refactor: remove pkg directory for better project layout

This commit is contained in:
Eli Yip 2025-05-28 09:47:16 +08:00
parent a8a8821489
commit 53eae1cc51
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13 changed files with 1170 additions and 0 deletions

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package communication
import (
"bytes"
"encoding/json"
"fmt"
"io"
"net/http"
"time"
)
// TODO: ID 的作用是什么
// RawMessage 代表发送给 can-bridge 服务或从其接收的原始消息结构
type RawMessage struct {
Interface string `json:"interface"` // 目标 CAN 接口名,例如 "can0", "vcan1"
ID uint32 `json:"id"` // CAN 帧的 ID
Data []byte `json:"data"` // CAN 帧的数据负载
}
// Communicator 定义了与 can-bridge Web 服务进行通信的接口
type Communicator interface {
// SendMessage 将 RawMessage 通过 HTTP POST 请求发送到 can-bridge 服务
SendMessage(msg RawMessage) error
// GetInterfaceStatus 获取指定 CAN 接口的状态
GetInterfaceStatus(ifName string) (isActive bool, err error)
// GetAllInterfaceStatuses 获取所有已知 CAN 接口的状态
GetAllInterfaceStatuses() (statuses map[string]bool, err error)
// SetServiceURL 设置 can-bridge 服务的 URL
SetServiceURL(url string)
// IsConnected 检查与 can-bridge 服务的连接状态
IsConnected() bool
}
// CanBridgeClient 实现与 can-bridge 服务的 HTTP 通信
type CanBridgeClient struct {
serviceURL string
client *http.Client
}
func NewCanBridgeClient(serviceURL string) Communicator {
return &CanBridgeClient{
serviceURL: serviceURL,
client: &http.Client{
Timeout: 5 * time.Second,
},
}
}
func (c *CanBridgeClient) SendMessage(msg RawMessage) error {
jsonData, err := json.Marshal(msg)
if err != nil {
return fmt.Errorf("序列化消息失败:%w", err)
}
url := fmt.Sprintf("%s/api/can", c.serviceURL)
resp, err := c.client.Post(url, "application/json", bytes.NewBuffer(jsonData))
if err != nil {
return fmt.Errorf("发送 HTTP 请求失败:%w", err)
}
defer resp.Body.Close()
if resp.StatusCode != http.StatusOK {
body, _ := io.ReadAll(resp.Body)
return fmt.Errorf("can-bridge服务返回错误: %d, %s", resp.StatusCode, string(body))
}
return nil
}
func (c *CanBridgeClient) GetInterfaceStatus(ifName string) (bool, error) {
url := fmt.Sprintf("%s/api/status/%s", c.serviceURL, ifName)
resp, err := c.client.Get(url)
if err != nil {
return false, fmt.Errorf("获取接口状态失败:%w", err)
}
defer resp.Body.Close()
if resp.StatusCode != http.StatusOK {
return false, fmt.Errorf("can-bridge 服务返回错误:%d", resp.StatusCode)
}
var status struct {
Active bool `json:"active"`
}
if err := json.NewDecoder(resp.Body).Decode(&status); err != nil {
return false, fmt.Errorf("解析状态响应失败:%w", err)
}
return status.Active, nil
}
func (c *CanBridgeClient) GetAllInterfaceStatuses() (map[string]bool, error) {
url := fmt.Sprintf("%s/api/status", c.serviceURL)
resp, err := c.client.Get(url)
if err != nil {
return nil, fmt.Errorf("获取所有接口状态失败:%w", err)
}
defer resp.Body.Close()
if resp.StatusCode != http.StatusOK {
return nil, fmt.Errorf("can-bridge 服务返回错误:%d", resp.StatusCode)
}
var statuses map[string]bool
if err := json.NewDecoder(resp.Body).Decode(&statuses); err != nil {
return nil, fmt.Errorf("解析状态响应失败:%w", err)
}
return statuses, nil
}
func (c *CanBridgeClient) SetServiceURL(url string) { c.serviceURL = url }
func (c *CanBridgeClient) IsConnected() bool {
_, err := c.GetAllInterfaceStatuses()
return err == nil
}

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package component
import (
"fmt"
"hands/device"
"math/rand/v2"
"time"
)
// PressureSensor 压力传感器实现
type PressureSensor struct {
id string
config map[string]any
isActive bool
samplingRate int
lastReading time.Time
}
