-
<span class="hint" id="
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| 287 |
-
<span class="hint" id="
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| 288 |
-
<span class="hint" id="
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</span>
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| 290 |
</div>
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| 291 |
</div>
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@@ -303,7 +302,7 @@
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appended: a plain src attribute can 401 when the browser blocks the
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*.static.hf.space auth cookie inside the hub iframe. -->
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<script type="module">
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-
const V = "
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const sign = new URLSearchParams(location.search).get("__sign");
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const suffix = sign ? `&__sign=${encodeURIComponent(sign)}` : "";
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import(`./rl.js?v=${V}${suffix}`);
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text-align: center;
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transition: background 0.15s ease, color 0.15s ease, border-color 0.15s ease;
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}
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+
#hud .keys .key.lit {
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background: var(--yellow);
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border-color: var(--yellow);
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color: var(--ink);
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<span>turn</span>
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</div>
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| 276 |
</div>
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| 277 |
+
<span class="hint"><span class="key" id="key-fwd">↑</span><span class="key" id="key-back">↓</span> move</span>
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| 278 |
+
<span class="hint"><span class="key" id="key-turnl">←</span><span class="key" id="key-turnr">→</span> turn</span>
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| 279 |
+
<span class="hint"><span class="key" id="key-left">A</span><span class="key" id="key-right">E</span> strafe</span><br />
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| 280 |
+
<span class="hint"><span class="key" id="key-roll">Space</span> roll</span>
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+
<span class="hint"><span class="key" id="key-reset">R</span> reset</span>
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drag to orbit · scroll to zoom<br />
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<span id="pad-hint">gamepad:
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| 284 |
+
<span class="hint"><span class="key" id="key-pad-x">X</span> roll</span>
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| 285 |
+
<span class="hint"><span class="key" id="key-pad-sit">⇓</span> sit</span>
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| 286 |
+
<span class="hint"><span class="key" id="key-pad-run">⇑</span> run</span>
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+
<span class="hint"><span class="key" id="key-pad-rt">RT</span> quack</span>
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</span>
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</div>
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</div>
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appended: a plain src attribute can 401 when the browser blocks the
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*.static.hf.space auth cookie inside the hub iframe. -->
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<script type="module">
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+
const V = "5"; // bump on rl.js changes to defeat heuristic caching
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const sign = new URLSearchParams(location.search).get("__sign");
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const suffix = sign ? `&__sign=${encodeURIComponent(sign)}` : "";
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import(`./rl.js?v=${V}${suffix}`);
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rl.js
CHANGED
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@@ -44,7 +44,7 @@ const POLICY_DIR = "./policies";
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const POLICIES = {
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walk: `${POLICY_DIR}/BEST_alpha_walking.onnx`,
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sitstand: `${POLICY_DIR}/BEST_alpha_sitstand.onnx`,
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-
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};
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// From the ONNX metadata (identical for all alpha policies) and the STAND
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@@ -165,10 +165,10 @@ const rigPromise = (async () => {
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return buildRig(k, { materialForMesh: materialHookFor(VARIANTS[currentVariant]) });
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})();
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const sessionOpts = { executionProviders: ["wasm"] };
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-
[sessions.walk, sessions.sitstand, sessions.
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ort.InferenceSession.create(signed(POLICIES.walk), sessionOpts),
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ort.InferenceSession.create(signed(POLICIES.sitstand), sessionOpts),
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-
ort.InferenceSession.create(signed(POLICIES.
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]);
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setLoading("Compiling physics\u2026");
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@@ -194,26 +194,23 @@ const velCmd = new Float32Array(3); // twist command, driven by held keys
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| 194 |
const padCmd = new Float32Array(3);
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let padActive = false;
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const padPrev = { x: false, dpadDown: false, dpadUp: false, rt: 0 };
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| 197 |
-
// Declared before the control loop starts: buildObs
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| 198 |
-
//
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const held = new Set();
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| 200 |
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| 201 |
-
let mode = "walk"; // "walk" | "sitstand" | "
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let sitFlag = 0;
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| 203 |
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| 204 |
-
// The twist the policy actually receives: live gamepad sticks win
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-
// keys
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| 206 |
-
// buildObs and the HUD mini-sticks so they can never disagree.
