some updates to effects
This commit is contained in:
@@ -0,0 +1,120 @@
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import IK from './kinematics.js';
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import Settings from './settings.js';
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import BLE from './ble.js';
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export const MotionEffects = {
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// Returns true if the mode should randomize
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resolveMode(mode) {
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if (mode === 'random') {
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const modes = ['direct', 'snaky', 'erratic', 'jumpy', 'hesitant', 'overshoot'];
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return modes[Math.floor(Math.random() * modes.length)];
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}
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return mode || 'direct';
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},
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// Called before a movement sequence starts
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async onSequenceStart(mode) {
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if (!BLE.isConnected()) return;
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if (mode === 'jumpy' || mode === 'overshoot') {
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const fastSpeed = Math.min(2000, Settings.speed * 1.5);
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try { await BLE.write(`SPD:${Math.floor(fastSpeed)}`); } catch(e){}
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}
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},
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// Called after a movement sequence finishes
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async onSequenceEnd(mode) {
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if (!BLE.isConnected()) return;
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if (mode !== 'direct') {
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try { await BLE.write(`SPD:${Settings.speed}`); } catch(e){}
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}
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},
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// Called right before sending a waypoint to BLE
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async onWaypointSend(target, hasHesitated) {
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let delay = 0;
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let newHasHesitated = hasHesitated;
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if (target.mode === 'hesitant' && target.fraction >= 0.45 && !hasHesitated) {
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delay = 800; // Noticeably pause
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newHasHesitated = true;
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} else if (target.mode === 'overshoot_settle') {
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delay = 200; // Brief pause before returning
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if (BLE.isConnected()) {
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try { await BLE.write(`SPD:${Math.floor(Math.max(100, Settings.speed * 0.4))}`); } catch(e){}
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}
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}
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return { delay, hasHesitated: newHasHesitated };
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},
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// Called to determine blending behaviour during queue checks
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getQueueAction(mode, maxDist, blendThreshold) {
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if (mode === 'erratic') {
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if (maxDist <= 5) return { action: 'wait', delay: 100 };
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} else if (mode === 'jumpy') {
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if (maxDist <= 5) return { action: 'wait', delay: 100 };
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} else {
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if (maxDist <= blendThreshold) return { action: 'blend' };
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}
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return { action: 'continue' };
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},
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// Called to modify the final destination before slicing (e.g. overshoot)
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modifyDestination(startX, startY, endX, endY, mode) {
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if (mode === 'overshoot') {
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const dx = endX - startX;
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const dy = endY - startY;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist > 0) {
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let nx = endX + (dx / dist) * 20; // Overshoot 20mm
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let ny = endY + (dy / dist) * 20;
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if (IK.checkWorkspace(nx, ny).ok) {
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return { endX: nx, endY: ny };
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}
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}
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}
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return { endX, endY };
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},
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// Called to determine segment count
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getSegmentCount(distance, baseSegmentSize, mode) {
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let count = Math.ceil(distance / baseSegmentSize);
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if (mode === 'snaky') {
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count = Math.max(count, Math.ceil(distance / 10)); // fine resolution for sine
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} else if (mode === 'erratic') {
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count = Math.max(count, Math.ceil(distance / 20)); // fewer, larger jumps
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}
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return Math.max(1, count);
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},
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// Called to apply per-waypoint visual perturbations
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applyPerturbation(px, py, nx, ny, fraction, distance, mode) {
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if (mode === 'snaky') {
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const cycles = Math.max(1, Math.floor(distance / 50));
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const offset = Math.sin(fraction * Math.PI * 2 * cycles) * 15;
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px += nx * offset;
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py += ny * offset;
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} else if (mode === 'erratic') {
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// Meaningful jumps
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px += (Math.random() - 0.5) * 20;
