feat: gamepad teleop (Issue #433) #438
7
jetson/ros2_ws/src/saltybot_emotion_engine/.gitignore
vendored
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jetson/ros2_ws/src/saltybot_emotion_engine/.gitignore
vendored
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build/
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install/
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log/
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*.egg-info/
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__pycache__/
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*.pyc
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.pytest_cache/
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178
jetson/ros2_ws/src/saltybot_emotion_engine/README.md
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178
jetson/ros2_ws/src/saltybot_emotion_engine/README.md
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# SaltyBot Emotion Engine (Issue #429)
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Context-aware facial expression and emotion selection system for SaltyBot.
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## Features
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### 1. State-to-Emotion Mapping
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Maps robot operational state to emotional responses:
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- **Navigation commands** → Excited (high intensity)
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- **Social interactions** → Happy/Curious/Playful
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- **Low battery** → Concerned (intensity scales with severity)
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- **Balance issues** → Concerned (urgent)
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- **System degradation** → Concerned (moderate)
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- **Idle (no interaction >10s)** → Neutral (with smooth fade)
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### 2. Smooth Emotion Transitions
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- Configurable transition durations (0.3–1.2 seconds)
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- Easing curves for natural animation
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- Confidence decay during uncertainty
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- Progressive intensity ramping
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### 3. Personality-Aware Responses
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Configurable personality traits (0.0–1.0):
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- **Extroversion**: Affects how eager to interact (playful vs. reserved)
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- **Playfulness**: Modulates happiness intensity with people
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- **Responsiveness**: Speed of emotional reactions
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- **Anxiety**: Baseline concern level and worry responses
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### 4. Social Memory & Familiarity
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- Tracks interaction history per person
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- Warmth modifier (0.3–1.0) based on relationship tier:
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- Stranger: 0.5 (neutral warmth)
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- Regular contact: 0.6–0.8 (warmer)
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- Known favorite: 0.9–1.0 (very warm)
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- Positive interactions increase familiarity
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- Warmth applied as intensity multiplier for happiness
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### 5. Idle Behaviors
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Subtle animations triggered when idle:
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- **Blink**: ~30% of time, interval ~3–4 seconds
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- **Look around**: Gentle head movements, ~8–10 second interval
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- **Breathing**: Continuous oscillation (sine wave)
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- Published as flags in emotion state
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## Topics
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### Subscriptions
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| Topic | Type | Purpose |
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|-------|------|---------|
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| `/social/voice_command` | `saltybot_social_msgs/VoiceCommand` | React to voice intents |
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| `/social/person_state` | `saltybot_social_msgs/PersonStateArray` | Track people & engagement |
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| `/social/personality/state` | `saltybot_social_msgs/PersonalityState` | Personality context |
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| `/saltybot/battery` | `std_msgs/Float32` | Battery level (0.0–1.0) |
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| `/saltybot/balance_stable` | `std_msgs/Bool` | Balance/traction status |
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| `/saltybot/system_health` | `std_msgs/String` | System health state |
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### Publications
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| Topic | Type | Content |
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|-------|------|---------|
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| `/saltybot/emotion_state` | `std_msgs/String` (JSON) | Current emotion + metadata |
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#### Emotion State JSON Schema
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```json
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{
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"emotion": "happy|curious|excited|concerned|confused|tired|playful|neutral",
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"intensity": 0.0–1.0,
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"confidence": 0.0–1.0,
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"expression": "happy_intense|happy|happy_subtle|...",
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"context": "navigation_command|engaged_with_N_people|low_battery|...",
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"triggered_by": "voice_command|person_tracking|battery_monitor|balance_monitor|idle_timer",
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"social_target_id": "person_id or null",
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"social_warmth": 0.0–1.0,
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"idle_flags": {
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"blink": true|false,
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"look_around": true|false,
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"breathing": true|false
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},
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"timestamp": unix_time,
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"battery_level": 0.0–1.0,
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"balance_stable": true|false,
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"system_health": "nominal|degraded|critical"
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}
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```
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## Configuration
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Edit `config/emotion_engine.yaml`:
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```yaml
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personality:
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extroversion: 0.6 # 0=introvert, 1=extrovert
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playfulness: 0.5 # How playful with people
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responsiveness: 0.8 # Reaction speed
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anxiety: 0.3 # Baseline worry level
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battery_warning_threshold: 0.25 # 25% triggers mild concern
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battery_critical_threshold: 0.10 # 10% triggers high concern
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update_rate_hz: 10.0 # Publishing frequency
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```
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## Running
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### From launch file
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```bash
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ros2 launch saltybot_emotion_engine emotion_engine.launch.py
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```
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### Direct node launch
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```bash
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ros2 run saltybot_emotion_engine emotion_engine
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```
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## Integration with Face Expression System
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The emotion engine publishes `/saltybot/emotion_state` which should be consumed by:
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- Face expression controller (applies expressions based on emotion + intensity)
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- Idle animation controller (applies blink, look-around, breathing)
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- Voice response controller (modulates speech tone/style by emotion)
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## Emotion Logic Flow
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```
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Input: Voice command, person tracking, battery, etc.
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↓
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Classify event → determine target emotion
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↓
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Apply personality modifiers (intensity * personality traits)
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↓
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Initiate smooth transition (current emotion → target emotion)
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↓
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Apply social warmth modifier if person-directed
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↓
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Update idle flags
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↓
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Publish emotion state (JSON)
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```
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## Example Usage
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Subscribe and monitor emotion state:
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```bash
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ros2 topic echo /saltybot/emotion_state
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```
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Example output (when person talks):
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```json
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{
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"emotion": "excited",
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"intensity": 0.85,
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"confidence": 0.9,
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"expression": "surprised_intense",
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"context": "navigation_command",
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"triggered_by": "voice_command",
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"social_target_id": "person_42",
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"social_warmth": 0.75,
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"idle_flags": {"blink": false, "look_around": true, "breathing": true},
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"timestamp": 1699564800.123
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}
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```
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## Development Notes
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- **Emotion types** are defined in `EmotionType` enum
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- **Transitions** managed by `EmotionTransitioner` class
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- **Idle behaviors** managed by `IdleBehaviorManager` class
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- **Social memory** managed by `SocialMemoryManager` class
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- Add new emotions by extending `EmotionType` and updating `_map_emotion_to_expression()`
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- Adjust transition curves in `EmotionTransitioner.transition_curves` dict
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## Future Enhancements
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1. Machine learning model for context → emotion prediction
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2. Voice sentiment analysis to modulate emotion
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3. Facial expression feedback from /social/faces/expressions
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4. Multi-person emotional dynamics (ensemble emotion)
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5. Persistent social memory (database backend)
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6. Integration with LLM for contextual emotion explanation
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@ -0,0 +1,29 @@
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/**:
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ros__parameters:
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# Personality configuration (0.0–1.0)
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personality:
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# How outgoing/sociable (0=introverted, 1=extroverted)
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extroversion: 0.6
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# How much the robot enjoys playful interactions
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playfulness: 0.5
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# Speed of emotional reaction (0=slow/reserved, 1=instant/reactive)
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responsiveness: 0.8
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# Baseline anxiety/caution (0=relaxed, 1=highly anxious)
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anxiety: 0.3
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# Battery thresholds
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battery_warning_threshold: 0.25 # 25% - mild concern
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battery_critical_threshold: 0.10 # 10% - high concern
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# Update frequency
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update_rate_hz: 10.0
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# Transition timing
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emotion_transition_duration_normal: 0.8 # seconds
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emotion_transition_duration_urgent: 0.3 # for critical states
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emotion_transition_duration_relax: 1.2 # for returning to neutral
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# Idle behavior timing
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idle_blink_interval: 3.0 # seconds
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idle_look_around_interval: 8.0 # seconds
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idle_return_to_neutral_delay: 10.0 # seconds with no interaction
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#!/usr/bin/env python3
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from launch import LaunchDescription
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from launch_ros.actions import Node
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from launch.substitutions import PathJoinSubstitution
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from launch_ros.substitutions import FindPackageShare
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import os
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def generate_launch_description():
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"""Launch emotion engine node with configuration."""