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-
const AUTO_CMD = new Float32Array([VEL_FWD, 0, 0]);
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function effectiveCmd() {
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-
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| 210 |
-
if (mode === "walk" && !held.size) return AUTO_CMD;
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| 211 |
-
return velCmd;
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}
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| 213 |
-
// One-shot
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| 214 |
-
// tipped over yet. Set by
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| 215 |
-
let
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-
let
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function resetSim() {
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mujoco.mj_resetDataKeyframe(model, data, standKeyId);
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@@ -242,11 +239,10 @@ function buildObs() {
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for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = qpos[qposAdr[j]] - DEFAULT_POSE[j];
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for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = qvel[dofAdr[j]];
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for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = lastAction[j];
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| 245 |
-
// command: walking/
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| 246 |
-
// posture flag.
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-
// gets a forward velocity by default, keys override it.
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cmd.fill(0, 0, 3);
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| 249 |
-
if (mode === "walk" || mode === "
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const c = effectiveCmd();
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cmd[0] = c[0]; cmd[1] = c[1]; cmd[2] = c[2];
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} else {
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@@ -272,13 +268,13 @@ async function controlStep() {
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// Fall detection: walk/sitstand have no get-up skill, so auto-reset when
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| 273 |
// down for good. Height alone would false-positive on a deep sit, so
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// "fallen" = trunk tilted past ~60 deg (projected gravity z above -0.5)
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-
// or sunk below the floor, sustained for over a second. The
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// the trunk on purpose and recovers on its own, so it gets a much longer
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// grace window before we call it stuck.
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const z = data.qpos[2];
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const now = performance.now();
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const tipped = obs[5] > -0.5; // projected gravity z, from the last obs
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| 281 |
-
const graceMs = mode === "
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if (tipped || z < 0.02) {
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fallenSince ??= now;
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if (now - fallenSince > graceMs) { resetSim(); fallenSince = null; }
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@@ -286,19 +282,19 @@ async function controlStep() {
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fallenSince = null;
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}
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-
// One-shot
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// ~1 s = 50 control steps there): hand back to walking once the trunk has
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// tipped over and is upright again, or after a hard 2 s window if the roll
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// never initiated. Counting steps instead of wall time keeps the logic
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// correct when the sim is fast-forwarded or the tab is throttled.
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-
if (mode === "
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-
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-
if (obs[5] > -0.3)
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const upright = obs[5] < -0.85;
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-
const done =
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-
const expired =
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if (done || expired) {
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-
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mode = "walk";
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lastAction.fill(0);
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// Timed out mid-roll: don't hand a tipped duck to the walking policy
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@@ -480,11 +476,13 @@ function syncJaw() {
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const el = (id) => document.getElementById(id);
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const dotMove = el("dot-move"), dotTurn = el("dot-turn");
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const boxMove = dotMove.parentElement, boxTurn = dotTurn.parentElement;
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-
const
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-
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-
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-
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-
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};
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const STICK_R = 15; // px, max dot travel inside the 46px stick circle
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let resetFlashAt = -Infinity;
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@@ -496,8 +494,8 @@ function renderStats() {
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statsEl.textContent =
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`ctrl ${ctrlHz.toFixed(0)} Hz \u00b7 sim t ${data.time.toFixed(1)} s`;
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-
// Mini sticks: the dot mirrors the effective twist
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-
//
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const manual = padActive || held.size > 0;
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const yN = vx >= 0 ? vx / VEL_FWD : vx / -VEL_BACK;
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dotMove.style.transform = `translate(${(-vy / VEL_LAT) * STICK_R}px, ${-yN * STICK_R}px)`;
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@@ -505,18 +503,18 @@ function renderStats() {
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boxMove.classList.toggle("live", manual && (Math.abs(vx) > 0.01 || Math.abs(vy) > 0.01));
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boxTurn.classList.toggle("live", manual && Math.abs(wz) > 0.01);
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-
//
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-
//
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const sitting = mode === "sitstand" && sitFlag === 1;
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-
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-
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-
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-
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-
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-
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-
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-
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-
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}
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// Real implementation assigned in the gamepad section below; the render
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@@ -553,7 +551,7 @@ const KEYMAP = {
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window.addEventListener("keydown", (e) => {
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if (e.repeat) return;
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if (e.code === "KeyR") { resetSim(); resetFlashAt = performance.now(); return; }
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-
if (e.code === "Space") { e.preventDefault();
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const act = KEYMAP[e.code];
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if (!act) return;
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e.preventDefault();
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@@ -571,7 +569,7 @@ window.addEventListener("blur", () => { held.clear(); refreshVelCmd(); });
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// ββ Gamepad: same mapping as the robot runtime (microduck_runtime) ββββββ
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// Sticks: L vertical = vx (asymmetric fwd/back), L horizontal = strafe,
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// R horizontal = turn, all EMA-smoothed like the runtime's cmd_alpha.
