feat: implement new animation iface
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parent
44dff010d8
commit
5491756a0c
12
pkg/device/animation.go
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12
pkg/device/animation.go
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@ -0,0 +1,12 @@
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package device
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// Animation 定义了一个动画序列的行为
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type Animation interface {
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// Run 执行动画的一个周期或直到被停止
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// executor: 用于执行姿态指令
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// stop: 接收停止信号的通道
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// speedMs: 动画执行的速度(毫秒)
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Run(executor PoseExecutor, stop <-chan struct{}, speedMs int) error
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// Name 返回动画的名称
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Name() string
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}
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@ -17,6 +17,10 @@ type Device interface {
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GetStatus() (DeviceStatus, error) // 获取设备状态
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Connect() error // 连接设备
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Disconnect() error // 断开设备连接
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// --- 新增 ---
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PoseExecutor // 嵌入 PoseExecutor 接口,Device 需实现它
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GetAnimationEngine() *AnimationEngine // 获取设备的动画引擎
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}
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// Command 代表一个发送给设备的指令
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191
pkg/device/engine.go
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191
pkg/device/engine.go
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@ -0,0 +1,191 @@
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package device
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import (
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"fmt"
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"log"
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"sync"
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)
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// defaultAnimationSpeedMs 定义默认动画速度(毫秒)
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const defaultAnimationSpeedMs = 500
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// AnimationEngine 管理和执行动画
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type AnimationEngine struct {
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executor PoseExecutor // 关联的姿态执行器
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animations map[string]Animation // 注册的动画
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stopChan chan struct{} // 当前动画的停止通道
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current string // 当前运行的动画名称
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isRunning bool // 是否有动画在运行
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engineMutex sync.Mutex // 保护引擎状态 (isRunning, current, stopChan)
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registerMutex sync.RWMutex // 保护动画注册表 (animations)
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}
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// NewAnimationEngine 创建一个新的动画引擎
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func NewAnimationEngine(executor PoseExecutor) *AnimationEngine {
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return &AnimationEngine{
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executor: executor,
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animations: make(map[string]Animation),
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}
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}
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// Register 注册一个动画
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func (e *AnimationEngine) Register(anim Animation) {
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e.registerMutex.Lock()
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defer e.registerMutex.Unlock()
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if anim == nil {
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log.Printf("⚠️ 尝试注册一个空动画")
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return
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}
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name := anim.Name()
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if _, exists := e.animations[name]; exists {
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log.Printf("⚠️ 动画 %s 已注册,将被覆盖", name)
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}
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e.animations[name] = anim
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log.Printf("✅ 动画 %s 已注册", name)
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}
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// getAnimation 安全地获取一个已注册的动画
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func (e *AnimationEngine) getAnimation(name string) (Animation, bool) {
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e.registerMutex.RLock()
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defer e.registerMutex.RUnlock()
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anim, exists := e.animations[name]
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return anim, exists
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}
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// getDeviceName 尝试获取设备 ID 用于日志记录
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func (e *AnimationEngine) getDeviceName() string {
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// 尝试通过接口断言获取 ID
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if idProvider, ok := e.executor.(interface{ GetID() string }); ok {
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return idProvider.GetID()
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}
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return "设备" // 默认名称
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}
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// Start 启动一个动画
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func (e *AnimationEngine) Start(name string, speedMs int) error {
