✨ Adds skilmanager and spin skill
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+55
-6
@@ -11,6 +11,7 @@
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#include <motion_states/walk_state.h>
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#include <motion_states/stand_state.h>
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#include <motion_states/rest_state.h>
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#include <motion_skills/skill_manager.h>
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#include <message_types.h>
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#define DEFAULT_STATE false
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@@ -39,6 +40,8 @@ class MotionService {
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std::bind(&MotionService::syncAngles, this, std::placeholders::_1, std::placeholders::_2));
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body_state.updateFeet(KinConfig::default_feet_positions);
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skillManager.setWalkState(&walkState);
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}
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void anglesEvent(JsonVariant &root, int originId) {
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@@ -109,12 +112,42 @@ class MotionService {
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const gesture_t ges = _peripherals->takeGesture();
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if (ges != gesture_t::eGestureNone) {
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ESP_LOGI("Motion", "Gesture: %d", ges);
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switch (ges) {
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case gesture_t::eGestureDown: setState(&restState); break;
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case gesture_t::eGestureUp: setState(&standState); break;
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case gesture_t::eGestureLeft:
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case gesture_t::eGestureRight: setState(&walkState); break;
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// Check if this gesture maps to a skill
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if (ges == gesture_t::eGestureClockwise || ges == gesture_t::eGestureAntiClockwise) {
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skillManager.queueGestureSkill(ges);
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return; // Let skill manager handle state transitions
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}
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// Handle basic gestures that don't require skills
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switch (ges) {
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case gesture_t::eGestureDown:
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skillManager.clearQueue(); // Clear any running skills
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if (state == &restState) {
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_servoController->deactivate();
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setState(nullptr);
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} else if (state == &standState)
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setState(&restState);
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else if (state == &walkState)
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setState(&standState);
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break;
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case gesture_t::eGestureUp:
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skillManager.clearQueue(); // Clear any running skills
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if (!state) {
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_servoController->activate();
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setState(&restState);
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} else if (state == &restState)
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setState(&standState);
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else if (state == &standState)
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setState(&walkState);
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break;
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break;
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case gesture_t::eGestureLeft:
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case gesture_t::eGestureRight:
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skillManager.clearQueue(); // Clear any running skills
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setState(&walkState);
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break;
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default: break;
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}
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}
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@@ -122,10 +155,24 @@ class MotionService {
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bool updateMotion() {
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handleGestures();
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if (!state) return false;
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unsigned long now = millis();
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float dt = (now - lastUpdate) / 1000.0f;
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lastUpdate = now;
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// Update skill manager
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skillManager.update(body_state, state, _peripherals, dt);
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// If a skill is active and requires a specific state, ensure we're in that state
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if (skillManager.hasActiveSkill()) {
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MotionState *requiredState = skillManager.getCurrentSkillRequiredState();
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if (requiredState && state != requiredState) {
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setState(requiredState);
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}
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}
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if (!state) return false;
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state->updateImuOffsets(_peripherals->angleY(), _peripherals->angleX());
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state->step(body_state, dt);
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kinematics.calculate_inverse_kinematics(body_state, new_angles);
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@@ -162,6 +209,8 @@ class MotionService {
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StandState standState;
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WalkState walkState;
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SkillManager skillManager;
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body_state_t body_state;
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float new_angles[12] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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@@ -0,0 +1,27 @@
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#pragma once
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#include <kinematics.h>
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#include <message_types.h>
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#include <peripherals/peripherals.h>
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#include <motion_states/state.h>
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class Skill {
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public:
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virtual ~Skill() = default;
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virtual const char* getName() const = 0;
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virtual void begin(body_state_t& body_state, Peripherals* peripherals) {}
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virtual void execute(body_state_t& body_state, MotionState* currentState, Peripherals* peripherals, float dt) = 0;
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virtual bool isComplete() const = 0;
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virtual void reset() = 0;