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py += (Math.random() - 0.5) * 20;
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}
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return { px, py };
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},
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// Generate extra waypoints at the end (e.g. settle from overshoot)
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getSettlingWaypoints(endX, endY, mode) {
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const segs = [];
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if (mode === 'overshoot') {
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const res = IK.solve(endX, endY);
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if (res.reachable && !IK.armsCrossed(res.theta1, res.theta2)) {
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segs.push({
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s1: IK.radToStepsAbsolute(res.theta1, 1),
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s2: IK.radToStepsAbsolute(res.theta2, 2),
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mode: 'overshoot_settle',
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fraction: 1.1
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});
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}
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}
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return segs;
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}
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};
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+22
-81
@@ -2,6 +2,7 @@ import BLE from './ble.js';
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import IK from './kinematics.js';
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import UI from './ui.js';
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import Settings from './settings.js';
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import { MotionEffects } from './motion-effects.js';
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const CONFIG = {
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SEGMENT_SIZE_MM: 25, // Maximum distance between waypoints to prevent out-of-bounds joint-space arcs
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@@ -57,9 +58,7 @@ async function executeQueue() {
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if (queueCheckInterval) clearInterval(queueCheckInterval);
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// Restore speed if it was altered
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if (BLE.isConnected() && ['jumpy', 'hesitant', 'overshoot'].includes(currentMotionMode)) {
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try { await BLE.write(`SPD:${Settings.speed}`); } catch(e){}
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}
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await MotionEffects.onSequenceEnd(currentMotionMode);
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if (currentResolve) currentResolve(true);
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currentResolve = null;
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@@ -69,20 +68,12 @@ async function executeQueue() {
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isMoving = true;
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let target = motionQueue.shift();
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let delayBeforeSend = 0;
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if (target.mode === 'hesitant' && target.fraction >= 0.45 && !hasHesitated) {
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hasHesitated = true;
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delayBeforeSend = 400;
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} else if (target.mode === 'overshoot_settle') {
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delayBeforeSend = 200; // brief pause before returning
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}
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const { delay: delayBeforeSend, hasHesitated: newHasHesitated } = await MotionEffects.onWaypointSend(target, hasHesitated);
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hasHesitated = newHasHesitated;
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const doSend = async () => {
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const cmd = `X:${target.s1},${target.s2}`;
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if (BLE.isConnected()) {
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if (target.mode === 'overshoot_settle') {
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try { await BLE.write(`SPD:${Math.floor(Math.max(100, Settings.speed * 0.4))}`); } catch(e){}
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}
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try {
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await BLE.write(cmd);
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} catch (e) {
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@@ -104,23 +95,13 @@ async function executeQueue() {
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const maxDist = Math.max(dist1, dist2);
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if (motionQueue.length > 0) {
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// We have more waypoints. Blend or wait depending on mode.
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if (target.mode === 'erratic') {
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if (maxDist <= 5) { // wait for full stop
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clearInterval(queueCheckInterval);
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setTimeout(executeQueue, 50 + Math.random() * 100);
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}
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} else if (target.mode === 'jumpy') {
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if (maxDist <= 5) { // stop and go rhythm
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clearInterval(queueCheckInterval);
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setTimeout(executeQueue, 100);
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}
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} else {
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// direct, snaky, hesitant, etc default to direct blending
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if (maxDist <= CONFIG.BLEND_THRESHOLD_STEPS) {
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clearInterval(queueCheckInterval);
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executeQueue();
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}
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const queueAction = MotionEffects.getQueueAction(target.mode, maxDist, CONFIG.BLEND_THRESHOLD_STEPS);
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if (queueAction.action === 'wait') {
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clearInterval(queueCheckInterval);
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setTimeout(executeQueue, queueAction.delay);
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} else if (queueAction.action === 'blend') {
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clearInterval(queueCheckInterval);
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executeQueue();
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}
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} else {
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// Last waypoint. Wait until closely reached.