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e.engineMutex.Lock()
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defer e.engineMutex.Unlock() // 确保在任何情况下都释放锁
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anim, exists := e.getAnimation(name)
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if !exists {
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return fmt.Errorf("❌ 动画 %s 未注册", name)
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}
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// 如果有动画在运行,先发送停止信号
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if e.isRunning {
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log.Printf("ℹ️ 正在停止当前动画 %s 以启动 %s...", e.current, name)
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close(e.stopChan)
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// 注意:我们不在此处等待旧动画结束。
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// 新动画将立即启动,旧动画的 goroutine 在收到信号后会退出。
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// 其 defer 中的 `stopChan` 比较会确保它不会干扰新动画的状态。
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}
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// 设置新动画状态
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e.stopChan = make(chan struct{}) // 创建新的停止通道
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e.isRunning = true
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e.current = name
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// 验证并设置速度
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actualSpeedMs := speedMs
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if actualSpeedMs <= 0 {
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actualSpeedMs = defaultAnimationSpeedMs
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}
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log.Printf("🚀 准备启动动画 %s (设备: %s, 速度: %dms)", name, e.getDeviceName(), actualSpeedMs)
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// 启动动画 goroutine
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go e.runAnimationLoop(anim, e.stopChan, actualSpeedMs)
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return nil
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}
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// Stop 停止当前正在运行的动画
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func (e *AnimationEngine) Stop() error {
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e.engineMutex.Lock()
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defer e.engineMutex.Unlock()
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if !e.isRunning {
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log.Printf("ℹ️ 当前没有动画在运行 (设备: %s)", e.getDeviceName())
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return nil
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}
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log.Printf("⏳ 正在发送停止信号给动画 %s (设备: %s)...", e.current, e.getDeviceName())
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close(e.stopChan) // 发送停止信号
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e.isRunning = false // 立即标记为未运行,防止重复停止
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e.current = ""
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// 动画的 goroutine 将在下一次检查通道时退出,
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// 并在其 defer 块中执行最终的清理(包括 ResetPose)。
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return nil
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}
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// IsRunning 检查是否有动画在运行
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func (e *AnimationEngine) IsRunning() bool {
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e.engineMutex.Lock()
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defer e.engineMutex.Unlock()
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return e.isRunning
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}
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// runAnimationLoop 是动画执行的核心循环,在单独的 Goroutine 中运行。
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func (e *AnimationEngine) runAnimationLoop(anim Animation, stopChan <-chan struct{}, speedMs int) {
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deviceName := e.getDeviceName()
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animName := anim.Name()
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// 使用 defer 确保无论如何都能执行清理逻辑
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defer e.handleLoopExit(stopChan, deviceName, animName)
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log.Printf("▶️ %s 动画 %s 已启动", deviceName, animName)
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// 动画主循环
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for {
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select {
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case <-stopChan:
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log.Printf("🛑 %s 动画 %s 被显式停止", deviceName, animName)
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return // 接收到停止信号,退出循环
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default:
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// 执行一轮动画
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err := anim.Run(e.executor, stopChan, speedMs)
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if err != nil {
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log.Printf("❌ %s 动画 %s 执行出错: %v", deviceName, animName, err)
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return // 出错则退出
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}
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// 再次检查停止信号,防止 Run 结束后才收到信号
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select {
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case <-stopChan:
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log.Printf("🛑 %s 动画 %s 在周期结束时被停止", deviceName, animName)
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return
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default:
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// 继续下一个循环
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}
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}
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}
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}
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// handleLoopExit 是动画 Goroutine 退出时执行的清理函数。
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func (e *AnimationEngine) handleLoopExit(stopChan <-chan struct{}, deviceName, animName string) {