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-
// X =
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const PAD_DEADZONE = 0.15;
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const PAD_ALPHA = 0.12;
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const dz = (v) => (Math.abs(v) < PAD_DEADZONE ? 0 : v);
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@@ -592,7 +590,7 @@ pollPad = function pollGamepad() {
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];
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for (let i = 0; i < 3; i++) padCmd[i] += PAD_ALPHA * (target[i] - padCmd[i]);
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// Sticks grab command authority on first input, release when back at rest
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-
// (then keyboard
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const stickInput = lx !== 0 || ly !== 0 || rx !== 0;
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if (stickInput) padActive = true;
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else if (padActive && Math.abs(padCmd[0]) + Math.abs(padCmd[1]) + Math.abs(padCmd[2]) < 0.01) {
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@@ -602,7 +600,7 @@ pollPad = function pollGamepad() {
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| 603 |
// Standard mapping indices: X=2, DpadDown=13, RT=7 (analog value).
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const x = !!gp.buttons[2]?.pressed;
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-
if (x && !padPrev.x)
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padPrev.x = x;
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const dpadDown = !!gp.buttons[13]?.pressed;
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@@ -612,10 +610,10 @@ pollPad = function pollGamepad() {
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}
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padPrev.dpadDown = dpadDown;
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| 614 |
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| 615 |
-
// DpadUp: straight back to running. Ignored mid-
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| 616 |
// to walk on its own, and switching on a tipped duck would floor it).
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| 617 |
const dpadUp = !!gp.buttons[12]?.pressed;
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| 618 |
-
if (dpadUp && !padPrev.dpadUp && mode !== "walk" && mode !== "
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| 619 |
padPrev.dpadUp = dpadUp;
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| 620 |
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| 621 |
// Triggers drive the mouth like the runtime (max of both), and the right
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@@ -633,7 +631,7 @@ const modeLabel = document.getElementById("mode-label");
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| 633 |
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| 634 |
function setMode(next) {
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| 635 |
quack();
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| 636 |
-
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| 637 |
if (next !== "sit") {
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| 638 |
// Leaving a sit: let the sitstand policy stand the duck back up first.
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| 639 |
if (mode === "sitstand" && sitFlag === 1) {
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@@ -658,17 +656,17 @@ function setMode(next) {
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| 658 |
syncButtons();
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| 659 |
}
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| 660 |
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| 661 |
-
// One
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| 662 |
// lastAction is deliberately NOT zeroed here: the robot runtime keeps one
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| 663 |
// continuous action history across policy switches, and the roll initiates
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| 664 |
// more reliably mid-gait with the true last actions in the obs.
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| 665 |
-
function
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| 666 |
-
if (mode === "
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| 667 |
-
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| 668 |
quack();
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| 669 |
-
mode = "
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| 670 |
sitFlag = 0;
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| 671 |
-
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| 672 |
syncButtons();
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| 673 |
}
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| 674 |
// Slot-machine roll: the old text slides up and out while the new one
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@@ -690,7 +688,7 @@ function setModeLabel(text) {
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|
| 690 |
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| 691 |
function syncButtons() {
|
| 692 |
const sitting = mode === "sitstand" && sitFlag === 1;
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| 693 |
-
setModeLabel(mode === "
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| 694 |
}
|
| 695 |
|
| 696 |
// ββ Colour swatches: re-skin the rig live, with a quack βββββββββββββββββ
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| 44 |
const POLICIES = {
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| 45 |
walk: `${POLICY_DIR}/BEST_alpha_walking.onnx`,
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| 46 |
sitstand: `${POLICY_DIR}/BEST_alpha_sitstand.onnx`,
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| 47 |
+
roll: `${POLICY_DIR}/roulade.onnx`,
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| 48 |
};
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| 49 |
|
| 50 |
// From the ONNX metadata (identical for all alpha policies) and the STAND
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|
|
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| 165 |
return buildRig(k, { materialForMesh: materialHookFor(VARIANTS[currentVariant]) });
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| 166 |
})();
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| 167 |
const sessionOpts = { executionProviders: ["wasm"] };
|
| 168 |
+
[sessions.walk, sessions.sitstand, sessions.roll] = await Promise.all([
|
| 169 |
ort.InferenceSession.create(signed(POLICIES.walk), sessionOpts),
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| 170 |
ort.InferenceSession.create(signed(POLICIES.sitstand), sessionOpts),
|
| 171 |
+
ort.InferenceSession.create(signed(POLICIES.roll), sessionOpts),
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| 172 |
]);
|
| 173 |
|
| 174 |
setLoading("Compiling physics\u2026");
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|
|
|
| 194 |
const padCmd = new Float32Array(3);
|
| 195 |
let padActive = false;
|
| 196 |
const padPrev = { x: false, dpadDown: false, dpadUp: false, rt: 0 };
|
| 197 |
+
// Declared before the control loop starts: buildObs reads it via
|
| 198 |
+
// effectiveCmd on the very first control step.