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@@ -159,36 +140,16 @@ async function executeQueue() {
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}
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function buildSegments(startX, startY, endX, endY, mode) {
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let actualEndX = endX;
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let actualEndY = endY;
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if (mode === 'overshoot') {
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const totalDx = endX - startX;
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const totalDy = endY - startY;
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const totalDist = Math.sqrt(totalDx * totalDx + totalDy * totalDy);
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if (totalDist > 0) {
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actualEndX = endX + (totalDx / totalDist) * 15;
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actualEndY = endY + (totalDy / totalDist) * 15;
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const wsCheck = IK.checkWorkspace(actualEndX, actualEndY);
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if (!wsCheck.ok) {
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actualEndX = endX;
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actualEndY = endY;
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}
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}
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}
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const modDest = MotionEffects.modifyDestination(startX, startY, endX, endY, mode);
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const actualEndX = modDest.endX;
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const actualEndY = modDest.endY;
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const dx = actualEndX - startX;
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const dy = actualEndY - startY;
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const distance = Math.sqrt(dx * dx + dy * dy);
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let numSegments = Math.ceil(distance / CONFIG.SEGMENT_SIZE_MM);
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let numSegments = MotionEffects.getSegmentCount(distance, CONFIG.SEGMENT_SIZE_MM, mode);
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if (mode === 'snaky' || mode === 'erratic') {
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numSegments = Math.max(numSegments, Math.ceil(distance / 10)); // 10mm segments max for finer resolution
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}
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if (numSegments === 0) numSegments = 1;
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let segs = [];
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const nx = -dy / distance || 0;
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@@ -199,15 +160,9 @@ function buildSegments(startX, startY, endX, endY, mode) {
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let px = startX + dx * fraction;
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let py = startY + dy * fraction;
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if (mode === 'snaky') {
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const cycles = Math.max(1, Math.floor(distance / 50));
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const offset = Math.sin(fraction * Math.PI * 2 * cycles) * 15;
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px += nx * offset;
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py += ny * offset;
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} else if (mode === 'erratic') {
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px += (Math.random() - 0.5) * 10;
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py += (Math.random() - 0.5) * 10;
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}
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const perturbed = MotionEffects.applyPerturbation(px, py, nx, ny, fraction, distance, mode);
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px = perturbed.px;
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py = perturbed.py;
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const wsCheck = IK.checkWorkspace(px, py);
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if (!wsCheck.ok) {
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@@ -238,14 +193,8 @@ function buildSegments(startX, startY, endX, endY, mode) {
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segs.push({ s1, s2, mode, fraction });
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}
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if (mode === 'overshoot') {
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const res = IK.solve(endX, endY);
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if (res.reachable && !IK.armsCrossed(res.theta1, res.theta2)) {
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const s1 = IK.radToStepsAbsolute(res.theta1, 1);
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const s2 = IK.radToStepsAbsolute(res.theta2, 2);
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segs.push({ s1, s2, mode: 'overshoot_settle', fraction: 1.1 });
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}
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}
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const settlingSegs = MotionEffects.getSettlingWaypoints(endX, endY, mode);
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segs = segs.concat(settlingSegs);
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return segs;
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}
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@@ -261,10 +210,7 @@ async function goto(targetX, targetY, mode = 'direct') {
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return false;
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}
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if (mode === 'random') {
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const modes = ['direct', 'snaky', 'erratic', 'jumpy', 'hesitant', 'overshoot'];
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mode = modes[Math.floor(Math.random() * modes.length)];
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}
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mode = MotionEffects.resolveMode(mode);
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currentMotionMode = mode;
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hasHesitated = false;
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@@ -317,12 +263,7 @@ async function goto(targetX, targetY, mode = 'direct') {
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motionQueue = segments;
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if (BLE.isConnected()) {
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if (mode === 'jumpy' || mode === 'hesitant') {
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const fastSpeed = Math.min(2000, Settings.speed * 1.5);
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try { await BLE.write(`SPD:${Math.floor(fastSpeed)}`); } catch(e){}
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}
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}
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await MotionEffects.onSequenceStart(mode);
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return new Promise((resolve) => {
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currentResolve = resolve;
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