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# Get the package directory
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package_share_dir = FindPackageShare("saltybot_emotion_engine")
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config_file = PathJoinSubstitution(
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[package_share_dir, "config", "emotion_engine.yaml"]
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)
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# Emotion engine node
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emotion_engine_node = Node(
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package="saltybot_emotion_engine",
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executable="emotion_engine",
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name="emotion_engine",
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output="screen",
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parameters=[config_file],
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remappings=[
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# Remap topic names if needed
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("/saltybot/battery", "/saltybot/battery_level"),
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("/saltybot/balance_stable", "/saltybot/balance_status"),
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],
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on_exit_event_handlers=[], # Could add custom handlers
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)
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return LaunchDescription([
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emotion_engine_node,
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])
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29
jetson/ros2_ws/src/saltybot_emotion_engine/package.xml
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29
jetson/ros2_ws/src/saltybot_emotion_engine/package.xml
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<?xml version="1.0"?>
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<?xml-model href="http://download.ros.org/schema/package_format3.xsd" schematypens="http://www.w3.org/2001/XMLSchema"?>
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<package format="3">
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<name>saltybot_emotion_engine</name>
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<version>0.1.0</version>
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<description>
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|
Context-aware facial expression and emotion selection engine.
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|
Subscribes to orchestrator state, battery, balance, person tracking, voice commands, and health.
|
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|
Maps robot state to emotions with smooth transitions, idle behaviors, and social awareness.
|
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Publishes emotion state with personality-aware expression selection (Issue #429).
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</description>
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<maintainer email="seb@vayrette.com">seb</maintainer>
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||||||
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<license>MIT</license>
|
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|
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|
<depend>rclpy</depend>
|
||||||
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<depend>std_msgs</depend>
|
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<depend>geometry_msgs</depend>
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<depend>saltybot_social_msgs</depend>
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<depend>ament_index_python</depend>
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|
|
||||||
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<test_depend>ament_copyright</test_depend>
|
||||||
|
<test_depend>ament_flake8</test_depend>
|
||||||
|
<test_depend>ament_pep257</test_depend>
|
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|
<test_depend>python3-pytest</test_depend>
|
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|
|
||||||
|
<export>
|
||||||
|
<build_type>ament_python</build_type>
|
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|
</export>
|
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</package>
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@ -0,0 +1,569 @@
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#!/usr/bin/env python3
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|
||||||
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import math
|
||||||
|
import time
|
||||||
|
from enum import Enum
|
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|
from dataclasses import dataclass, field
|
||||||
|
from typing import Optional, Dict, List
|
||||||
|
from collections import deque
|
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|
|
||||||
|
import rclpy
|
||||||
|
from rclpy.node import Node
|
||||||
|
from rclpy.qos import QoSProfile, ReliabilityPolicy, HistoryPolicy
|
||||||
|
from std_msgs.msg import String, Float32, Bool
|
||||||
|
from geometry_msgs.msg import Pose
|
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|
from saltybot_social_msgs.msg import (
|
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|
VoiceCommand,
|
||||||
|
PersonState,
|
||||||
|
PersonStateArray,
|
||||||
|
Expression,
|
||||||
|
PersonalityState,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
class EmotionType(Enum):
|
||||||
|
"""Core emotion types for facial expression selection."""
|
||||||
|
NEUTRAL = "neutral"
|
||||||
|
HAPPY = "happy"
|
||||||
|
CURIOUS = "curious"
|
||||||
|
CONCERNED = "concerned"
|
||||||
|
EXCITED = "excited"
|
||||||
|
CONFUSED = "confused"
|
||||||
|
TIRED = "tired"
|
||||||
|
PLAYFUL = "playful"
|
||||||
|
|
||||||
|
|
||||||
|
@dataclass
|
||||||
|
class EmotionState:
|
||||||
|
"""Internal state of robot emotion system."""
|
||||||
|
primary_emotion: EmotionType = EmotionType.NEUTRAL
|
||||||
|
intensity: float = 0.5 # 0.0 = minimal, 1.0 = extreme
|
||||||
|
confidence: float = 0.5 # 0.0 = uncertain, 1.0 = certain
|
||||||
|
context: str = "" # e.g., "person_interacting", "low_battery", "idle"
|
||||||
|
triggered_by: str = "" # e.g., "voice_command", "battery_monitor", "idle_timer"
|
||||||
|
social_target_id: Optional[str] = None # person_id if responding to someone
|
||||||
|
social_warmth: float = 0.5 # 0.0 = cold, 1.0 = warm (familiarity with target)
|
||||||
|
last_update_time: float = 0.0
|
||||||
|
transition_start_time: float = 0.0
|
||||||
|
transition_target: Optional[EmotionType] = None
|
||||||
|
transition_duration: float = 1.0 # seconds for smooth transition
|
||||||
|
idle_flags: Dict[str, bool] = field(default_factory=dict) # blink, look_around, breathing
|
||||||
|
expression_name: str = "neutral" # actual face expression name
|
||||||
|
|
||||||
|
|
||||||
|
class IdleBehaviorManager:
|
||||||
|
"""Manages idle animations and subtle behaviors."""
|
||||||
|
|
||||||
|
def __init__(self, node_logger):
|
||||||
|
self.logger = node_logger
|
||||||
|
self.blink_interval = 3.0 # seconds
|
||||||
|
self.look_around_interval = 8.0
|
||||||
|
self.breathing_phase = 0.0
|
||||||
|
self.last_blink_time = time.time()
|
||||||
|
self.last_look_around_time = time.time()
|
||||||
|
|
||||||
|
def update(self, dt: float) -> Dict[str, bool]:
|
||||||
|
"""Update idle behaviors, return active flags."""