func NewPressureSensor(id string, config map[string]any) *PressureSensor {
return &PressureSensor{
id: id,
config: config,
isActive: true,
samplingRate: 100,
lastReading: time.Now(),
}
}
func (p *PressureSensor) GetID() string {
return p.id
}
func (p *PressureSensor) GetType() device.ComponentType {
return device.SensorComponent
}
func (p *PressureSensor) GetConfiguration() map[string]any {
return p.config
}
func (p *PressureSensor) IsActive() bool {
return p.isActive
}
func (p *PressureSensor) ReadData() (device.SensorData, error) {
if !p.isActive {
return nil, fmt.Errorf("传感器 %s 未激活", p.id)
}
// 模拟压力数据读取
// 在实际实现中,这里应该从 can-bridge 或其他数据源读取真实数据
pressure := rand.Float64() * 100 // 0-100 的随机压力值
values := map[string]any{
"pressure": pressure,
"unit": "kPa",
"location": p.config["location"],
}
p.lastReading = time.Now()
return NewSensorData(p.id, values), nil
}
func (p *PressureSensor) GetDataType() string {
return "pressure"
}
func (p *PressureSensor) GetSamplingRate() int {
return p.samplingRate
}
func (p *PressureSensor) SetSamplingRate(rate int) error {
if rate <= 0 || rate > 1000 {
return fmt.Errorf("采样率必须在 1-1000Hz 之间")
}
p.samplingRate = rate
return nil
}

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component/sensor.go Normal file
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package component
import (
"hands/device"
"time"
)
// Sensor 传感器组件接口
type Sensor interface {
device.Component
ReadData() (device.SensorData, error)
GetDataType() string
GetSamplingRate() int
SetSamplingRate(rate int) error
}
// SensorDataImpl 传感器数据的具体实现
type SensorDataImpl struct {
timestamp time.Time
values map[string]any
sensorID string
}
func NewSensorData(sensorID string, values map[string]any) *SensorDataImpl {
return &SensorDataImpl{
timestamp: time.Now(),
values: values,
sensorID: sensorID,
}
}
func (s *SensorDataImpl) Timestamp() time.Time {
return s.timestamp
}
func (s *SensorDataImpl) Values() map[string]any {
return s.values
}
func (s *SensorDataImpl) SensorID() string {
return s.sensorID
}

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device/animation.go Normal file
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package device
// Animation 定义了一个动画序列的行为
type Animation interface {
// Run 执行动画的一个周期或直到被停止
// executor: 用于执行姿态指令
// stop: 接收停止信号的通道
// speedMs: 动画执行的速度(毫秒)
Run(executor PoseExecutor, stop <-chan struct{}, speedMs int) error
// Name 返回动画的名称
Name() string
}

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device/commands.go Normal file
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package device
// FingerPoseCommand 手指姿态指令
type FingerPoseCommand struct {
fingerID string
poseData []byte
targetComp string
}
func NewFingerPoseCommand(fingerID string, poseData []byte) *FingerPoseCommand {
return &FingerPoseCommand{
fingerID: fingerID,
poseData: poseData,
targetComp: "finger_" + fingerID,
}
}
func (c *FingerPoseCommand) Type() string {
return "SetFingerPose"
}
func (c *FingerPoseCommand) Payload() []byte {
return c.poseData
}
func (c *FingerPoseCommand) TargetComponent() string {
return c.targetComp
}
// PalmPoseCommand 手掌姿态指令
type PalmPoseCommand struct {
poseData []byte
targetComp string
}
func NewPalmPoseCommand(poseData []byte) *PalmPoseCommand {
return &PalmPoseCommand{
poseData: poseData,
targetComp: "palm",
}
}
func (c *PalmPoseCommand) Type() string {
return "SetPalmPose"
}
func (c *PalmPoseCommand) Payload() []byte {
return c.poseData
}
func (c *PalmPoseCommand) TargetComponent() string {