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e.engineMutex.Lock()
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defer e.engineMutex.Unlock()
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// --- 关键并发控制 ---
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// 检查当前引擎的 stopChan 是否与此 Goroutine 启动时的 stopChan 相同。
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// 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。
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// 这种情况下,旧的 Goroutine 不应该修改引擎状态或重置姿态,
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// 以避免干扰新动画。
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if stopChan == e.stopChan {
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// 只有当自己仍然是“活跃”的动画时,才更新状态并重置姿态
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e.isRunning = false
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e.current = ""
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log.Printf("👋 %s 动画 %s 已完成或停止,正在重置姿态...", deviceName, animName)
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if err := e.executor.ResetPose(); err != nil {
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log.Printf("⚠️ %s 动画结束后重置姿态失败: %v", deviceName, err)
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} else {
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log.Printf("✅ %s 姿态已重置", deviceName)
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}
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} else {
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// 如果 stopChan 不同,说明自己是旧的 Goroutine,只需安静退出
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log.Printf("ℹ️ 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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}
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}
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@ -2,6 +2,8 @@ package models
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import (
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"fmt"
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"log"
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"math/rand/v2"
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"sync"
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"time"
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@ -13,14 +15,28 @@ import (
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// L10Hand L10 型号手部设备实现
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type L10Hand struct {
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id string
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model string
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handType define.HandType
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communicator communication.Communicator
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components map[device.ComponentType][]device.Component
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status device.DeviceStatus
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mutex sync.RWMutex
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canInterface string // CAN 接口名称,如 "can0"
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id string
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model string
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handType define.HandType
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communicator communication.Communicator
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components map[device.ComponentType][]device.Component
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status device.DeviceStatus
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mutex sync.RWMutex
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canInterface string // CAN 接口名称,如 "can0"
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animationEngine *device.AnimationEngine // 动画引擎
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}
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// 在 base 基础上进行 ±delta 的扰动,范围限制在 [0, 255]
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func perturb(base byte, delta int) byte {
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offset := rand.IntN(2*delta+1) - delta
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v := int(base) + offset
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if v < 0 {
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v = 0
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}
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if v > 255 {
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v = 255
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}
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return byte(v)
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}
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// NewL10Hand 创建 L10 手部设备实例
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@ -63,23 +79,179 @@ func NewL10Hand(config map[string]any) (device.Device, error) {
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},
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}
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// 初始化动画引擎,将 hand 自身作为 PoseExecutor
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hand.animationEngine = device.NewAnimationEngine(hand)
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// 注册默认动画
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hand.animationEngine.Register(NewL10WaveAnimation())
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hand.animationEngine.Register(NewL10SwayAnimation())
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// 初始化组件
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if err := hand.initializeComponents(config); err != nil {
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return nil, fmt.Errorf("初始化组件失败:%w", err)
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}
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log.Printf("✅ 设备 L10 (%s, %s) 创建成功", id, handType.String())
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return hand, nil
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}
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// GetHandType 获取设备手型
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func (h *L10Hand) GetHandType() define.HandType {
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h.mutex.RLock()
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defer h.mutex.RUnlock()
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return h.handType
