Files
esp32-eyes/FaceBehavior.cpp
alastaira 17412d86cc Added manual look and blink control
Added ability to override "random" look, blink, and behaviour change operation, so that look direction and blink can be set with, e.g. a joystick control.
2023-09-18 15:47:47 +01:00

98 lines
3.3 KiB
C++

/***************************************************
Copyright (c) 2020 Luis Llamas
(www.luisllamas.es)
This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License along with this program. If not, see <http://www.gnu.org/licenses
****************************************************/
#include "Face.h"
#include "FaceBehavior.h"
#include "FaceEmotions.hpp"
FaceBehavior::FaceBehavior(Face& face) : _face(face), Timer(500) {
Timer.Start();
Clear();
Emotions[(int)eEmotions::Normal] = 1.0;
}
void FaceBehavior::SetEmotion(eEmotions emotion, float value) {
Emotions[emotion] = value;
}
float FaceBehavior::GetEmotion(eEmotions emotion) {
return Emotions[emotion];
}
void FaceBehavior::Clear() {
for (int emotion = 0; emotion < eEmotions::EMOTIONS_COUNT; emotion++) {
Emotions[emotion] = 0.0;
}
}
eEmotions FaceBehavior::GetRandomEmotion() {
float sum_of_weight = 0;
for (int emotion = 0; emotion < eEmotions::EMOTIONS_COUNT; emotion++) {
sum_of_weight += Emotions[emotion];
}
if (sum_of_weight == 0) {
return eEmotions::Normal;
}
float rand = random(0, 1000 * sum_of_weight) / 1000.0;
float acc = 0;
for (int emotion = 0; emotion < eEmotions::EMOTIONS_COUNT; emotion++) {
if (Emotions[emotion] == 0) continue;
acc += Emotions[emotion];
if (rand <= acc) {
return (eEmotions)emotion;
}
}
return eEmotions::Normal;
}
void FaceBehavior::Update() {
Timer.Update();
if (Timer.IsExpired()) {
Timer.Reset();
eEmotions newEmotion = GetRandomEmotion();
if (CurrentEmotion != newEmotion) {
GoToEmotion(newEmotion);
}
}
}
void FaceBehavior::GoToEmotion(eEmotions emotion) {
CurrentEmotion = emotion;
switch (CurrentEmotion) {
case eEmotions::Normal: _face.Expression.GoTo_Normal(); break;
case eEmotions::Angry: _face.Expression.GoTo_Angry(); break;
case eEmotions::Glee: _face.Expression.GoTo_Glee(); break;
case eEmotions::Happy: _face.Expression.GoTo_Happy(); break;
case eEmotions::Sad: _face.Expression.GoTo_Sad(); break;
case eEmotions::Worried: _face.Expression.GoTo_Worried(); break;
case eEmotions::Focused: _face.Expression.GoTo_Focused(); break;
case eEmotions::Annoyed: _face.Expression.GoTo_Annoyed(); break;
case eEmotions::Surprised: _face.Expression.GoTo_Surprised(); break;
case eEmotions::Skeptic: _face.Expression.GoTo_Skeptic(); break;
case eEmotions::Fustrated: _face.Expression.GoTo_Fustrated(); break;
case eEmotions::Unimpressed: _face.Expression.GoTo_Unimpressed(); break;
case eEmotions::Sleepy: _face.Expression.GoTo_Sleepy(); break;
case eEmotions::Suspicious: _face.Expression.GoTo_Suspicious(); break;
case eEmotions::Squint: _face.Expression.GoTo_Squint(); break;
case eEmotions::Furious: _face.Expression.GoTo_Furious(); break;
case eEmotions::Scared: _face.Expression.GoTo_Scared(); break;
case eEmotions::Awe: _face.Expression.GoTo_Awe(); break;
default: break;
}
}