return c.targetComp
}
// GenericCommand 通用指令
type GenericCommand struct {
cmdType string
payload []byte
targetComp string
}
func NewGenericCommand(cmdType string, payload []byte, targetComp string) *GenericCommand {
return &GenericCommand{
cmdType: cmdType,
payload: payload,
targetComp: targetComp,
}
}
func (c *GenericCommand) Type() string {
return c.cmdType
}
func (c *GenericCommand) Payload() []byte {
return c.payload
}
func (c *GenericCommand) TargetComponent() string {
return c.targetComp
}

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device/device.go Normal file
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package device
import (
"hands/define"
"time"
)
// Device 代表一个可控制的设备单元
type Device interface {
GetID() string // 获取设备唯一标识
GetModel() string // 获取设备型号 (例如 "L10", "L20")
GetHandType() define.HandType // 获取设备手型
SetHandType(handType define.HandType) error // 设置设备手型
ExecuteCommand(cmd Command) error // 执行一个通用指令
ReadSensorData(sensorID string) (SensorData, error) // 读取特定传感器数据
GetComponents(componentType ComponentType) []Component // 获取指定类型的组件
GetStatus() (DeviceStatus, error) // 获取设备状态
Connect() error // 连接设备
Disconnect() error // 断开设备连接
// --- 新增 ---
PoseExecutor // 嵌入 PoseExecutor 接口Device 需实现它
GetAnimationEngine() *AnimationEngine // 获取设备的动画引擎
}
// Command 代表一个发送给设备的指令
type Command interface {
Type() string // 指令类型,例如 "SetFingerPose", "SetPalmAngle"
Payload() []byte // 指令的实际数据
TargetComponent() string // 目标组件 ID
}
// SensorData 代表从传感器读取的数据
type SensorData interface {
Timestamp() time.Time
Values() map[string]any // 例如 {"pressure": 100, "angle": 30.5}
SensorID() string
}
// ComponentType 定义组件类型
type ComponentType string
const (
SensorComponent ComponentType = "sensor"
SkinComponent ComponentType = "skin"
ActuatorComponent ComponentType = "actuator"
)
// Component 代表设备的一个可插拔组件
type Component interface {
GetID() string
GetType() ComponentType
GetConfiguration() map[string]interface{} // 组件的特定配置
IsActive() bool
}
// DeviceStatus 代表设备状态
type DeviceStatus struct {
IsConnected bool
IsActive bool
LastUpdate time.Time
ErrorCount int
LastError string
}

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device/engine.go Normal file
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package device
import (
"fmt"
"log"
"sync"
)
// defaultAnimationSpeedMs 定义默认动画速度(毫秒)
const defaultAnimationSpeedMs = 500
// AnimationEngine 管理和执行动画
type AnimationEngine struct {
executor PoseExecutor // 关联的姿态执行器
animations map[string]Animation // 注册的动画
stopChan chan struct{} // 当前动画的停止通道
current string // 当前运行的动画名称
isRunning bool // 是否有动画在运行
engineMutex sync.Mutex // 保护引擎状态 (isRunning, current, stopChan)
registerMutex sync.RWMutex // 保护动画注册表 (animations)
}
// NewAnimationEngine 创建一个新的动画引擎
func NewAnimationEngine(executor PoseExecutor) *AnimationEngine {
return &AnimationEngine{
executor: executor,
animations: make(map[string]Animation),
}
}
// Register 注册一个动画
func (e *AnimationEngine) Register(anim Animation) {
e.registerMutex.Lock()
defer e.registerMutex.Unlock()
if anim == nil {
log.Printf("⚠️ 尝试注册一个空动画")
return
}
name := anim.Name()
if _, exists := e.animations[name]; exists {
log.Printf("⚠️ 动画 %s 已注册,将被覆盖", name)
}
e.animations[name] = anim
log.Printf("✅ 动画 %s 已注册", name)
}
// getAnimation 安全地获取一个已注册的动画
func (e *AnimationEngine) getAnimation(name string) (Animation, bool) {
e.registerMutex.RLock()
defer e.registerMutex.RUnlock()
anim, exists := e.animations[name]
return anim, exists
}
