HansonServo/behaviors.h

266 lines
9.3 KiB
C++

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