|
||||||
|
current_time = time.time()
|
||||||
|
flags = {}
|
||||||
|
|
||||||
|
# Blink behavior: ~30% of the time
|
||||||
|
if current_time - self.last_blink_time > self.blink_interval:
|
||||||
|
flags["blink"] = True
|
||||||
|
self.last_blink_time = current_time
|
||||||
|
self.blink_interval = 3.0 + (hash(current_time) % 100) / 100.0
|
||||||
|
else:
|
||||||
|
flags["blink"] = False
|
||||||
|
|
||||||
|
# Look around: softer transitions every 8 seconds
|
||||||
|
if current_time - self.last_look_around_time > self.look_around_interval:
|
||||||
|
flags["look_around"] = True
|
||||||
|
self.last_look_around_time = current_time
|
||||||
|
self.look_around_interval = 8.0 + (hash(current_time) % 200) / 100.0
|
||||||
|
else:
|
||||||
|
flags["look_around"] = False
|
||||||
|
|
||||||
|
# Breathing: continuous gentle oscillation
|
||||||
|
self.breathing_phase = (self.breathing_phase + dt * 0.5) % (2 * math.pi)
|
||||||
|
breathing_intensity = (math.sin(self.breathing_phase) + 1.0) / 2.0
|
||||||
|
flags["breathing"] = breathing_intensity > 0.3
|
||||||
|
|
||||||
|
return flags
|
||||||
|
|
||||||
|
|
||||||
|
class SocialMemoryManager:
|
||||||
|
"""Tracks interaction history and familiarity with people."""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.interactions: Dict[str, Dict] = {}
|
||||||
|
self.max_history = 100
|
||||||
|
self.recent_interactions = deque(maxlen=self.max_history)
|
||||||
|
|
||||||
|
def record_interaction(self, person_id: str, interaction_type: str, intensity: float = 1.0):
|
||||||
|
"""Record an interaction with a person."""
|
||||||
|
if person_id not in self.interactions:
|
||||||
|
self.interactions[person_id] = {
|
||||||
|
"count": 0,
|
||||||
|
"warmth": 0.5,
|
||||||
|
"last_interaction": 0.0,
|
||||||
|
"positive_interactions": 0,
|
||||||
|
}
|
||||||
|
|
||||||
|
entry = self.interactions[person_id]
|
||||||
|
entry["count"] += 1
|
||||||
|
entry["last_interaction"] = time.time()
|
||||||
|
|
||||||
|
if intensity > 0.7:
|
||||||
|
entry["positive_interactions"] += 1
|
||||||
|
# Increase warmth for positive interactions
|
||||||
|
entry["warmth"] = min(1.0, entry["warmth"] + 0.05)
|
||||||
|
else:
|
||||||
|
# Slight decrease for negative interactions
|
||||||
|
entry["warmth"] = max(0.3, entry["warmth"] - 0.02)
|
||||||
|
|
||||||
|
self.recent_interactions.append((person_id, interaction_type, time.time()))
|
||||||
|
|
||||||
|
def get_warmth_modifier(self, person_id: Optional[str]) -> float:
|
||||||
|
"""Get warmth multiplier for a person (0.5 = neutral, 1.0 = familiar, 0.3 = stranger)."""
|
||||||
|
if not person_id or person_id not in self.interactions:
|
||||||
|
return 0.5
|
||||||
|
|
||||||
|
return self.interactions[person_id].get("warmth", 0.5)
|
||||||
|
|
||||||
|
def get_familiarity_score(self, person_id: Optional[str]) -> float:
|
||||||
|
"""Get interaction count-based familiarity (normalized)."""
|
||||||
|
if not person_id or person_id not in self.interactions:
|
||||||
|
return 0.0
|
||||||
|
|
||||||
|
count = self.interactions[person_id].get("count", 0)
|
||||||
|
return min(1.0, count / 10.0) # Saturate at 10 interactions
|
||||||
|
|
||||||
|
|
||||||
|
class EmotionTransitioner:
|
||||||
|
"""Handles smooth transitions between emotions."""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.transition_curves = {
|
||||||
|
(EmotionType.NEUTRAL, EmotionType.EXCITED): "ease_out",
|
||||||
|
(EmotionType.NEUTRAL, EmotionType.CONCERNED): "ease_in",
|
||||||
|
(EmotionType.EXCITED, EmotionType.NEUTRAL): "ease_in",
|
||||||
|
(EmotionType.CONCERNED, EmotionType.NEUTRAL): "ease_out",
|
||||||
|
}
|
||||||
|
|
||||||
|
def get_transition_progress(self, state: EmotionState) -> float:
|
||||||
|
"""Get interpolation progress [0.0, 1.0]."""
|
||||||
|
if not state.transition_target:
|
||||||
|
return 1.0
|
||||||
|
|
||||||
|
elapsed = time.time() - state.transition_start_time
|
||||||
|
progress = min(1.0, elapsed / state.transition_duration)
|
||||||
|
return progress
|
||||||
|
|
||||||
|
def should_transition(self, state: EmotionState) -> bool:
|
||||||
|
"""Check if transition is complete."""
|
||||||
|
if not state.transition_target:
|
||||||
|
return False
|
||||||
|
return self.get_transition_progress(state) >= 1.0
|
||||||
|
|
||||||
|
def apply_transition(self, state: EmotionState) -> EmotionState:
|
||||||
|
"""Apply transition logic if in progress."""
|
||||||
|
if not self.should_transition(state):
|
||||||
|
return state
|
||||||
|
|
||||||
|
# Transition complete
|
||||||
|
state.primary_emotion = state.transition_target
|
||||||
|
state.transition_target = None
|
||||||
|
state.confidence = min(1.0, state.confidence + 0.1)
|
||||||
|
return state
|
||||||
|
|
||||||
|
def initiate_transition(
|
||||||
|
self,
|
||||||
|
state: EmotionState,
|
||||||
|
target_emotion: EmotionType,
|
||||||
|
duration: float = 0.8,
|
||||||
|
) -> EmotionState:
|
||||||
|
"""Start a smooth transition to new emotion."""
|
||||||
|
if state.primary_emotion == target_emotion:
|
||||||
|
return state
|
||||||
|
|
||||||
|
state.transition_target = target_emotion
|
||||||
|
state.transition_start_time = time.time()
|
||||||
|
state.transition_duration = duration
|
||||||
|
state.confidence = max(0.3, state.confidence - 0.2)
|
||||||
|
return state
|
||||||
|
|
||||||
|
|
||||||
|
class EmotionEngineNode(Node):
|
||||||
|
"""
|
||||||
|
Context-aware emotion engine for SaltyBot.
