Update README.md

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alastaira
2023-09-18 20:40:16 +01:00
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@@ -19,18 +19,19 @@ Heavily based on <a href="https://github.com/luisllamasbinaburo/ESP32_Faces/">th
- *Face* is the core object, consisting of left and right eye components, behaviour, expression, a look assistant, and a blink assistant. The outputs of these components are chained together to create the display on each frame:
- The Face *Behaviour* contains an array of weighted _Emotions_. There are currently 18 emotions, as defined in the enum in FaceEmotions.hpp.
- The Face *Behaviour* contains an array of weighted _Emotions_. There are currently 18 emotions, as defined in the enum in FaceEmotions.hpp.
Each emotion can have an individual weight assigned to it, as follows:
```
face->Behavior.SetEmotion(eEmotions::Glee, 1.0);
face->Behavior.SetEmotion(eEmotions::Anger, 0.5);
```
If ```face->RandomBehavior = true;``` (which is the default), then Face will use a roulette-wheel selection to randomly assign a new emotion based on their relative weights.
The frequency with which the current emotion is re-evaluated (although this does not always result in a change) is determined by the value passed to ```face->Behaviour.Timer.SetIntervalMillis();```
(If no weights have been assigned to any emotion, the face will default to "normal" emotion).
Note that emotions are not blended together - the "weight" assigned to them determines the chances with which any emotion will be selected to be the next emotion (currentEmotion)
The frequency with which the current emotion is re-evaluated is determined by the value passed to ```face->Behaviour.Timer.SetIntervalMillis();``` , although note that this does not always result in a change, since the same emotion may be selected as is currently active.
If no weights have been assigned to any emotion, the face will default to "normal" emotion.
- *Expression* is a wrapper that handles transitions of each eye to the currently selected emotion.
Note that emotions are _not_ blended together - the face only ever expresses one emotion at a time. The "weight" assigned to each emotion does not specify how they are composited together, but rather it states the relative probability with which any given emotion will be selected.
- *Expression* handles transitions of the eyes to a selected emotion. Each emotion has a preset configuration that defines the eye height, slope, radius, and offset for each emotion (defined in ```EyePresets.h```), and these are assigned by the corresponding ```GoTo_Emotion()``` function.
- The Blink assistant handles blinking. If ```face->RandomBlink = true;``` (the default), the eyes will automatically blink, with a frequency determined by the value passed to ```face->Blink.Timer.SetIntervalMillis();```
The eyes may be blinked manually by calling ```face->DoBlink();```