// getDeviceName 尝试获取设备 ID 用于日志记录
func (e *AnimationEngine) getDeviceName() string {
// 尝试通过接口断言获取 ID
if idProvider, ok := e.executor.(interface{ GetID() string }); ok {
return idProvider.GetID()
}
return "设备" // 默认名称
}
// Start 启动一个动画
func (e *AnimationEngine) Start(name string, speedMs int) error {
e.engineMutex.Lock()
defer e.engineMutex.Unlock() // 确保在任何情况下都释放锁
anim, exists := e.getAnimation(name)
if !exists {
return fmt.Errorf("❌ 动画 %s 未注册", name)
}
// 如果有动画在运行,先发送停止信号
if e.isRunning {
log.Printf(" 正在停止当前动画 %s 以启动 %s...", e.current, name)
close(e.stopChan)
// 注意:我们不在此处等待旧动画结束。
// 新动画将立即启动,旧动画的 goroutine 在收到信号后会退出。
// 其 defer 中的 `stopChan` 比较会确保它不会干扰新动画的状态。
}
// 设置新动画状态
e.stopChan = make(chan struct{}) // 创建新的停止通道
e.isRunning = true
e.current = name
// 验证并设置速度
actualSpeedMs := speedMs
if actualSpeedMs <= 0 {
actualSpeedMs = defaultAnimationSpeedMs
}
log.Printf("🚀 准备启动动画 %s (设备: %s, 速度: %dms)", name, e.getDeviceName(), actualSpeedMs)
// 启动动画 goroutine
go e.runAnimationLoop(anim, e.stopChan, actualSpeedMs)
return nil
}
// Stop 停止当前正在运行的动画
func (e *AnimationEngine) Stop() error {
e.engineMutex.Lock()
defer e.engineMutex.Unlock()
if !e.isRunning {
log.Printf(" 当前没有动画在运行 (设备: %s)", e.getDeviceName())
return nil
}
log.Printf("⏳ 正在发送停止信号给动画 %s (设备: %s)...", e.current, e.getDeviceName())
close(e.stopChan) // 发送停止信号
e.isRunning = false // 立即标记为未运行,防止重复停止
e.current = ""
// 动画的 goroutine 将在下一次检查通道时退出,
// 并在其 defer 块中执行最终的清理(包括 ResetPose
return nil
}
// IsRunning 检查是否有动画在运行
func (e *AnimationEngine) IsRunning() bool {
e.engineMutex.Lock()
defer e.engineMutex.Unlock()
return e.isRunning
}
// runAnimationLoop 是动画执行的核心循环,在单独的 Goroutine 中运行。
func (e *AnimationEngine) runAnimationLoop(anim Animation, stopChan <-chan struct{}, speedMs int) {
deviceName := e.getDeviceName()
animName := anim.Name()
// 使用 defer 确保无论如何都能执行清理逻辑
defer e.handleLoopExit(stopChan, deviceName, animName)
log.Printf("▶️ %s 动画 %s 已启动", deviceName, animName)
// 动画主循环
for {
select {
case <-stopChan:
log.Printf("🛑 %s 动画 %s 被显式停止", deviceName, animName)
return // 接收到停止信号,退出循环
default:
// 执行一轮动画
err := anim.Run(e.executor, stopChan, speedMs)
if err != nil {
log.Printf("❌ %s 动画 %s 执行出错: %v", deviceName, animName, err)
return // 出错则退出
}
// 再次检查停止信号,防止 Run 结束后才收到信号
select {
case <-stopChan:
log.Printf("🛑 %s 动画 %s 在周期结束时被停止", deviceName, animName)
return
default:
// 继续下一个循环
}
}
}
}
// handleLoopExit 是动画 Goroutine 退出时执行的清理函数。
func (e *AnimationEngine) handleLoopExit(stopChan <-chan struct{}, deviceName, animName string) {
e.engineMutex.Lock()
defer e.engineMutex.Unlock()
// --- 关键并发控制 ---
// 检查当前引擎的 stopChan 是否与此 Goroutine 启动时的 stopChan 相同。
// 如果不相同,说明一个新的动画已经启动,并且接管了引擎状态。
// 这种情况下,旧的 Goroutine 不应该修改引擎状态或重置姿态,
// 以避免干扰新动画。
if stopChan == e.stopChan {
// 只有当自己仍然是“活跃”的动画时,才更新状态并重置姿态
e.isRunning = false
e.current = ""
log.Printf("👋 %s 动画 %s 已完成或停止,正在重置姿态...", deviceName, animName)
if err := e.executor.ResetPose(); err != nil {
log.Printf("⚠️ %s 动画结束后重置姿态失败: %v", deviceName, err)
} else {
log.Printf("✅ %s 姿态已重置", deviceName)
}
} else {
// 如果 stopChan 不同,说明自己是旧的 Goroutine只需安静退出
log.Printf(" 旧的 %s 动画 %s goroutine 退出,但新动画已启动,无需重置。", deviceName, animName)
}
}

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device/factory.go Normal file
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package device
import "fmt"
// DeviceFactory 设备工厂
type DeviceFactory struct {
constructors map[string]func(config map[string]any) (Device, error)
}
var defaultFactory = &DeviceFactory{