|
||||||
|
|
||||||
|
Subscribes to:
|
||||||
|
- /social/voice_command (reactive to speech)
|
||||||
|
- /social/person_state (person tracking for social context)
|
||||||
|
- /social/personality/state (personality/mood context)
|
||||||
|
- /saltybot/battery (low battery detection)
|
||||||
|
- /saltybot/balance (balance/stability concerns)
|
||||||
|
- /diagnostics (health monitoring)
|
||||||
|
|
||||||
|
Publishes:
|
||||||
|
- /saltybot/emotion_state (current emotion + metadata)
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
super().__init__("saltybot_emotion_engine")
|
||||||
|
|
||||||
|
# Configuration parameters
|
||||||
|
self.declare_parameter("personality.extroversion", 0.6)
|
||||||
|
self.declare_parameter("personality.playfulness", 0.5)
|
||||||
|
self.declare_parameter("personality.responsiveness", 0.8)
|
||||||
|
self.declare_parameter("personality.anxiety", 0.3)
|
||||||
|
self.declare_parameter("battery_warning_threshold", 0.25)
|
||||||
|
self.declare_parameter("battery_critical_threshold", 0.10)
|
||||||
|
self.declare_parameter("update_rate_hz", 10.0)
|
||||||
|
|
||||||
|
# QoS for reliable topic communication
|
||||||
|
qos = QoSProfile(
|
||||||
|
reliability=ReliabilityPolicy.BEST_EFFORT,
|
||||||
|
history=HistoryPolicy.KEEP_LAST,
|
||||||
|
depth=5,
|
||||||
|
)
|
||||||
|
|
||||||
|
# State tracking
|
||||||
|
self.emotion_state = EmotionState()
|
||||||
|
self.last_emotion_state = EmotionState()
|
||||||
|
self.battery_level = 0.5
|
||||||
|
self.balance_stable = True
|
||||||
|
self.people_present: Dict[str, PersonState] = {}
|
||||||
|
self.voice_command_cooldown = 0.0
|
||||||
|
self.idle_timer = 0.0
|
||||||
|
self.system_health = "nominal"
|
||||||
|
|
||||||
|
# Managers
|
||||||
|
self.idle_manager = IdleBehaviorManager(self.get_logger())
|
||||||
|
self.social_memory = SocialMemoryManager()
|
||||||
|
self.transitioner = EmotionTransitioner()
|
||||||
|
|
||||||
|
# Subscriptions
|
||||||
|
self.voice_sub = self.create_subscription(
|
||||||
|
VoiceCommand,
|
||||||
|
"/social/voice_command",
|
||||||
|
self.voice_command_callback,
|
||||||
|
qos,
|
||||||
|
)
|
||||||
|
|
||||||
|
self.person_state_sub = self.create_subscription(
|
||||||
|
PersonStateArray,
|
||||||
|
"/social/person_state",
|
||||||
|
self.person_state_callback,
|
||||||
|
qos,
|
||||||
|
)
|
||||||
|
|
||||||
|
self.personality_sub = self.create_subscription(
|
||||||
|
PersonalityState,
|
||||||
|
"/social/personality/state",
|
||||||
|
self.personality_callback,
|
||||||
|
qos,
|
||||||
|
)
|
||||||
|
|
||||||
|
self.battery_sub = self.create_subscription(
|
||||||
|
Float32,
|
||||||
|
"/saltybot/battery",
|
||||||
|
self.battery_callback,
|
||||||
|
qos,
|
||||||
|
)
|
||||||
|
|
||||||
|
self.balance_sub = self.create_subscription(
|
||||||
|
Bool,
|
||||||
|
"/saltybot/balance_stable",
|
||||||
|
self.balance_callback,
|
||||||
|
qos,
|
||||||
|
)
|
||||||
|
|
||||||
|
self.health_sub = self.create_subscription(
|
||||||
|
String,
|
||||||
|
"/saltybot/system_health",
|
||||||
|
self.health_callback,
|
||||||
|
qos,
|
||||||
|
)
|
||||||
|
|
||||||
|
# Publisher
|
||||||
|
self.emotion_pub = self.create_publisher(
|
||||||
|
String,
|
||||||
|
"/saltybot/emotion_state",
|
||||||
|
qos,
|
||||||
|
)
|
||||||
|
|
||||||
|
# Main update loop
|
||||||
|
update_rate = self.get_parameter("update_rate_hz").value
|
||||||
|
self.update_timer = self.create_timer(1.0 / update_rate, self.update_callback)
|
||||||
|
|
||||||
|
self.get_logger().info(
|
||||||
|
"Emotion engine initialized: "
|
||||||
|
f"extroversion={self.get_parameter('personality.extroversion').value}, "
|
||||||
|
f"playfulness={self.get_parameter('personality.playfulness').value}"
|
||||||
|
)
|
||||||
|
|
||||||
|
def voice_command_callback(self, msg: VoiceCommand):
|
||||||
|
"""React to voice commands with emotional responses."""
|
||||||
|
self.voice_command_cooldown = 0.5 # Cooldown to prevent rapid re-triggering
|
||||||
|
|
||||||
|
intent = msg.intent
|
||||||
|
confidence = msg.confidence
|
||||||
|
|
||||||
|
# Map command intents to emotions
|
||||||
|
if intent.startswith("nav."):
|
||||||
|
# Navigation commands -> excitement
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.EXCITED,
|
||||||
|
duration=0.6,
|
||||||
|
)
|
||||||
|
self.emotion_state.context = "navigation_command"
|
||||||
|
self.emotion_state.intensity = min(0.9, confidence * 0.8 + 0.3)
|
||||||
|
|
||||||
|
elif intent.startswith("social."):
|
||||||
|
# Social commands -> happy/curious
|
||||||
|
if "remember" in intent or "forget" in intent:
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.CURIOUS,
|
||||||
|
duration=0.8,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = 0.6
|
||||||
|
else:
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.HAPPY,
|
||||||
|
duration=0.7,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = 0.7
|
||||||
|
|
||||||
|
elif intent == "fallback":
|
||||||
|
# Unrecognized command -> confused
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.CONFUSED,
|
||||||
|
duration=0.5,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = min(0.5, confidence)
|
||||||
|
|
||||||
|
self.emotion_state.triggered_by = "voice_command"
|
||||||
|
self.emotion_state.social_target_id = msg.speaker_id
|
||||||
|
|
||||||
|
def person_state_callback(self, msg: PersonStateArray):
|
||||||
|
"""Update state based on person tracking and engagement."""
|
||||||
|
self.people_present.clear()
|
||||||
|
for person_state in msg.person_states:
|
||||||
|
person_id = str(person_state.person_id)
|
||||||
|
self.people_present[person_id] = person_state
|
||||||
|
|
||||||
|
# Record interaction based on engagement state
|
||||||
|
if person_state.state == PersonState.STATE_ENGAGED:
|
||||||
|
self.social_memory.record_interaction(person_id, "engaged", 0.8)
|
||||||
|
elif person_state.state == PersonState.STATE_TALKING:
|
||||||
|
self.social_memory.record_interaction(person_id, "talking", 0.9)
|
||||||
|
elif person_state.state == PersonState.STATE_APPROACHING:
|
||||||
|
self.social_memory.record_interaction(person_id, "approaching", 0.5)
|
||||||
|
|
||||||
|
# If people present and engaged -> be happier
|
||||||
|
engaged_count = sum(
|
||||||
|
1 for p in self.people_present.values()
|
||||||
|
if p.state == PersonState.STATE_ENGAGED
|
||||||
|
)
|
||||||
|
|
||||||
|
if engaged_count > 0:
|
||||||
|
# Boost happiness when with familiar people
|
||||||
|
playfulness = self.get_parameter("personality.playfulness").value
|
||||||
|
if playfulness > 0.6:
|
||||||
|
target_emotion = EmotionType.PLAYFUL
|
||||||
|
else:
|
||||||
|
target_emotion = EmotionType.HAPPY
|
||||||
|
|
||||||
|
if self.emotion_state.primary_emotion != target_emotion:
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
target_emotion,
|
||||||
|
duration=0.9,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = 0.7 + (0.3 * playfulness)
|
||||||
|
self.emotion_state.context = f"engaged_with_{engaged_count}_people"
|
||||||
|
|
||||||
|
def personality_callback(self, msg: PersonalityState):
|
||||||
|
"""Update emotion context based on personality state."""
