294 lines
9.7 KiB
C++
294 lines
9.7 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 (face 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 faces with eyes/neck via FaceDetect sensor
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// ============================================================================
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// Tuneable settings - all values exposed for external adjustment
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struct FocusSettings {
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// Motor IDs
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uint8_t eyeMotor1 = 14;
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uint8_t eyeMotor2 = 15;
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uint8_t neckMotor = 27;
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// Eye motor position range
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uint16_t eyeCenter = 2200;
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uint16_t eyeMin = 1700;
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uint16_t eyeMax = 2500;
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// Neck motor position range
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uint16_t neckCenter = 2000;
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uint16_t neckMin = 1000;
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uint16_t neckMax = 3000;
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// Face detection x range (pixels, center-relative)
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float faceXMin = -140.0f;
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float faceXMax = 140.0f;
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// Interpolation speeds (0-1 per update, higher = faster)
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float eyeSpeed = 0.15f; // Eyes dart quickly to target
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float neckSpeed = 0.02f; // Neck follows smoothly / slowly
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float eyeReturnSpeed = 0.05f; // Speed eyes center as neck catches up
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// Neck starts moving after this delay (ms) from first detecting a target
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unsigned long neckDelayMs = 500;
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// How much of the face offset the neck should try to cover (0-1)
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// 1.0 = neck tries to fully face the target, 0.5 = neck covers half
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float neckContribution = 0.7f;
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// Invert neck direction (set true if neck motor is wired backwards)
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bool neckInvert = true;
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// Return-to-center speeds when no face detected
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float eyeCenteringSpeed = 0.03f;
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float neckCenteringSpeed = 0.02f;
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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 face detection 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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// Access settings for external tuning
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FocusSettings& getSettings() { return settings; }
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const FocusSettings& getSettings() const { return settings; }
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private:
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FocusSettings settings;
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bool isActive;
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// Current smoothed positions (servo units)
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uint16_t eyePosition;
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uint16_t neckPosition;
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// Current normalized offset the neck has reached (-1 to +1)
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// This tracks how far the neck has rotated toward the target
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float neckNormalized;
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// Timing
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unsigned long faceDetectedTime; // When face was first seen (for neck delay)
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bool faceWasPresent; // Was a face present last frame?
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// Map a normalized value (-1..+1) to an asymmetric servo range
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uint16_t normalizedToServo(float n, uint16_t center, uint16_t min, uint16_t max) const;
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// Smooth interpolation helpers
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static float lerpf(float current, float target, float t);
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static 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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// Add a viseme with specific ID, label, and motor positions
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void addViseme(uint8_t id, const char* label, 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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// Set motor positions and label for a viseme
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// Returns true if viseme found and updated, false otherwise
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bool setVisemeMotorsAndLabel(uint8_t visemeID, const char* label, const std::vector<VisemeMotorPosition>& positions);
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// Create or update a viseme with specific ID, label, and motor positions
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// Returns true on success
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bool createOrUpdateViseme(uint8_t visemeID, const char* label, 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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