constructors: make(map[string]func(config map[string]any) (Device, error)),
}
// RegisterDeviceType 注册设备类型
func RegisterDeviceType(modelName string, constructor func(config map[string]any) (Device, error)) {
defaultFactory.constructors[modelName] = constructor
}
// CreateDevice 创建设备实例
func CreateDevice(modelName string, config map[string]any) (Device, error) {
constructor, ok := defaultFactory.constructors[modelName]
if !ok {
return nil, fmt.Errorf("未知的设备型号: %s", modelName)
}
return constructor(config)
}
// GetSupportedModels 获取支持的设备型号列表
func GetSupportedModels() []string {
models := make([]string, 0, len(defaultFactory.constructors))
for model := range defaultFactory.constructors {
models = append(models, model)
}
return models
}

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device/manager.go Normal file
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package device
import (
"fmt"
"sync"
)
// DeviceManager 管理设备实例
type DeviceManager struct {
devices map[string]Device
mutex sync.RWMutex
}
func NewDeviceManager() *DeviceManager { return &DeviceManager{devices: make(map[string]Device)} }
func (m *DeviceManager) RegisterDevice(dev Device) error {
m.mutex.Lock()
defer m.mutex.Unlock()
id := dev.GetID()
if _, exists := m.devices[id]; exists {
return fmt.Errorf("设备 %s 已存在", id)
}
m.devices[id] = dev
return nil
}
func (m *DeviceManager) GetDevice(id string) (Device, error) {
m.mutex.RLock()
defer m.mutex.RUnlock()
dev, exists := m.devices[id]
if !exists {
return nil, fmt.Errorf("设备 %s 不存在", id)
}
return dev, nil
}
func (m *DeviceManager) GetAllDevices() []Device {
m.mutex.RLock()
defer m.mutex.RUnlock()
devices := make([]Device, 0, len(m.devices))
for _, dev := range m.devices {
devices = append(devices, dev)
}
return devices
}
func (m *DeviceManager) RemoveDevice(id string) error {
m.mutex.Lock()
defer m.mutex.Unlock()
if _, exists := m.devices[id]; !exists {
return fmt.Errorf("设备 %s 不存在", id)
}
delete(m.devices, id)
return nil
}

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device/models/init.go Normal file
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package models
import "hands/device"
func init() {
// 注册 L10 设备类型
device.RegisterDeviceType("L10", NewL10Hand)
}

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device/models/l10.go Normal file
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package models
import (
"fmt"
"log"
"math/rand/v2"
"sync"
"time"
"hands/define"
"hands/communication"
"hands/component"
"hands/device"
)
// L10Hand L10 型号手部设备实现
type L10Hand struct {
id string
model string
handType define.HandType
communicator communication.Communicator
components map[device.ComponentType][]device.Component
status device.DeviceStatus
mutex sync.RWMutex
canInterface string // CAN 接口名称,如 "can0"
animationEngine *device.AnimationEngine // 动画引擎
}
// 在 base 基础上进行 ±delta 的扰动,范围限制在 [0, 255]
func perturb(base byte, delta int) byte {
offset := rand.IntN(2*delta+1) - delta
v := int(base) + offset
if v < 0 {
v = 0
}
if v > 255 {
v = 255
}
return byte(v)
}
// NewL10Hand 创建 L10 手部设备实例
func NewL10Hand(config map[string]any) (device.Device, error) {
id, ok := config["id"].(string)
if !ok {
return nil, fmt.Errorf("缺少设备 ID 配置")
}
serviceURL, ok := config["can_service_url"].(string)
if !ok {
return nil, fmt.Errorf("缺少 can 服务 URL 配置")
}
canInterface, ok := config["can_interface"].(string)
if !ok {
canInterface = "can0" // 默认接口
}
handTypeStr, ok := config["hand_type"].(string)