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virtual MotionState* getRequiredState() = 0;
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protected:
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bool _isActive = false;
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bool _isComplete = false;
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};
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@@ -0,0 +1,96 @@
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#pragma once
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#include <motion_skills/skill.h>
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#include <motion_skills/spin_skill.h>
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#include <motion_states/walk_state.h>
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#include <peripherals/gesture.h>
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#include <esp_log.h>
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#include <queue>
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#include <memory>
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class SkillManager {
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private:
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std::queue<std::unique_ptr<Skill>> _skillQueue;
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std::unique_ptr<Skill> _currentSkill;
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WalkState* _walkState = nullptr;
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public:
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SkillManager() = default;
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void setWalkState(WalkState* walkState) { _walkState = walkState; }
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void queueSkill(std::unique_ptr<Skill> skill) {
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_skillQueue.push(std::move(skill));
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ESP_LOGI("SkillManager", "Queued skill. Queue size: %d", _skillQueue.size());
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}
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void queueGestureSkill(gesture_t gesture) {
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std::unique_ptr<Skill> skill = nullptr;
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switch (gesture) {
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case gesture_t::eGestureClockwise:
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skill = std::make_unique<SpinAroundSkill>(true);
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static_cast<SpinAroundSkill*>(skill.get())->setWalkState(_walkState);
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break;
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case gesture_t::eGestureAntiClockwise:
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skill = std::make_unique<SpinAroundSkill>(false);
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static_cast<SpinAroundSkill*>(skill.get())->setWalkState(_walkState);
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break;
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default: return; // No skill mapped to this gesture
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}
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if (skill) {
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ESP_LOGI("SkillManager", "Mapping gesture %d to skill: %s", gesture, skill->getName());
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queueSkill(std::move(skill));
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}
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}
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void update(body_state_t& body_state, MotionState* currentState, Peripherals* peripherals, float dt) {
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// Check if current skill is complete
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if (_currentSkill && _currentSkill->isComplete()) {
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ESP_LOGI("SkillManager", "Skill '%s' completed", _currentSkill->getName());
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_currentSkill.reset();
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}
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// Start next skill if no current skill and queue has skills
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if (!_currentSkill && !_skillQueue.empty()) {
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_currentSkill = std::move(_skillQueue.front());
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_skillQueue.pop();
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_currentSkill->begin(body_state, peripherals);
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ESP_LOGI("SkillManager", "Started skill: %s", _currentSkill->getName());
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}
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// Execute current skill
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if (_currentSkill && !_currentSkill->isComplete()) {
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_currentSkill->execute(body_state, currentState, peripherals, dt);
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}
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}
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bool hasActiveSkill() const { return _currentSkill && !_currentSkill->isComplete(); }
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bool hasQueuedSkills() const { return !_skillQueue.empty(); }
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void clearQueue() {
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while (!_skillQueue.empty()) {
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_skillQueue.pop();
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}
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if (_currentSkill) {
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_currentSkill->reset();
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_currentSkill.reset();
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}
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ESP_LOGI("SkillManager", "Cleared all skills");
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}
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const char* getCurrentSkillName() const { return _currentSkill ? _currentSkill->getName() : "None"; }
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MotionState* getCurrentSkillRequiredState() const {
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return _currentSkill ? _currentSkill->getRequiredState() : nullptr;
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}
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void logStatus() const {
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ESP_LOGI("SkillManager", "Status: active=%s, queued=%d, current=%s", hasActiveSkill() ? "yes" : "no",
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_skillQueue.size(), getCurrentSkillName());
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}
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};
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@@ -0,0 +1,120 @@
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#pragma once
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#include <motion_skills/skill.h>
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#include <utils/math_utils.h>
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#include <esp_log.h>
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// Forward declaration to avoid circular dependency
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class WalkState;
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class SpinAroundSkill : public Skill {
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private:
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float _startHeading = -1.0f;
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float _targetRotation = 0.0f;
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float _currentRotation = 0.0f;
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float _lastHeading = -1.0f;
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unsigned long _startTime = 0;
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bool _clockwise = true;
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WalkState* _walkState = nullptr;
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static constexpr float HEADING_TOLERANCE = 15.0f; // degrees
