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@@ -34,18 +34,22 @@ void FaceBehavior::Clear() {
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}
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}
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// Use roulette wheel to select a new emotion, based on assigned weights
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eEmotions FaceBehavior::GetRandomEmotion() {
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// Calculate the total sum of all emotional weights
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float sum_of_weight = 0;
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for (int emotion = 0; emotion < eEmotions::EMOTIONS_COUNT; emotion++) {
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sum_of_weight += Emotions[emotion];
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}
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// If no weights have been assigned, default to "normal" emotion
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if (sum_of_weight == 0) {
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return eEmotions::Normal;
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}
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// Now pick a random number that lies somewhere in the range of total weights
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float rand = random(0, 1000 * sum_of_weight) / 1000.0;
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// Loop over emotions and select the one whose probabity distribution contains
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// the value in which the random number lies
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float acc = 0;
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for (int emotion = 0; emotion < eEmotions::EMOTIONS_COUNT; emotion++) {
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if (Emotions[emotion] == 0) continue;
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@@ -54,7 +58,7 @@ eEmotions FaceBehavior::GetRandomEmotion() {
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return (eEmotions)emotion;
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}
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}
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// If something goes wrong in the calculation, return "normal"
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return eEmotions::Normal;
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}
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@@ -71,28 +75,29 @@ void FaceBehavior::Update() {
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}
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void FaceBehavior::GoToEmotion(eEmotions emotion) {
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// Set the currentEmotion to the desired emotion
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CurrentEmotion = emotion;
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// Call the appropriate expression transition function
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switch (CurrentEmotion) {
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case eEmotions::Normal: _face.Expression.GoTo_Normal(); break;
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case eEmotions::Angry: _face.Expression.GoTo_Angry(); break;
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case eEmotions::Glee: _face.Expression.GoTo_Glee(); break;
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case eEmotions::Happy: _face.Expression.GoTo_Happy(); break;
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case eEmotions::Sad: _face.Expression.GoTo_Sad(); break;
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case eEmotions::Worried: _face.Expression.GoTo_Worried(); break;
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case eEmotions::Focused: _face.Expression.GoTo_Focused(); break;
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case eEmotions::Annoyed: _face.Expression.GoTo_Annoyed(); break;
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case eEmotions::Surprised: _face.Expression.GoTo_Surprised(); break;
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case eEmotions::Skeptic: _face.Expression.GoTo_Skeptic(); break;
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case eEmotions::Frustrated: _face.Expression.GoTo_Frustrated(); break;
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case eEmotions::Unimpressed: _face.Expression.GoTo_Unimpressed(); break;
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case eEmotions::Sleepy: _face.Expression.GoTo_Sleepy(); break;
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case eEmotions::Suspicious: _face.Expression.GoTo_Suspicious(); break;
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case eEmotions::Squint: _face.Expression.GoTo_Squint(); break;
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case eEmotions::Furious: _face.Expression.GoTo_Furious(); break;
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case eEmotions::Scared: _face.Expression.GoTo_Scared(); break;
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case eEmotions::Awe: _face.Expression.GoTo_Awe(); break;
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default: break;
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case eEmotions::Normal: _face.Expression.GoTo_Normal(); break;
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case eEmotions::Angry: _face.Expression.GoTo_Angry(); break;
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case eEmotions::Glee: _face.Expression.GoTo_Glee(); break;
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case eEmotions::Happy: _face.Expression.GoTo_Happy(); break;
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case eEmotions::Sad: _face.Expression.GoTo_Sad(); break;
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case eEmotions::Worried: _face.Expression.GoTo_Worried(); break;
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case eEmotions::Focused: _face.Expression.GoTo_Focused(); break;
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case eEmotions::Annoyed: _face.Expression.GoTo_Annoyed(); break;
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case eEmotions::Surprised: _face.Expression.GoTo_Surprised(); break;
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case eEmotions::Skeptic: _face.Expression.GoTo_Skeptic(); break;
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case eEmotions::Frustrated: _face.Expression.GoTo_Frustrated(); break;
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case eEmotions::Unimpressed: _face.Expression.GoTo_Unimpressed(); break;
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case eEmotions::Sleepy: _face.Expression.GoTo_Sleepy(); break;
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case eEmotions::Suspicious: _face.Expression.GoTo_Suspicious(); break;
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case eEmotions::Squint: _face.Expression.GoTo_Squint(); break;
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case eEmotions::Furious: _face.Expression.GoTo_Furious(); break;
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case eEmotions::Scared: _face.Expression.GoTo_Scared(); break;
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case eEmotions::Awe: _face.Expression.GoTo_Awe(); break;
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default: break;
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}
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}
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@@ -30,11 +30,11 @@ void setup(void) {
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// Assign the current expression
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face->Expression.GoTo_Normal();
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// Assign a weight to each emotion that can be chosen
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// Assign a weight to each emotion
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face->Behavior.SetEmotion(eEmotions::Normal, 1.0);
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//face->Behavior.SetEmotion(eEmotions::Angry, 1.0);
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//face->Behavior.SetEmotion(eEmotions::Sad, 1.0);
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// Automatically switch between possible allowed behaviours (selecting new behaviour randomly based on the weight assigned to each emotion)
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// Automatically switch between behaviours (selecting new behaviour randomly based on the weight assigned to each emotion)
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face->RandomBehavior = true;
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// Automatically blink
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