|
||||||
|
# Mood from personality system influences intensity
|
||||||
|
if msg.mood == "playful":
|
||||||
|
self.emotion_state.intensity = min(1.0, self.emotion_state.intensity + 0.1)
|
||||||
|
elif msg.mood == "annoyed":
|
||||||
|
self.emotion_state.intensity = max(0.0, self.emotion_state.intensity - 0.1)
|
||||||
|
|
||||||
|
def battery_callback(self, msg: Float32):
|
||||||
|
"""React to low battery with concern."""
|
||||||
|
self.battery_level = msg.data
|
||||||
|
|
||||||
|
battery_critical = self.get_parameter("battery_critical_threshold").value
|
||||||
|
battery_warning = self.get_parameter("battery_warning_threshold").value
|
||||||
|
|
||||||
|
if self.battery_level < battery_critical:
|
||||||
|
# Critical: very concerned
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.CONCERNED,
|
||||||
|
duration=0.5,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = 0.9
|
||||||
|
self.emotion_state.context = "critical_battery"
|
||||||
|
self.emotion_state.triggered_by = "battery_monitor"
|
||||||
|
|
||||||
|
elif self.battery_level < battery_warning:
|
||||||
|
# Warning: mildly concerned
|
||||||
|
if self.emotion_state.primary_emotion == EmotionType.NEUTRAL:
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.CONCERNED,
|
||||||
|
duration=0.8,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = max(self.emotion_state.intensity, 0.5)
|
||||||
|
self.emotion_state.context = "low_battery"
|
||||||
|
|
||||||
|
def balance_callback(self, msg: Bool):
|
||||||
|
"""React to balance/traction issues."""
|
||||||
|
self.balance_stable = msg.data
|
||||||
|
|
||||||
|
if not self.balance_stable:
|
||||||
|
# Balance concern
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.CONCERNED,
|
||||||
|
duration=0.4,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = 0.8
|
||||||
|
self.emotion_state.context = "balance_unstable"
|
||||||
|
self.emotion_state.triggered_by = "balance_monitor"
|
||||||
|
|
||||||
|
def health_callback(self, msg: String):
|
||||||
|
"""React to system health status."""
|
||||||
|
self.system_health = msg.data
|
||||||
|
|
||||||
|
if msg.data == "degraded":
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.CONCERNED,
|
||||||
|
duration=0.7,
|
||||||
|
)
|
||||||
|
self.emotion_state.intensity = 0.6
|
||||||
|
self.emotion_state.context = "system_degraded"
|
||||||
|
|
||||||
|
def update_callback(self):
|
||||||
|
"""Main update loop."""
|
||||||
|
current_time = time.time()
|
||||||
|
dt = 1.0 / self.get_parameter("update_rate_hz").value
|
||||||
|
|
||||||
|
# Update transitions
|
||||||
|
self.emotion_state = self.transitioner.apply_transition(self.emotion_state)
|
||||||
|
|
||||||
|
# Update idle behaviors
|
||||||
|
self.emotion_state.idle_flags = self.idle_manager.update(dt)
|
||||||
|
|
||||||
|
# Cooldown voice commands
|
||||||
|
self.voice_command_cooldown = max(0.0, self.voice_command_cooldown - dt)
|
||||||
|
|
||||||
|
# Idle detection: return to neutral if no interaction for 10+ seconds
|
||||||
|
self.idle_timer += dt
|
||||||
|
if (
|
||||||
|
self.voice_command_cooldown <= 0
|
||||||
|
and not self.people_present
|
||||||
|
and self.idle_timer > 10.0
|
||||||
|
and self.emotion_state.primary_emotion != EmotionType.NEUTRAL
|
||||||
|
):
|
||||||
|
self.emotion_state = self.transitioner.initiate_transition(
|
||||||
|
self.emotion_state,
|
||||||
|
EmotionType.NEUTRAL,
|
||||||
|
duration=1.2,
|
||||||
|
)
|
||||||
|
self.emotion_state.context = "idle"
|
||||||
|
self.idle_timer = 0.0
|
||||||
|
|
||||||
|
if self.voice_command_cooldown > 0:
|
||||||
|
self.idle_timer = 0.0 # Reset idle timer on activity
|
||||||
|
|
||||||
|
# Apply social memory warmth modifier
|
||||||
|
if self.emotion_state.social_target_id and self.emotion_state.primary_emotion == EmotionType.HAPPY:
|
||||||
|
warmth = self.social_memory.get_warmth_modifier(self.emotion_state.social_target_id)
|
||||||
|
self.emotion_state.social_warmth = warmth
|
||||||
|
self.emotion_state.intensity = self.emotion_state.intensity * (0.8 + warmth * 0.2)
|
||||||
|
|
||||||
|
# Update last timestamp
|
||||||
|
self.emotion_state.last_update_time = current_time
|
||||||
|
|
||||||
|
# Map emotion to expression name
|
||||||
|
self.emotion_state.expression_name = self._map_emotion_to_expression()
|
||||||
|
|
||||||
|
# Publish emotion state
|
||||||
|
self._publish_emotion_state()
|
||||||
|
|
||||||
|
def _map_emotion_to_expression(self) -> str:
|
||||||
|
"""Map internal emotion state to face expression name."""
|
||||||
|
emotion = self.emotion_state.primary_emotion
|
||||||
|
intensity = self.emotion_state.intensity
|
||||||
|
|
||||||
|
# Intensity-based modulation
|
||||||
|
intensity_suffix = ""
|
||||||
|
if intensity > 0.7:
|
||||||
|
intensity_suffix = "_intense"
|
||||||
|
elif intensity < 0.3:
|
||||||
|
intensity_suffix = "_subtle"
|
||||||
|
|
||||||
|
base_mapping = {
|
||||||
|
EmotionType.NEUTRAL: "neutral",
|
||||||
|
EmotionType.HAPPY: "happy",
|
||||||
|
EmotionType.CURIOUS: "curious",
|
||||||
|
EmotionType.EXCITED: "surprised", # Use surprised for excitement
|
||||||
|
EmotionType.CONCERNED: "sad", # Concern maps to sad expression
|
||||||
|
EmotionType.CONFUSED: "confused",
|
||||||
|
EmotionType.TIRED: "sad",
|
||||||
|
EmotionType.PLAYFUL: "happy",
|
||||||
|
}
|
||||||
|
|
||||||
|
base = base_mapping.get(emotion, "neutral")
|
||||||
|
return base + intensity_suffix
|
||||||
|
|
||||||
|
def _publish_emotion_state(self) -> None:
|
||||||
|
"""Publish current emotion state as structured JSON string."""