|
| 199 |
const held = new Set();
|
| 200 |
|
| 201 |
+
let mode = "walk"; // "walk" | "sitstand" | "roll"
|
| 202 |
let sitFlag = 0;
|
| 203 |
|
| 204 |
+
// The twist the policy actually receives: live gamepad sticks win over the
|
| 205 |
+
// held keys. No input means zero command - the duck stands in place.
|
| 206 |
+
// Shared by buildObs and the HUD mini-sticks so they can never disagree.
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|
|
| 207 |
function effectiveCmd() {
|
| 208 |
+
return padActive ? padCmd : velCmd;
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|
|
|
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|
| 209 |
}
|
| 210 |
+
// One-shot roll tracking: trigger time + whether the trunk actually
|
| 211 |
+
// tipped over yet. Set by triggerRoll, cleared when we hand back to walk.
|
| 212 |
+
let rollRun = null;
|
| 213 |
+
let rollSource = "kb"; // which hint lights up: keyboard Space or pad X
|
| 214 |
|
| 215 |
function resetSim() {
|
| 216 |
mujoco.mj_resetDataKeyframe(model, data, standKeyId);
|
|
|
|
| 239 |
for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = qpos[qposAdr[j]] - DEFAULT_POSE[j];
|
| 240 |
for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = qvel[dofAdr[j]];
|
| 241 |
for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = lastAction[j];
|
| 242 |
+
// command: walking/roll use the twist; sitstand uses cmd[0] as the
|
| 243 |
+
// posture flag.
|
|
|
|
| 244 |
cmd.fill(0, 0, 3);
|
| 245 |
+
if (mode === "walk" || mode === "roll") {
|
| 246 |
const c = effectiveCmd();
|
| 247 |
cmd[0] = c[0]; cmd[1] = c[1]; cmd[2] = c[2];
|
| 248 |
} else {
|
|
|
|
| 268 |
// Fall detection: walk/sitstand have no get-up skill, so auto-reset when
|
| 269 |
// down for good. Height alone would false-positive on a deep sit, so
|
| 270 |
// "fallen" = trunk tilted past ~60 deg (projected gravity z above -0.5)
|
| 271 |
+
// or sunk below the floor, sustained for over a second. The roll tumbles
|
| 272 |
// the trunk on purpose and recovers on its own, so it gets a much longer
|
| 273 |
// grace window before we call it stuck.
|
| 274 |
const z = data.qpos[2];
|
| 275 |
const now = performance.now();
|
| 276 |
const tipped = obs[5] > -0.5; // projected gravity z, from the last obs
|
| 277 |
+
const graceMs = mode === "roll" ? 5000 : 1000;
|
| 278 |
if (tipped || z < 0.02) {
|
| 279 |
fallenSince ??= now;
|
| 280 |
if (now - fallenSince > graceMs) { resetSim(); fallenSince = null; }
|
|
|
|
| 282 |
fallenSince = null;
|
| 283 |
}
|
| 284 |
|
| 285 |
+
// One-shot roll, step-counted like the robot runtime (a single roll is
|
| 286 |
// ~1 s = 50 control steps there): hand back to walking once the trunk has
|
| 287 |
// tipped over and is upright again, or after a hard 2 s window if the roll
|
| 288 |
// never initiated. Counting steps instead of wall time keeps the logic
|
| 289 |
// correct when the sim is fast-forwarded or the tab is throttled.
