255 lines
8.7 KiB
C++
255 lines
8.7 KiB
C++
#pragma once
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#include <Arduino.h>
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#include <vector>
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#include "sensors.h"
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#include "robotconfig.h"
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#include "noise.h"
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// ============================================================================
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// Behavior IDs
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// ============================================================================
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enum BehaviorID : uint8_t {
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BEHAVIOR_FOCUS = 1, // Focus behavior (radar tracking)
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BEHAVIOR_IDLE = 2, // Idle behavior (perlin noise for all motors)
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BEHAVIOR_VISEME = 3, // Viseme behavior (mouth motor positions)
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};
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// ============================================================================
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// Base Behavior Class
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// ============================================================================
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class Behavior {
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public:
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Behavior();
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virtual ~Behavior() = default;
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// Get list of motor IDs this behavior controls
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const std::vector<uint8_t>& getControlledMotors() const { return controlledMotors; }
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// Add a motor to the controlled list
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void addMotor(uint8_t motorID);
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// Remove a motor from the controlled list
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void removeMotor(uint8_t motorID);
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// Clear all controlled motors
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void clearMotors();
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// Virtual method to update the behavior (called each frame)
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// Returns true if the behavior is active and wants to control motors
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virtual bool update() = 0;
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// Virtual method to get the desired position for a motor
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// Returns true if this behavior wants to control this motor, false otherwise
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virtual bool getMotorPosition(uint8_t motorID, uint16_t& position) = 0;
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protected:
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std::vector<uint8_t> controlledMotors;
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};
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// ============================================================================
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// Focus Behavior - Tracks radar targets with eyes/neck
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// ============================================================================
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class FocusBehavior : public Behavior {
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public:
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FocusBehavior();
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// Update behavior - check radar for targets
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bool update() override;
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// Get motor position for a controlled motor
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bool getMotorPosition(uint8_t motorID, uint16_t& position) override;
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private:
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bool isActive;
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uint16_t eyePosition; // Current interpolated position for motors 14 and 15
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uint16_t neckPosition; // Current interpolated position for motor 27
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// Target positions
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uint16_t targetEyePosition;
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uint16_t targetNeckPosition;
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// Timing
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unsigned long targetDetectedTime; // When target was first detected
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unsigned long neckStartTime; // When neck rotation should start
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bool neckRotating; // Whether neck is actively rotating
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// Configuration
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static constexpr uint8_t FOCUS_MOTOR_1 = 14; // Eye motor 1
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static constexpr uint8_t FOCUS_MOTOR_2 = 15; // Eye motor 2
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static constexpr uint8_t NECK_MOTOR = 27; // Neck motor
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// Eye motor position range (motors 14 and 15)
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static constexpr uint16_t EYE_POSITION_CENTER = 2200;
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static constexpr uint16_t EYE_POSITION_MIN = 1700;
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static constexpr uint16_t EYE_POSITION_MAX = 2500;
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// Neck motor position range (motor 27)
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static constexpr uint16_t NECK_POSITION_CENTER = 2000;
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static constexpr uint16_t NECK_POSITION_MIN = 1000;
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static constexpr uint16_t NECK_POSITION_MAX = 3000;
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static constexpr unsigned long NECK_DELAY_MS = 1000; // 1 second delay before neck moves
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static constexpr float INTERPOLATION_SPEED = 0.05f; // Smooth interpolation factor for eyes (0-1, higher = faster)
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static constexpr float NECK_INTERPOLATION_SPEED = 0.03f; // Slower interpolation for neck (smoother motion)
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static constexpr float EYE_CENTERING_SPEED = 0.03f; // Speed at which eyes center when neck rotates
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// Calculate motor position from radar angle (in degrees)
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uint16_t calculateEyePositionFromRadarAngle(float radarAngle);
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uint16_t calculateNeckPositionFromRadarAngle(float radarAngle);
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// Smooth interpolation helper (linear interpolation)
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uint16_t lerp(uint16_t current, uint16_t target, float t);
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};
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// ============================================================================
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// Idle Behavior - Adds perlin noise to all motors for natural idle motion
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// ============================================================================
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class IdleBehavior : public Behavior {
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public:
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IdleBehavior();
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// Initialize with list of motor IDs to control
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void initMotors(const std::vector<uint8_t>& motorIDs);
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// Update behavior - calculates new noise positions
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bool update() override;
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// Get motor position for a controlled motor
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bool getMotorPosition(uint8_t motorID, uint16_t& position) override;
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private:
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// Store current positions for each motor (indexed by motor ID)
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uint16_t motorPositions[256];
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// Time offset for perlin noise animation
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unsigned long startTime;
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// Configuration
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static constexpr uint16_t POSITION_CENTER = 2047;
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static constexpr uint16_t NOISE_RANGE = 100; // ±500 from center
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static constexpr float NOISE_SPEED = 0.000125f; // How fast noise evolves (slower = smoother, 4x slower)
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static constexpr uint16_t MOTOR_SEED_OFFSET = 100; // Seed offset between motors for variety
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};
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// ============================================================================
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// Viseme Behavior - Controls mouth motors for speech
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// ============================================================================
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// Motor position within a viseme
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struct VisemeMotorPosition {
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uint8_t motorID;
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uint16_t position;
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};
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// Viseme definition: ID, label (3 chars), and motor positions
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struct Viseme {
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uint8_t id;
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char label[4]; // 3 characters + null terminator
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std::vector<VisemeMotorPosition> motorPositions;
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};
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class VisemeBehavior : public Behavior {
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public:
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VisemeBehavior();
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// Add a viseme with a 3-char label (auto-assigns ID)
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// Returns the assigned viseme ID
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uint8_t addViseme(const char* label);
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// Legacy: Add a viseme with specific ID and motor positions (for backwards compatibility)
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void addViseme(uint8_t id, uint16_t pos40, uint16_t pos43, uint16_t pos44);
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// Delete a viseme by ID
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// Returns true if deleted, false if not found
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bool deleteViseme(uint8_t visemeID);
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// Set motor positions for a viseme
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// Returns true if viseme found and updated, false otherwise
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bool setVisemeMotors(uint8_t visemeID, const std::vector<VisemeMotorPosition>& positions);
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// Get all visemes (for VLST command)
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const std::vector<Viseme>& getVisemes() const { return visemes; }
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// Trigger a viseme by ID - activates the behavior and sets positions
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// Returns true if viseme was found, false otherwise
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bool triggerViseme(uint8_t visemeID);
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// Update behavior - checks for timeout and deactivates
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bool update() override;
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// Get motor position for a controlled motor
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bool getMotorPosition(uint8_t motorID, uint16_t& position) override;
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private:
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bool isActive;
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unsigned long lastTriggerTime;
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uint8_t nextVisemeID; // Auto-increment ID for new visemes
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// Current active motor positions (when triggered)
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std::vector<VisemeMotorPosition> currentPositions;
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// Registered visemes
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std::vector<Viseme> visemes;
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// Configuration
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static constexpr unsigned long TIMEOUT_MS = 3000; // 3 second timeout
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static constexpr uint16_t DEFAULT_POSITION = 2047; // Center/rest position
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// Helper to find viseme by ID
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Viseme* findViseme(uint8_t id);
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};
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// ============================================================================
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// Behavior Manager - Manages active behaviors and resolves motor conflicts
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// ============================================================================
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class BehaviorManager {
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public:
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BehaviorManager();
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// Add a behavior to the manager with an ID
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void addBehavior(BehaviorID id, Behavior* behavior);
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// Remove a behavior from the manager
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void removeBehavior(Behavior* behavior);
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// Enable/disable a behavior by ID
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void setBehaviorEnabled(BehaviorID id, bool enabled);
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// Check if a behavior is enabled
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bool isBehaviorEnabled(BehaviorID id) const;
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// Get count of registered behaviors
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uint8_t getBehaviorCount() const;
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// Get behavior info at index (for iteration)
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// Returns true if index is valid and fills out id and enabled
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bool getBehaviorInfo(uint8_t index, BehaviorID& id, bool& enabled) const;
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// Update all enabled behaviors (call each frame)
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void update();
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// Check if a behavior wants to control a specific motor
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// Returns true if a behavior provides a position, false otherwise
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bool getMotorPosition(uint8_t motorID, uint16_t& position);
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private:
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struct BehaviorEntry {
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BehaviorID id;
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Behavior* behavior;
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};
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std::vector<BehaviorEntry> behaviors;
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bool enabledStates[256] = {false}; // Track enabled state by ID
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};
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// Global behavior manager instance
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extern BehaviorManager behaviorManager;
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// Global viseme behavior instance (for command access)
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extern VisemeBehavior visemeBehavior;
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