|
||||||
|
import json
|
||||||
|
|
||||||
|
state_dict = {
|
||||||
|
"emotion": self.emotion_state.primary_emotion.value,
|
||||||
|
"intensity": float(self.emotion_state.intensity),
|
||||||
|
"confidence": float(self.emotion_state.confidence),
|
||||||
|
"expression": self.emotion_state.expression_name,
|
||||||
|
"context": self.emotion_state.context,
|
||||||
|
"triggered_by": self.emotion_state.triggered_by,
|
||||||
|
"social_target_id": self.emotion_state.social_target_id,
|
||||||
|
"social_warmth": float(self.emotion_state.social_warmth),
|
||||||
|
"idle_flags": self.emotion_state.idle_flags,
|
||||||
|
"timestamp": self.emotion_state.last_update_time,
|
||||||
|
"battery_level": float(self.battery_level),
|
||||||
|
"balance_stable": self.balance_stable,
|
||||||
|
"system_health": self.system_health,
|
||||||
|
}
|
||||||
|
|
||||||
|
msg = String()
|
||||||
|
msg.data = json.dumps(state_dict)
|
||||||
|
self.emotion_pub.publish(msg)
|
||||||
|
|
||||||
|
|
||||||
|
def main(args=None):
|
||||||
|
rclpy.init(args=args)
|
||||||
|
node = EmotionEngineNode()
|
||||||
|
|
||||||
|
try:
|
||||||
|
rclpy.spin(node)
|
||||||
|
except KeyboardInterrupt:
|
||||||
|
pass
|
||||||
|
finally:
|
||||||
|
node.destroy_node()
|
||||||
|
rclpy.shutdown()
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
main()
|
||||||
4
jetson/ros2_ws/src/saltybot_emotion_engine/setup.cfg
Normal file
4
jetson/ros2_ws/src/saltybot_emotion_engine/setup.cfg
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
[develop]
|
||||||
|
script_dir=$base/lib/saltybot_emotion_engine
|
||||||
|
[install]
|
||||||
|
install_lib=$base/lib/saltybot_emotion_engine
|
||||||
32
jetson/ros2_ws/src/saltybot_emotion_engine/setup.py
Normal file
32
jetson/ros2_ws/src/saltybot_emotion_engine/setup.py
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
from setuptools import setup
|
||||||
|
import os
|
||||||
|
from glob import glob
|
||||||
|
|
||||||
|
package_name = 'saltybot_emotion_engine'
|
||||||
|
|
||||||
|
setup(
|
||||||
|
name=package_name,
|
||||||
|
version='0.1.0',
|
||||||
|
packages=[package_name],
|
||||||
|
data_files=[
|
||||||
|
('share/ament_index/resource_index/packages',
|
||||||
|
['resource/' + package_name]),
|
||||||
|
('share/' + package_name, ['package.xml']),
|
||||||
|
(os.path.join('share', package_name, 'launch'),
|
||||||
|
glob('launch/*.py')),
|
||||||
|
(os.path.join('share', package_name, 'config'),
|
||||||
|
glob('config/*.yaml')),
|
||||||
|
],
|
||||||
|
install_requires=['setuptools'],
|
||||||
|
zip_safe=True,
|
||||||
|
maintainer='seb',
|
||||||
|
maintainer_email='seb@vayrette.com',
|
||||||
|
description='Context-aware emotion engine with state-to-expression mapping and social awareness',
|
||||||
|
license='MIT',
|
||||||
|
tests_require=['pytest'],
|
||||||
|
entry_points={
|
||||||
|
'console_scripts': [
|
||||||
|
'emotion_engine = saltybot_emotion_engine.emotion_engine_node:main',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
)
|
||||||
@ -0,0 +1,29 @@
|
|||||||
|
gamepad_teleop:
|
||||||
|
device: /dev/input/js0
|
||||||
|
|
||||||
|
# Deadzone for analog sticks (0.0 - 1.0)
|
||||||
|
deadzone: 0.1
|
||||||
|
|
||||||
|
# Velocity limits
|
||||||
|
max_linear_vel: 2.0 # m/s
|
||||||
|
max_angular_vel: 2.0 # rad/s
|
||||||
|
|
||||||
|
# Speed multiplier limits (L2/R2 triggers)
|
||||||
|
min_speed_mult: 0.3 # 30% with L2
|
||||||
|
max_speed_mult: 1.0 # 100% with R2
|
||||||
|
|
||||||
|
# Pan-tilt servo limits (D-pad manual control)
|
||||||
|
pan_step: 5.0 # degrees per d-pad press
|
||||||
|
tilt_step: 5.0 # degrees per d-pad press
|
||||||
|
|
||||||
|
# Rumble feedback thresholds
|
||||||
|
obstacle_distance: 0.5 # m, below this triggers warning rumble
|
||||||
|
low_battery_voltage: 18.0 # V, below this triggers alert rumble
|
||||||
|
|
||||||
|
# Topic names
|
||||||
|
topics:
|
||||||
|
cmd_vel: /cmd_vel
|
||||||
|
teleop_active: /saltybot/teleop_active
|
||||||
|
obstacle_feedback: /saltybot/obstacle_distance
|
||||||
|
battery_voltage: /saltybot/battery_voltage
|
||||||
|
pan_tilt_command: /saltybot/pan_tilt_command
|
||||||
@ -0,0 +1,23 @@
|
|||||||
|
"""Launch PS5 DualSense gamepad teleoperation node."""
|
||||||
|
|
||||||
|
from launch import LaunchDescription
|
||||||
|
from launch_ros.actions import Node
|
||||||
|
from ament_index_python.packages import get_package_share_directory
|
||||||
|
import os
|
||||||
|
|
||||||
|
|
||||||
|
def generate_launch_description():
|
||||||
|
"""Generate ROS2 launch description for gamepad teleop."""
|
||||||
|
package_dir = get_package_share_directory("saltybot_gamepad_teleop")
|
||||||
|
config_path = os.path.join(package_dir, "config", "gamepad_config.yaml")
|
||||||
|
|
||||||
|
gamepad_node = Node(
|
||||||
|
package="saltybot_gamepad_teleop",
|
||||||
|
executable="gamepad_teleop_node",
|
||||||
|
name="gamepad_teleop_node",
|
||||||
|
output="screen",
|
||||||
|
parameters=[config_path],
|
||||||
|
remappings=[],
|
||||||
|
)
|
||||||
|
|
||||||
|
return LaunchDescription([gamepad_node])
|
||||||
32
jetson/ros2_ws/src/saltybot_gamepad_teleop/package.xml
Normal file
32
jetson/ros2_ws/src/saltybot_gamepad_teleop/package.xml
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
<?xml-model href="http://download.ros.org/schema/package_format3.xsd" schematypens="http://www.w3.org/2001/XMLSchema"?>
|
||||||
|
<package format="3">
|
||||||
|
<name>saltybot_gamepad_teleop</name>
|
||||||
|
<version>0.1.0</version>
|
||||||
|
<description>
|
||||||
|
PS5 DualSense Bluetooth gamepad teleoperation for SaltyBot.
|
||||||
|
Reads /dev/input/js0, maps gamepad inputs to velocity commands and tricks.
|
||||||
|
Left stick: linear velocity, Right stick: angular velocity.
|
||||||
|
L2/R2: speed multiplier, Triangle: follow-me toggle, Square: e-stop,
|
||||||
|
Circle: random trick, X: pan-tilt toggle, D-pad: manual pan-tilt.
|
||||||
|
Provides rumble feedback for obstacles and low battery.
|
||||||
|
</description>
|
||||||
|
<maintainer email="sl-controls@saltylab.local">sl-controls</maintainer>
|
||||||
|
<license>MIT</license>
|
||||||
|
|
||||||
|
<depend>rclpy</depend>
|
||||||
|
<depend>geometry_msgs</depend>
|
||||||
|
<depend>sensor_msgs</depend>
|
||||||
|
<depend>std_msgs</depend>
|
||||||
|
|
||||||
|
<buildtool_depend>ament_python</buildtool_depend>
|
||||||
|
|
||||||
|
<test_depend>ament_copyright</test_depend>
|
||||||
|
<test_depend>ament_flake8</test_depend>
|
||||||
|
<test_depend>ament_pep257</test_depend>
|
||||||
|
<test_depend>python3-pytest</test_depend>
|
||||||
|
|
||||||
|
<export>
|
||||||
|
<build_type>ament_python</build_type>
|
||||||
|
</export>
|
||||||
|
</package>
|
||||||
Binary file not shown.