handType := define.HAND_TYPE_RIGHT // 默认右手
if ok && handTypeStr == "left" {
handType = define.HAND_TYPE_LEFT
}
// 创建通信客户端
comm := communication.NewCanBridgeClient(serviceURL)
hand := &L10Hand{
id: id,
model: "L10",
handType: handType,
communicator: comm,
components: make(map[device.ComponentType][]device.Component),
canInterface: canInterface,
status: device.DeviceStatus{
IsConnected: false,
IsActive: false,
LastUpdate: time.Now(),
},
}
// 初始化动画引擎,将 hand 自身作为 PoseExecutor
hand.animationEngine = device.NewAnimationEngine(hand)
// 注册默认动画
hand.animationEngine.Register(NewL10WaveAnimation())
hand.animationEngine.Register(NewL10SwayAnimation())
// 初始化组件
if err := hand.initializeComponents(config); err != nil {
return nil, fmt.Errorf("初始化组件失败:%w", err)
}
log.Printf("✅ 设备 L10 (%s, %s) 创建成功", id, handType.String())
return hand, nil
}
// GetHandType 获取设备手型
func (h *L10Hand) GetHandType() define.HandType {
h.mutex.RLock()
defer h.mutex.RUnlock()
return h.handType
}
// SetHandType 设置设备手型
func (h *L10Hand) SetHandType(handType define.HandType) error {
h.mutex.Lock()
defer h.mutex.Unlock()
if handType != define.HAND_TYPE_LEFT && handType != define.HAND_TYPE_RIGHT {
return fmt.Errorf("无效的手型:%d", handType)
}
h.handType = handType
log.Printf("🔧 设备 %s 手型已更新: %s", h.id, handType.String())
return nil
}
// GetAnimationEngine 获取动画引擎
func (h *L10Hand) GetAnimationEngine() *device.AnimationEngine {
return h.animationEngine
}
// SetFingerPose 设置手指姿态 (实现 PoseExecutor)
func (h *L10Hand) SetFingerPose(pose []byte) error {
if len(pose) != 6 {
return fmt.Errorf("无效的手指姿态数据长度,需要 6 个字节")
}
// 添加随机扰动
perturbedPose := make([]byte, len(pose))
for i, v := range pose {
perturbedPose[i] = perturb(v, 5)
}
// 创建指令
cmd := device.NewFingerPoseCommand("all", perturbedPose)
// 执行指令
err := h.ExecuteCommand(cmd)
if err == nil {
log.Printf("✅ %s (%s) 手指动作已发送: [%X %X %X %X %X %X]",
h.id, h.GetHandType().String(), perturbedPose[0], perturbedPose[1], perturbedPose[2],
perturbedPose[3], perturbedPose[4], perturbedPose[5])
}
return err
}
// SetPalmPose 设置手掌姿态 (实现 PoseExecutor)
func (h *L10Hand) SetPalmPose(pose []byte) error {
if len(pose) != 4 {
return fmt.Errorf("无效的手掌姿态数据长度,需要 4 个字节")
}
// 添加随机扰动
perturbedPose := make([]byte, len(pose))
for i, v := range pose {
perturbedPose[i] = perturb(v, 8)
}
// 创建指令
cmd := device.NewPalmPoseCommand(perturbedPose)
// 执行指令
err := h.ExecuteCommand(cmd)
if err == nil {
log.Printf("✅ %s (%s) 掌部姿态已发送: [%X %X %X %X]",
h.id, h.GetHandType().String(), perturbedPose[0], perturbedPose[1], perturbedPose[2], perturbedPose[3])
}
return err
}
// ResetPose 重置到默认姿态 (实现 PoseExecutor)
func (h *L10Hand) ResetPose() error {
log.Printf("🔄 正在重置设备 %s (%s) 到默认姿态...", h.id, h.GetHandType().String())
defaultFingerPose := []byte{64, 64, 64, 64, 64, 64} // 0x40 - 半开
defaultPalmPose := []byte{128, 128, 128, 128} // 0x80 - 居中
if err := h.SetFingerPose(defaultFingerPose); err != nil {
log.Printf("❌ %s 重置手指姿势失败: %v", h.id, err)
return err
}
time.Sleep(20 * time.Millisecond) // 短暂延时
if err := h.SetPalmPose(defaultPalmPose); err != nil {
log.Printf("❌ %s 重置掌部姿势失败: %v", h.id, err)
return err
}
log.Printf("✅ 设备 %s 已重置到默认姿态", h.id)
return nil
}
// commandToRawMessage 将通用指令转换为 L10 特定的 CAN 消息
func (h *L10Hand) commandToRawMessage(cmd device.Command) (communication.RawMessage, error) {
h.mutex.RLock()
defer h.mutex.RUnlock()
var data []byte
canID := uint32(h.handType)
switch cmd.Type() {
case "SetFingerPose":
// 添加 0x01 前缀
data = append([]byte{0x01}, cmd.Payload()...)