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}
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// SetHandType 设置设备手型
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func (h *L10Hand) SetHandType(handType define.HandType) error {
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h.mutex.Lock()
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defer h.mutex.Unlock()
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if handType != define.HAND_TYPE_LEFT && handType != define.HAND_TYPE_RIGHT {
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return fmt.Errorf("无效的手型:%d", handType)
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}
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h.handType = handType
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log.Printf("🔧 设备 %s 手型已更新: %s", h.id, handType.String())
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return nil
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}
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// GetAnimationEngine 获取动画引擎
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func (h *L10Hand) GetAnimationEngine() *device.AnimationEngine {
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return h.animationEngine
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}
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// SetFingerPose 设置手指姿态 (实现 PoseExecutor)
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func (h *L10Hand) SetFingerPose(pose []byte) error {
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if len(pose) != 6 {
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return fmt.Errorf("无效的手指姿态数据长度,需要 6 个字节")
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}
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// 添加随机扰动
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perturbedPose := make([]byte, len(pose))
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for i, v := range pose {
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perturbedPose[i] = perturb(v, 5)
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}
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// 创建指令
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cmd := device.NewFingerPoseCommand("all", perturbedPose)
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// 执行指令
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err := h.ExecuteCommand(cmd)
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if err == nil {
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log.Printf("✅ %s (%s) 手指动作已发送: [%X %X %X %X %X %X]",
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h.id, h.GetHandType().String(), perturbedPose[0], perturbedPose[1], perturbedPose[2],
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perturbedPose[3], perturbedPose[4], perturbedPose[5])
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}
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return err
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}
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// SetPalmPose 设置手掌姿态 (实现 PoseExecutor)
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func (h *L10Hand) SetPalmPose(pose []byte) error {
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if len(pose) != 4 {
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return fmt.Errorf("无效的手掌姿态数据长度,需要 4 个字节")
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}
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// 添加随机扰动
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perturbedPose := make([]byte, len(pose))
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for i, v := range pose {
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perturbedPose[i] = perturb(v, 8)
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}
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// 创建指令
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cmd := device.NewPalmPoseCommand(perturbedPose)
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// 执行指令
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err := h.ExecuteCommand(cmd)
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if err == nil {
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log.Printf("✅ %s (%s) 掌部姿态已发送: [%X %X %X %X]",
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h.id, h.GetHandType().String(), perturbedPose[0], perturbedPose[1], perturbedPose[2], perturbedPose[3])
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}
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return err
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}
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// ResetPose 重置到默认姿态 (实现 PoseExecutor)
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func (h *L10Hand) ResetPose() error {
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log.Printf("🔄 正在重置设备 %s (%s) 到默认姿态...", h.id, h.GetHandType().String())
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defaultFingerPose := []byte{64, 64, 64, 64, 64, 64} // 0x40 - 半开
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defaultPalmPose := []byte{128, 128, 128, 128} // 0x80 - 居中
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if err := h.SetFingerPose(defaultFingerPose); err != nil {
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log.Printf("❌ %s 重置手指姿势失败: %v", h.id, err)
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return err
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}
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time.Sleep(20 * time.Millisecond) // 短暂延时
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if err := h.SetPalmPose(defaultPalmPose); err != nil {
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log.Printf("❌ %s 重置掌部姿势失败: %v", h.id, err)
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return err
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}
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log.Printf("✅ 设备 %s 已重置到默认姿态", h.id)
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return nil
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}
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// commandToRawMessage 将通用指令转换为 L10 特定的 CAN 消息
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func (h *L10Hand) commandToRawMessage(cmd device.Command) (communication.RawMessage, error) {
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h.mutex.RLock()
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defer h.mutex.RUnlock()
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var data []byte
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canID := uint32(h.handType)