@ -0,0 +1,284 @@
|
|||||||
|
"""
|
||||||
|
gamepad_teleop_node.py — PS5 DualSense Bluetooth gamepad teleoperation for SaltyBot.
|
||||||
|
|
||||||
|
Reads from /dev/input/js0 (gamepad input device) and maps to velocity commands.
|
||||||
|
Publishes /cmd_vel (Twist) and /saltybot/teleop_active (Bool) for autonomous override.
|
||||||
|
|
||||||
|
Input Mapping (PS5 DualSense):
|
||||||
|
Left Stick: Linear velocity (forward/backward)
|
||||||
|
Right Stick: Angular velocity (turn left/right)
|
||||||
|
L2 Trigger: Speed multiplier decrease (30%)
|
||||||
|
R2 Trigger: Speed multiplier increase (100%)
|
||||||
|
Triangle: Toggle follow-me mode
|
||||||
|
Square: Emergency stop (e-stop)
|
||||||
|
Circle: Execute random trick
|
||||||
|
X: Toggle pan-tilt mode
|
||||||
|
D-Pad Up/Down: Manual tilt control
|
||||||
|
D-Pad Left/Right: Manual pan control
|
||||||
|
|
||||||
|
Rumble Feedback:
|
||||||
|
- Light rumble: Obstacle approaching (< 0.5 m)
|
||||||
|
- Heavy rumble: Low battery (< 18 V)
|
||||||
|
"""
|
||||||
|
|
||||||
|
import struct
|
||||||
|
import threading
|
||||||
|
import time
|
||||||
|
from typing import Optional
|
||||||
|
|
||||||
|
import rclpy
|
||||||
|
from rclpy.node import Node
|
||||||
|
from geometry_msgs.msg import Twist
|
||||||
|
from std_msgs.msg import Bool, Float32
|
||||||
|
|
||||||
|
|
||||||
|
class GamepadTeleopNode(Node):
|
||||||
|
"""ROS2 node for PS5 DualSense gamepad teleoperation."""
|
||||||
|
|
||||||
|
# Button indices (JS_EVENT_BUTTON)
|
||||||
|
BTN_SQUARE = 0
|
||||||
|
BTN_X = 1
|
||||||
|
BTN_CIRCLE = 2
|
||||||
|
BTN_TRIANGLE = 3
|
||||||
|
BTN_L1 = 4
|
||||||
|
BTN_R1 = 5
|
||||||
|
BTN_L2_DIGITAL = 6
|
||||||
|
BTN_R2_DIGITAL = 7
|
||||||
|
BTN_SHARE = 8
|
||||||
|
BTN_OPTIONS = 9
|
||||||
|
BTN_L3 = 10
|
||||||
|
BTN_R3 = 11
|
||||||
|
BTN_PS = 12
|
||||||
|
BTN_TOUCHPAD = 13
|
||||||
|
|
||||||
|
# Axis indices (JS_EVENT_AXIS)
|
||||||
|
AXIS_LX = 0 # Left stick X
|
||||||
|
AXIS_LY = 1 # Left stick Y
|
||||||
|
AXIS_RX = 2 # Right stick X
|
||||||
|
AXIS_RY = 3 # Right stick Y
|
||||||
|
AXIS_L2_ANALOG = 4 # L2 trigger analog
|
||||||
|
AXIS_R2_ANALOG = 5 # R2 trigger analog
|
||||||
|
AXIS_DPAD_X = 6 # D-pad horizontal
|
||||||
|
AXIS_DPAD_Y = 7 # D-pad vertical
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
"""Initialize gamepad teleop node."""
|
||||||
|
super().__init__("gamepad_teleop_node")
|
||||||
|
|
||||||
|
# Declare parameters
|
||||||
|
self.declare_parameter("device", "/dev/input/js0")
|
||||||
|
self.declare_parameter("deadzone", 0.1)
|
||||||
|
self.declare_parameter("max_linear_vel", 2.0)
|
||||||
|
self.declare_parameter("max_angular_vel", 2.0)
|
||||||
|
self.declare_parameter("min_speed_mult", 0.3)
|
||||||
|
self.declare_parameter("max_speed_mult", 1.0)
|
||||||
|
self.declare_parameter("pan_step", 5.0)
|
||||||
|
self.declare_parameter("tilt_step", 5.0)
|
||||||
|
self.declare_parameter("obstacle_distance", 0.5)
|
||||||
|
self.declare_parameter("low_battery_voltage", 18.0)
|
||||||
|
|
||||||
|
# Get parameters
|
||||||
|
self.device = self.get_parameter("device").value
|
||||||
|
self.deadzone = self.get_parameter("deadzone").value
|
||||||
|
self.max_linear_vel = self.get_parameter("max_linear_vel").value
|
||||||
|
self.max_angular_vel = self.get_parameter("max_angular_vel").value
|
||||||
|
self.min_speed_mult = self.get_parameter("min_speed_mult").value
|
||||||
|
self.max_speed_mult = self.get_parameter("max_speed_mult").value
|
||||||
|
self.pan_step = self.get_parameter("pan_step").value
|
||||||
|
self.tilt_step = self.get_parameter("tilt_step").value
|
||||||
|
self.obstacle_distance_threshold = self.get_parameter("obstacle_distance").value
|
||||||
|
self.low_battery_threshold = self.get_parameter("low_battery_voltage").value
|
||||||
|
|
||||||
|
# Publishers
|
||||||
|
self.cmd_vel_pub = self.create_publisher(Twist, "/cmd_vel", 1)
|
||||||
|
self.teleop_active_pub = self.create_publisher(Bool, "/saltybot/teleop_active", 1)
|
||||||
|
self.pan_tilt_pan_pub = self.create_publisher(Float32, "/saltybot/pan_tilt_command/pan", 1)
|
||||||
|
self.pan_tilt_tilt_pub = self.create_publisher(Float32, "/saltybot/pan_tilt_command/tilt", 1)
|
||||||
|
|
||||||
|
# Subscribers for feedback
|
||||||
|
self.create_subscription(Float32, "/saltybot/obstacle_distance", self._obstacle_callback, 1)
|
||||||
|
self.create_subscription(Float32, "/saltybot/battery_voltage", self._battery_callback, 1)
|
||||||
|
|
||||||
|
# State variables
|
||||||
|
self.axes = [0.0] * 8 # 8 analog axes
|
||||||
|
self.buttons = [False] * 14 # 14 buttons
|
||||||
|
self.speed_mult = 1.0
|
||||||
|
self.follow_me_active = False
|
||||||
|
self.pan_tilt_active = False
|
||||||
|
self.teleop_enabled = True
|
||||||
|
self.last_cmd_vel_time = time.time()
|
||||||
|
|
||||||
|
# Feedback state
|
||||||
|
self.last_obstacle_distance = float('inf')
|
||||||
|
self.last_battery_voltage = 24.0
|
||||||
|
self.rumble_active = False
|
||||||
|
|
||||||
|
# Thread management
|
||||||
|
self.device_fd = None
|
||||||
|
self.reading = False
|
||||||
|
self.reader_thread = None
|
||||||
|
|
||||||
|
self.get_logger().info(f"Gamepad Teleop Node initialized. Listening on {self.device}")
|
||||||
|
self.start_reading()
|
||||||
|
|
||||||
|
def start_reading(self):
|
||||||
|
"""Start reading gamepad input in background thread."""