|
| 290 |
+
if (mode === "roll" && rollRun) {
|
| 291 |
+
rollRun.steps++;
|
| 292 |
+
if (obs[5] > -0.3) rollRun.tipped = true;
|
| 293 |
const upright = obs[5] < -0.85;
|
| 294 |
+
const done = rollRun.tipped && upright && rollRun.steps >= 40;
|
| 295 |
+
const expired = rollRun.steps >= 150; // 3 s, roll should long be over
|
| 296 |
if (done || expired) {
|
| 297 |
+
rollRun = null;
|
| 298 |
mode = "walk";
|
| 299 |
lastAction.fill(0);
|
| 300 |
// Timed out mid-roll: don't hand a tipped duck to the walking policy
|
|
|
|
| 476 |
const el = (id) => document.getElementById(id);
|
| 477 |
const dotMove = el("dot-move"), dotTurn = el("dot-turn");
|
| 478 |
const boxMove = dotMove.parentElement, boxTurn = dotTurn.parentElement;
|
| 479 |
+
const keyEls = {
|
| 480 |
+
fwd: el("key-fwd"), back: el("key-back"),
|
| 481 |
+
turnl: el("key-turnl"), turnr: el("key-turnr"),
|
| 482 |
+
left: el("key-left"), right: el("key-right"),
|
| 483 |
+
roll: el("key-roll"), reset: el("key-reset"),
|
| 484 |
+
padX: el("key-pad-x"), padSit: el("key-pad-sit"),
|
| 485 |
+
padRun: el("key-pad-run"), padRt: el("key-pad-rt"),
|
| 486 |
};
|
| 487 |
const STICK_R = 15; // px, max dot travel inside the 46px stick circle
|
| 488 |
let resetFlashAt = -Infinity;
|
|
|
|
| 494 |
statsEl.textContent =
|
| 495 |
`ctrl ${ctrlHz.toFixed(0)} Hz \u00b7 sim t ${data.time.toFixed(1)} s`;
|
| 496 |
|
| 497 |
+
// Mini sticks: the dot mirrors the effective twist, lit yellow while the
|
| 498 |
+
// user is actually driving.
|
| 499 |
const manual = padActive || held.size > 0;
|
| 500 |
const yN = vx >= 0 ? vx / VEL_FWD : vx / -VEL_BACK;
|
| 501 |
dotMove.style.transform = `translate(${(-vy / VEL_LAT) * STICK_R}px, ${-yN * STICK_R}px)`;
|
|
|
|
| 503 |
boxMove.classList.toggle("live", manual && (Math.abs(vx) > 0.01 || Math.abs(vy) > 0.01));
|
| 504 |
boxTurn.classList.toggle("live", manual && Math.abs(wz) > 0.01);
|
| 505 |
|
| 506 |
+
// Keycap highlighting: each individual key lights only while its own
|
| 507 |
+
// action is active, and only for its own input device.
|
| 508 |
const sitting = mode === "sitstand" && sitFlag === 1;
|
| 509 |
+
for (const k of ["fwd", "back", "turnl", "turnr", "left", "right"]) {
|
| 510 |
+
keyEls[k].classList.toggle("lit", held.has(k));
|
| 511 |
+
}
|
| 512 |
+
keyEls.roll.classList.toggle("lit", mode === "roll" && rollSource === "kb");
|
| 513 |
+
keyEls.reset.classList.toggle("lit", performance.now() - resetFlashAt < 400);
|
| 514 |
+
keyEls.padX.classList.toggle("lit", mode === "roll" && rollSource === "pad");
|
| 515 |
+
keyEls.padSit.classList.toggle("lit", sitting);
|
| 516 |
+
keyEls.padRun.classList.toggle("lit", padPrev.dpadUp);
|
| 517 |
+
keyEls.padRt.classList.toggle("lit", padJaw > 0.3);
|
| 518 |
}
|
| 519 |
|
| 520 |
// Real implementation assigned in the gamepad section below; the render
|
|
|
|
| 551 |
window.addEventListener("keydown", (e) => {
|
| 552 |
if (e.repeat) return;
|
| 553 |
if (e.code === "KeyR") { resetSim(); resetFlashAt = performance.now(); return; }
|
| 554 |
+
if (e.code === "Space") { e.preventDefault(); triggerRoll(); return; }
|
| 555 |
const act = KEYMAP[e.code];
|
| 556 |
if (!act) return;
|
| 557 |
e.preventDefault();
|
|
|
|
| 569 |
// ββ Gamepad: same mapping as the robot runtime (microduck_runtime) ββββββ
|
| 570 |
// Sticks: L vertical = vx (asymmetric fwd/back), L horizontal = strafe,
|
| 571 |
// R horizontal = turn, all EMA-smoothed like the runtime's cmd_alpha.
