Updated readme and fixed typos

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alastaira
2023-09-18 19:58:28 +01:00
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@@ -6,10 +6,39 @@ Inspired by the expressive eye animations of the Anki "Cozmo" robot, this Arduin
<img src="https://github.com/playfultechnology/esp32-eyes/blob/main/doc/anki-cozmo-faces-3-1024x576.jpg" />
Unlike some libraries which require a set of bitmap images for each frame of animation, this library draws each frame dynamically from a programmatic set of parameters.
Unlike some libraries which display a set of pre-rendered bitmap images for each frame of animation, this library draws each frame dynamically from a programmatic set of parameters.
Heavily based on <a href="https://github.com/luisllamasbinaburo/ESP32_Faces/">this library</a>, although with significant adjustments:
- OLED (using <a href="https://github.com/olikraus/u8g2">u8g2</a>) rather than TFT (based on <a href="https://github.com/Bodmer/TFT_eSPI">eSPI_TFT</a>)
- Horizontal rather than vertical alignment
- Mirrored left/right eye animations
- Automatic or manual blink and look direction
## Component Structure
- *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.
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)
- *Expression* is a wrapper that handles transitions of each eye to the currently selected emotion.
- 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();```
- The Look assistant handles the global position of the eyes around the screen. If ```face->RandomLook = true;``` (the default), the eyes will randomly move around the screen, with a frequency determined by the value passed to ```face->Look.Timer.SetIntervalMillis();```
The eyes may be set to look at any position by calling ```face->Look.LookAt(x, y);``` (where x and y range from -1.0 - 1.0)
- Each eye is responsible for managing their own drawing operations to the display (in EyeDrawer.cpp)