Rename motor indexes constant names

The original names are overly verbose.
Make motor pins disabled by default on all platforms except classic esp32.
Make config more clear.
This commit is contained in:
Oleg Kalachev
2026-08-17 06:01:07 +03:00
parent 5296531e20
commit 647d68f1b7
6 changed files with 38 additions and 32 deletions
+8 -8
View File
@@ -98,10 +98,10 @@ public:
const double maxThrust = 0.03 * ONE_G; // ~30 g, https://youtu.be/VtKI4Pjx8Sk?&t=78
const float scale0 = 1.0, scale1 = 1.1, scale2 = 0.9, scale3 = 1.05; // imitating motors asymmetry
float mfl = scale0 * maxThrust * motors[MOTOR_FRONT_LEFT];
float mfr = scale1 * maxThrust * motors[MOTOR_FRONT_RIGHT];
float mrl = scale2 * maxThrust * motors[MOTOR_REAR_LEFT];
float mrr = scale3 * maxThrust * motors[MOTOR_REAR_RIGHT];
float mfl = scale0 * maxThrust * motors[MOT_FL];
float mfr = scale1 * maxThrust * motors[MOT_FR];
float mrl = scale2 * maxThrust * motors[MOT_RL];
float mrr = scale3 * maxThrust * motors[MOT_RR];
body->AddLinkForce(Vector3d(0.0, 0.0, mfl), Vector3d(dist, dist, 0.0));
body->AddLinkForce(Vector3d(0.0, 0.0, mfr), Vector3d(dist, -dist, 0.0));
@@ -110,10 +110,10 @@ public:
// torque
const double maxTorque = 0.0024 * ONE_G; // ~24 g*cm
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale0 * maxTorque * motors[MOTOR_FRONT_LEFT]));
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale1 * -maxTorque * motors[MOTOR_FRONT_RIGHT]));
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale2 * -maxTorque * motors[MOTOR_REAR_LEFT]));
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale3 * maxTorque * motors[MOTOR_REAR_RIGHT]));
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale0 * maxTorque * motors[MOT_FL]));
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale1 * -maxTorque * motors[MOT_FR]));
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale2 * -maxTorque * motors[MOT_RL]));
body->AddRelativeTorque(Vector3d(0.0, 0.0, scale3 * maxTorque * motors[MOT_RR]));
}
void initNode() {