|
| 572 |
+
// X = roll, DpadDown = sit/stand, DpadUp = back to run, RT = mouth.
|
| 573 |
const PAD_DEADZONE = 0.15;
|
| 574 |
const PAD_ALPHA = 0.12;
|
| 575 |
const dz = (v) => (Math.abs(v) < PAD_DEADZONE ? 0 : v);
|
|
|
|
| 590 |
];
|
| 591 |
for (let i = 0; i < 3; i++) padCmd[i] += PAD_ALPHA * (target[i] - padCmd[i]);
|
| 592 |
// Sticks grab command authority on first input, release when back at rest
|
| 593 |
+
// (then the keyboard takes over again).
|
| 594 |
const stickInput = lx !== 0 || ly !== 0 || rx !== 0;
|
| 595 |
if (stickInput) padActive = true;
|
| 596 |
else if (padActive && Math.abs(padCmd[0]) + Math.abs(padCmd[1]) + Math.abs(padCmd[2]) < 0.01) {
|
|
|
|
| 600 |
|
| 601 |
// Standard mapping indices: X=2, DpadDown=13, RT=7 (analog value).
|
| 602 |
const x = !!gp.buttons[2]?.pressed;
|
| 603 |
+
if (x && !padPrev.x) triggerRoll("pad");
|
| 604 |
padPrev.x = x;
|
| 605 |
|
| 606 |
const dpadDown = !!gp.buttons[13]?.pressed;
|
|
|
|
| 610 |
}
|
| 611 |
padPrev.dpadDown = dpadDown;
|
| 612 |
|
| 613 |
+
// DpadUp: straight back to running. Ignored mid-roll (it hands back
|
| 614 |
// to walk on its own, and switching on a tipped duck would floor it).
|
| 615 |
const dpadUp = !!gp.buttons[12]?.pressed;
|
| 616 |
+
if (dpadUp && !padPrev.dpadUp && mode !== "walk" && mode !== "roll") setMode("walk");
|
| 617 |
padPrev.dpadUp = dpadUp;
|
| 618 |
|
| 619 |
// Triggers drive the mouth like the runtime (max of both), and the right
|
|
|
|
| 631 |
|
| 632 |
function setMode(next) {
|
| 633 |
quack();
|
| 634 |
+
rollRun = null;
|
| 635 |
if (next !== "sit") {
|
| 636 |
// Leaving a sit: let the sitstand policy stand the duck back up first.
|
| 637 |
if (mode === "sitstand" && sitFlag === 1) {
|
|
|
|
| 656 |
syncButtons();
|
| 657 |
}
|
| 658 |
|
| 659 |
+
// One roll, then straight back to running (Space key or the button).
|
| 660 |
// lastAction is deliberately NOT zeroed here: the robot runtime keeps one
|
| 661 |
// continuous action history across policy switches, and the roll initiates
|
| 662 |
// more reliably mid-gait with the true last actions in the obs.
|
| 663 |
+
function triggerRoll(source = "kb") {
|
| 664 |
+
if (mode === "roll") return;
|
| 665 |
+
rollSource = source;
|
| 666 |
quack();
|
| 667 |
+
mode = "roll";
|
| 668 |
sitFlag = 0;
|
| 669 |
+
rollRun = { steps: 0, tipped: false };
|
| 670 |
syncButtons();
|
| 671 |
}
|
| 672 |
// Slot-machine roll: the old text slides up and out while the new one
|
|
|
|
| 688 |
|
| 689 |
function syncButtons() {
|
| 690 |
const sitting = mode === "sitstand" && sitFlag === 1;
|
| 691 |
+
setModeLabel(mode === "roll" ? "Roll" : sitting ? "Sit" : "Run");
|
| 692 |
}
|
| 693 |
|
| 694 |
// ββ Colour swatches: re-skin the rig live, with a quack βββββββββββββββββ
|