if len(data) > 8 { // CAN 消息数据长度限制
return communication.RawMessage{}, fmt.Errorf("手指姿态数据过长")
}
case "SetPalmPose":
// 添加 0x04 前缀
data = append([]byte{0x04}, cmd.Payload()...)
if len(data) > 8 { // CAN 消息数据长度限制
return communication.RawMessage{}, fmt.Errorf("手掌姿态数据过长")
}
default:
return communication.RawMessage{}, fmt.Errorf("L10 不支持的指令类型: %s", cmd.Type())
}
return communication.RawMessage{
Interface: h.canInterface,
ID: canID,
Data: data,
}, nil
}
// ExecuteCommand 执行一个通用指令
func (h *L10Hand) ExecuteCommand(cmd device.Command) error {
h.mutex.Lock() // 使用写锁,因为会更新状态
defer h.mutex.Unlock()
if !h.status.IsConnected || !h.status.IsActive {
return fmt.Errorf("设备 %s 未连接或未激活", h.id)
}
// 转换指令为 CAN 消息
rawMsg, err := h.commandToRawMessage(cmd)
if err != nil {
h.status.ErrorCount++
h.status.LastError = err.Error()
return fmt.Errorf("转换指令失败:%w", err)
}
// 发送到 can-bridge 服务
if err := h.communicator.SendMessage(rawMsg); err != nil {
h.status.ErrorCount++
h.status.LastError = err.Error()
log.Printf("❌ %s (%s) 发送指令失败: %v (ID: 0x%X, Data: %X)", h.id, h.handType.String(), err, rawMsg.ID, rawMsg.Data)
return fmt.Errorf("发送指令失败:%w", err)
}
h.status.LastUpdate = time.Now()
// 成功的日志记录移到 SetFingerPose 和 SetPalmPose 中,因为那里有更详细的信息
return nil
}
// --- 其他 L10Hand 方法 (initializeComponents, GetID, GetModel, ReadSensorData, etc.) 保持不变 ---
// --- 确保它们存在且与您上传的版本一致 ---
func (h *L10Hand) initializeComponents(_ map[string]any) error {
// 初始化传感器组件
sensors := []device.Component{
component.NewPressureSensor("pressure_thumb", map[string]any{"location": "thumb"}),
component.NewPressureSensor("pressure_index", map[string]any{"location": "index"}),
component.NewPressureSensor("pressure_middle", map[string]any{"location": "middle"}),
component.NewPressureSensor("pressure_ring", map[string]any{"location": "ring"}),
component.NewPressureSensor("pressure_pinky", map[string]any{"location": "pinky"}),
}
h.components[device.SensorComponent] = sensors
return nil
}
func (h *L10Hand) GetID() string {
return h.id
}
func (h *L10Hand) GetModel() string {
return h.model
}
func (h *L10Hand) ReadSensorData(sensorID string) (device.SensorData, error) {
h.mutex.RLock()
defer h.mutex.RUnlock()
sensors := h.components[device.SensorComponent]
for _, comp := range sensors {
if comp.GetID() == sensorID {
if sensor, ok := comp.(component.Sensor); ok {
return sensor.ReadData()
}
}
}
return nil, fmt.Errorf("传感器 %s 不存在", sensorID)
}
func (h *L10Hand) GetComponents(componentType device.ComponentType) []device.Component {
h.mutex.RLock()
defer h.mutex.RUnlock()
if components, exists := h.components[componentType]; exists {
result := make([]device.Component, len(components))
copy(result, components)
return result
}
return []device.Component{}
}
func (h *L10Hand) GetStatus() (device.DeviceStatus, error) {
h.mutex.RLock()
defer h.mutex.RUnlock()
return h.status, nil
}
func (h *L10Hand) Connect() error {
h.mutex.Lock()
defer h.mutex.Unlock()
// TODO: 假设连接总是成功,除非有显式错误
h.status.IsConnected = true
h.status.IsActive = true
h.status.LastUpdate = time.Now()
log.Printf("🔗 设备 %s 已连接", h.id)
return nil
}
func (h *L10Hand) Disconnect() error {