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static constexpr float SPIN_SPEED = 0.75f;
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static constexpr float MIN_HEADING_CHANGE = 5.0f; // minimum change to register movement
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static constexpr unsigned long TIMEOUT_MS = 30000; // 30 second timeout
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public:
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SpinAroundSkill(bool clockwise = true) : _clockwise(clockwise) {}
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const char* getName() const override { return _clockwise ? "Spin Clockwise" : "Spin Counter-Clockwise"; }
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void begin(body_state_t& body_state, Peripherals* peripherals) override {
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_isActive = true;
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_isComplete = false;
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_startHeading = peripherals->getHeading();
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_lastHeading = _startHeading;
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_currentRotation = 0.0f;
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_targetRotation = 360.0f;
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_startTime = millis();
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ESP_LOGI("SpinSkill", "Starting %s from heading %.1f", getName(), _startHeading);
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}
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void execute(body_state_t& body_state, MotionState* currentState, Peripherals* peripherals, float dt) override {
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if (!_isActive || _isComplete) return;
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float currentHeading = peripherals->getHeading();
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// Check for valid heading data
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if (currentHeading < 0.0f || _startHeading < 0.0f) {
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ESP_LOGW("SpinSkill", "Invalid heading - start: %.1f, current: %.1f, continuing rotation", _startHeading,
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currentHeading);
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} else if (_lastHeading >= 0.0f) {
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// Calculate the change in heading since last update
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float headingDelta = currentHeading - _lastHeading;
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// Handle wrap-around (crossing 0°/360° boundary)
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if (headingDelta > 180.0f) {
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headingDelta -= 360.0f;
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} else if (headingDelta < -180.0f) {
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headingDelta += 360.0f;
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}
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// Accumulate rotation in the correct direction
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if (_clockwise && headingDelta < 0.0f) {
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// Clockwise rotation shows as negative heading change
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_currentRotation += -headingDelta;
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} else if (!_clockwise && headingDelta > 0.0f) {
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// Counter-clockwise rotation shows as positive heading change
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_currentRotation += headingDelta;
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}
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// Prevent accumulation of small noise/jitter
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if (std::abs(headingDelta) < MIN_HEADING_CHANGE) {
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// Don't accumulate very small changes
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}
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ESP_LOGI("SpinSkill", "%s: %.1f°->%.1f° (Δ%.1f°) total=%.1f°/%.1f°", getName(), _lastHeading,
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currentHeading, headingDelta, _currentRotation, _targetRotation);
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}
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_lastHeading = currentHeading;
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// Check for timeout
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if (millis() - _startTime > TIMEOUT_MS) {
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_isComplete = true;
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ESP_LOGW("SpinSkill", "Timeout %s - rotated %.1f/%.1f degrees", getName(), _currentRotation,
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_targetRotation);
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return;
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}
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// Check if we've completed a full rotation
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if (_currentRotation >= (_targetRotation - HEADING_TOLERANCE)) {
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_isComplete = true;
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ESP_LOGI("SpinSkill", "Completed %s - rotated %.1f degrees", getName(), _currentRotation);
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return;
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}
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// Apply spin command to current state
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if (currentState) {
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CommandMsg spinCommand = {0};
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spinCommand.h = 0.75f;
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spinCommand.rx = _clockwise ? SPIN_SPEED : -SPIN_SPEED;
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spinCommand.s1 = 0.75f;
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spinCommand.s = 0.7f; // Medium speed
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currentState->handleCommand(spinCommand);
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}
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}
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bool isComplete() const override { return _isComplete; }
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void reset() override {
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_isActive = false;
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_isComplete = false;
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_startHeading = -1.0f;
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_lastHeading = -1.0f;
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_currentRotation = 0.0f;
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_startTime = 0;
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}
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MotionState* getRequiredState() override { return _walkState; }
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void setWalkState(WalkState* walkState) { _walkState = walkState; }
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};
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@@ -209,6 +209,14 @@ class Peripherals : public StatefulService<PeripheralsConfiguration> {
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float leftDistance() { return _left_distance; }
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float rightDistance() { return _right_distance; }
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float getHeading() {
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#if FT_ENABLED(USE_HMC5883)
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return _mag.getHeading();
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#else
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return 0.0f;
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#endif
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}
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StatefulHttpEndpoint<PeripheralsConfiguration> endpoint;
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void emitIMU() {
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