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switch cmd.Type() {
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case "SetFingerPose":
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// 添加 0x01 前缀
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data = append([]byte{0x01}, cmd.Payload()...)
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if len(data) > 8 { // CAN 消息数据长度限制
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return communication.RawMessage{}, fmt.Errorf("手指姿态数据过长")
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}
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case "SetPalmPose":
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// 添加 0x04 前缀
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data = append([]byte{0x04}, cmd.Payload()...)
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if len(data) > 8 { // CAN 消息数据长度限制
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return communication.RawMessage{}, fmt.Errorf("手掌姿态数据过长")
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}
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default:
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return communication.RawMessage{}, fmt.Errorf("L10 不支持的指令类型: %s", cmd.Type())
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}
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return communication.RawMessage{
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Interface: h.canInterface,
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ID: canID,
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Data: data,
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}, nil
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}
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// ExecuteCommand 执行一个通用指令
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func (h *L10Hand) ExecuteCommand(cmd device.Command) error {
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h.mutex.Lock() // 使用写锁,因为会更新状态
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defer h.mutex.Unlock()
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if !h.status.IsConnected || !h.status.IsActive {
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return fmt.Errorf("设备 %s 未连接或未激活", h.id)
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}
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// 转换指令为 CAN 消息
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rawMsg, err := h.commandToRawMessage(cmd)
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if err != nil {
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h.status.ErrorCount++
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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{
|
||||
@ -90,7 +262,6 @@ func (h *L10Hand) initializeComponents(_ map[string]any) error {
|
||||
component.NewPressureSensor("pressure_pinky", map[string]any{"location": "pinky"}),
|
||||
}
|
||||
h.components[device.SensorComponent] = sensors
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
@ -102,75 +273,10 @@ func (h *L10Hand) GetModel() string {
|
||||
return h.model
|
||||
}
|
||||
|
||||
func (h *L10Hand) ExecuteCommand(cmd device.Command) error {
|
||||
h.mutex.Lock()
|
||||
defer h.mutex.Unlock()
|
||||
|
||||
// 将通用指令转换为 L10 特定的 CAN 消息
|
||||
rawMsg, err := h.commandToRawMessage(cmd)
|
||||
if err != nil {
|
||||
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()
|
||||
return fmt.Errorf("发送指令失败:%w", err)
|
||||
}
|
||||
|
||||
h.status.LastUpdate = time.Now()
|
||||
return nil
|
||||
}
|
||||
|
||||
func (h *L10Hand) commandToRawMessage(cmd device.Command) (communication.RawMessage, error) {
|
||||
var canID uint32
|
||||
var data []byte
|
||||
|
||||
switch cmd.Type() {
|
||||
case "SetFingerPose":
|
||||
// 根据目标组件确定 CAN ID
|
||||
canID = h.getFingerCanID(cmd.TargetComponent())
|
||||
data = cmd.Payload()
|
||||
case "SetPalmPose":
|
||||
canID = h.getPalmCanID()
|
||||
data = cmd.Payload()
|
||||
default:
|
||||
return communication.RawMessage{}, fmt.Errorf("不支持的指令类型: %s", cmd.Type())
|
||||
}
|
||||
|
||||
return communication.RawMessage{
|
||||
Interface: h.canInterface,
|
||||
ID: canID,
|
||||
Data: data,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (h *L10Hand) getFingerCanID(targetComponent string) uint32 {
|
||||
// L10 设备的手指 CAN ID 映射
|
||||
fingerIDs := map[string]uint32{
|
||||
"finger_thumb": 0x100,
|
||||
"finger_index": 0x101,
|
||||
"finger_middle": 0x102,
|
||||
"finger_ring": 0x103,
|
||||
"finger_pinky": 0x104,
|
||||
}
|
||||
|
||||
if id, exists := fingerIDs[targetComponent]; exists {
|
||||
return id
|
||||
}
|
||||
return 0x100 // 默认拇指
|
||||
}
|
||||
|
||||
func (h *L10Hand) getPalmCanID() uint32 {
|
||||
return 0x200 // L10 设备的手掌 CAN ID
|
||||
}
|
||||
|
||||
func (h *L10Hand) ReadSensorData(sensorID string) (device.SensorData, error) {
|
||||
h.mutex.RLock()
|
||||
defer h.mutex.RUnlock()
|
||||
|
||||
// 查找传感器组件
|
||||
sensors := h.components[device.SensorComponent]
|
||||
for _, comp := range sensors {
|
||||
if comp.GetID() == sensorID {
|
||||
@ -179,7 +285,6 @@ func (h *L10Hand) ReadSensorData(sensorID string) (device.SensorData, error) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nil, fmt.Errorf("传感器 %s 不存在", sensorID)
|
||||
}
|
||||
|
||||
@ -192,14 +297,12 @@ func (h *L10Hand) GetComponents(componentType device.ComponentType) []device.Com
|
||||
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
|
||||
}
|
||||
|
||||
@ -207,25 +310,11 @@ func (h *L10Hand) Connect() error {
|
||||
h.mutex.Lock()
|
||||
defer h.mutex.Unlock()
|
||||
|
||||
// 检查与 can-bridge 服务的连接
|
||||
if !h.communicator.IsConnected() {
|
||||
return fmt.Errorf("无法连接到 can-bridge 服务")
|
||||
}
|
||||
|
||||
// 检查 CAN 接口状态
|
||||
isActive, err := h.communicator.GetInterfaceStatus(h.canInterface)
|
||||
if err != nil {
|
||||
return fmt.Errorf("检查 CAN 接口状态失败:%w", err)
|
||||
}
|
||||
|
||||
if !isActive {
|
||||
return fmt.Errorf("CAN接口 %s 未激活", h.canInterface)
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
@ -236,6 +325,6 @@ func (h *L10Hand) Disconnect() error {
|
||||
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
|
||||
}
|
||||
|
125
pkg/device/models/l10_animation.go
Normal file
125
pkg/device/models/l10_animation.go
Normal file
@ -0,0 +1,125 @@
|
||||
package models
|
||||
|
||||
import (
|
||||
"hands/pkg/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
pkg/device/pose_executor.go
Normal file
20
pkg/device/pose_executor.go
Normal file
@ -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
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user