h.mutex.Lock()
defer h.mutex.Unlock()
h.status.IsConnected = false
h.status.IsActive = false
h.status.LastUpdate = time.Now()
log.Printf("🔌 设备 %s 已断开", h.id)
return nil
}

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@ -0,0 +1,125 @@
package models
import (
"hands/device"
"log"
"time"
)
// --- L10WaveAnimation ---
// L10WaveAnimation 实现 L10 的波浪动画
type L10WaveAnimation struct{}
// NewL10WaveAnimation 创建 L10 波浪动画实例
func NewL10WaveAnimation() *L10WaveAnimation { return &L10WaveAnimation{} }
func (w *L10WaveAnimation) Name() string { return "wave" }
func (w *L10WaveAnimation) Run(executor device.PoseExecutor, stop <-chan struct{}, speedMs int) error {
fingerOrder := []int{0, 1, 2, 3, 4, 5}
open := byte(64) // 0x40
close := byte(192) // 0xC0
delay := time.Duration(speedMs) * time.Millisecond
deviceName := "L10"
// 波浪张开
for _, idx := range fingerOrder {
pose := make([]byte, 6)
for j := 0; j < 6; j++ {
if j == idx {
pose[j] = open
} else {
pose[j] = close
}
}
if err := executor.SetFingerPose(pose); err != nil {
log.Printf("❌ %s 动画 %s 发送失败: %v", deviceName, w.Name(), err)
return err
}
select {
case <-stop:
return nil // 动画被停止
case <-time.After(delay):
// 继续
}
}
// 波浪握拳
for _, idx := range fingerOrder {
pose := make([]byte, 6)
for j := 0; j < 6; j++ {
if j == idx {
pose[j] = close
} else {
pose[j] = open
}
}
if err := executor.SetFingerPose(pose); err != nil {
log.Printf("❌ %s 动画 %s 发送失败: %v", deviceName, w.Name(), err)
return err
}
select {
case <-stop:
return nil // 动画被停止
case <-time.After(delay):
// 继续
}
}
return nil // 完成一个周期
}
// --- L10SwayAnimation ---
// L10SwayAnimation 实现 L10 的横向摆动动画
type L10SwayAnimation struct{}
// NewL10SwayAnimation 创建 L10 摆动动画实例
func NewL10SwayAnimation() *L10SwayAnimation { return &L10SwayAnimation{} }
func (s *L10SwayAnimation) Name() string { return "sway" }
func (s *L10SwayAnimation) Run(executor device.PoseExecutor, stop <-chan struct{}, speedMs int) error {
leftPose := []byte{48, 48, 48, 48} // 0x30
rightPose := []byte{208, 208, 208, 208} // 0xD0
delay := time.Duration(speedMs) * time.Millisecond
deviceName := "L10"
if idProvider, ok := executor.(interface{ GetID() string }); ok {
deviceName = idProvider.GetID()
}
// 向左移动
if err := executor.SetPalmPose(leftPose); err != nil {
log.Printf("❌ %s 动画 %s 发送失败: %v", deviceName, s.Name(), err)
return err
}
select {
case <-stop:
return nil // 动画被停止
case <-time.After(delay):
// 继续
}
// 向右移动
if err := executor.SetPalmPose(rightPose); err != nil {
log.Printf("❌ %s 动画 %s 发送失败: %v", deviceName, s.Name(), err)
return err
}
select {
case <-stop:
return nil // 动画被停止
case <-time.After(delay):
// 继续
}
return nil // 完成一个周期
}

20
device/pose_executor.go Normal file
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@ -0,0 +1,20 @@
package device
import "hands/define"
// PoseExecutor 定义了执行基本姿态指令的能力
type PoseExecutor interface {
// SetFingerPose 设置手指姿态
// pose: 6 字节数据,代表 6 个手指的位置
SetFingerPose(pose []byte) error
// SetPalmPose 设置手掌姿态
// pose: 4 字节数据,代表手掌的 4 个自由度
SetPalmPose(pose []byte) error
// ResetPose 重置到默认姿态
ResetPose() error
// GetHandType 获取当前手型
GetHandType() define.HandType
}