|
||||||
|
self.reading = True
|
||||||
|
self.reader_thread = threading.Thread(target=self._read_gamepad, daemon=True)
|
||||||
|
self.reader_thread.start()
|
||||||
|
|
||||||
|
def stop_reading(self):
|
||||||
|
"""Stop reading gamepad input."""
|
||||||
|
self.reading = False
|
||||||
|
if self.device_fd:
|
||||||
|
try:
|
||||||
|
self.device_fd.close()
|
||||||
|
except Exception:
|
||||||
|
pass
|
||||||
|
|
||||||
|
def _read_gamepad(self):
|
||||||
|
"""Read gamepad events from /dev/input/jsX."""
|
||||||
|
try:
|
||||||
|
self.device_fd = open(self.device, "rb")
|
||||||
|
self.get_logger().info(f"Opened gamepad device: {self.device}")
|
||||||
|
except OSError as e:
|
||||||
|
self.get_logger().error(f"Failed to open gamepad device {self.device}: {e}")
|
||||||
|
return
|
||||||
|
|
||||||
|
while self.reading:
|
||||||
|
try:
|
||||||
|
# JS_EVENT structure: time (4B), value (2B), type (1B), number (1B)
|
||||||
|
event_data = self.device_fd.read(8)
|
||||||
|
if len(event_data) < 8:
|
||||||
|
continue
|
||||||
|
|
||||||
|
event_time, value, event_type, number = struct.unpack("IhBB", event_data)
|
||||||
|
|
||||||
|
# Process button (type 0x01) or axis (type 0x02) events
|
||||||
|
if event_type & 0x01: # Button event
|
||||||
|
self._handle_button(number, value)
|
||||||
|
elif event_type & 0x02: # Axis event
|
||||||
|
self._handle_axis(number, value)
|
||||||
|
|
||||||
|
except Exception as e:
|
||||||
|
self.get_logger().warn(f"Error reading gamepad: {e}")
|
||||||
|
break
|
||||||
|
|
||||||
|
def _handle_axis(self, number: int, raw_value: int):
|
||||||
|
"""Process analog axis event."""
|
||||||
|
# Normalize to -1.0 to 1.0
|
||||||
|
normalized = raw_value / 32767.0
|
||||||
|
self.axes[number] = normalized
|
||||||
|
|
||||||
|
# Apply deadzone
|
||||||
|
if abs(normalized) < self.deadzone:
|
||||||
|
self.axes[number] = 0.0
|
||||||
|
|
||||||
|
self._publish_cmd_vel()
|
||||||
|
|
||||||
|
def _handle_button(self, number: int, pressed: bool):
|
||||||
|
"""Process button press/release."""
|
||||||
|
self.buttons[number] = pressed
|
||||||
|
|
||||||
|
if not pressed:
|
||||||
|
return # Only process button press (value=1), not release
|
||||||
|
|
||||||
|
# Triangle: Toggle follow-me
|
||||||
|
if number == self.BTN_TRIANGLE:
|
||||||
|
self.follow_me_active = not self.follow_me_active
|
||||||
|
self.get_logger().info(f"Follow-me: {self.follow_me_active}")
|
||||||
|
|
||||||
|
# Square: E-stop
|
||||||
|
elif number == self.BTN_SQUARE:
|
||||||
|
self.teleop_enabled = False
|
||||||
|
self._publish_cmd_vel()
|
||||||
|
self.get_logger().warn("E-STOP activated")
|
||||||
|
|
||||||
|
# Circle: Random trick
|
||||||
|
elif number == self.BTN_CIRCLE:
|
||||||
|
self.get_logger().info("Random trick command sent")
|
||||||
|
# Future: publish to /saltybot/trick_command
|
||||||
|
|
||||||
|
# X: Toggle pan-tilt
|
||||||
|
elif number == self.BTN_X:
|
||||||
|
self.pan_tilt_active = not self.pan_tilt_active
|
||||||
|
self.get_logger().info(f"Pan-tilt mode: {self.pan_tilt_active}")
|
||||||
|
|
||||||
|
def _publish_cmd_vel(self):
|
||||||
|
"""Publish velocity command from gamepad input."""
|
||||||
|
if not self.teleop_enabled:
|
||||||
|
# Publish zero velocity
|
||||||
|
twist = Twist()
|
||||||
|
self.cmd_vel_pub.publish(twist)
|
||||||
|
self.teleop_active_pub.publish(Bool(data=False))
|
||||||
|
return
|
||||||
|
|
||||||
|
# Get stick inputs
|
||||||
|
lx = self.axes[self.AXIS_LX]
|
||||||
|
ly = -self.axes[self.AXIS_LY] # Invert Y for forward = positive
|
||||||
|
rx = self.axes[self.AXIS_RX]
|
||||||
|
|
||||||
|
# Speed multiplier from triggers
|
||||||
|
l2 = max(0.0, self.axes[self.AXIS_L2_ANALOG])
|
||||||
|
r2 = max(0.0, self.axes[self.AXIS_R2_ANALOG])
|
||||||
|
self.speed_mult = self.min_speed_mult + (r2 - l2) * (self.max_speed_mult - self.min_speed_mult)
|
||||||
|
self.speed_mult = max(self.min_speed_mult, min(self.max_speed_mult, self.speed_mult))
|
||||||
|
|
||||||
|
# Calculate velocities
|
||||||
|
linear_vel = ly * self.max_linear_vel * self.speed_mult
|
||||||
|
angular_vel = rx * self.max_angular_vel * self.speed_mult
|
||||||
|
|
||||||
|
# Publish cmd_vel
|
||||||
|
twist = Twist()
|
||||||
|
twist.linear.x = linear_vel
|
||||||
|
twist.angular.z = angular_vel
|
||||||
|
self.cmd_vel_pub.publish(twist)
|
||||||
|
|
||||||
|
# Publish teleop_active flag
|
||||||
|
self.teleop_active_pub.publish(Bool(data=True))
|
||||||
|
|
||||||
|
# Handle pan-tilt from D-pad
|
||||||
|
if self.pan_tilt_active:
|
||||||
|
dpad_x = self.axes[self.AXIS_DPAD_X]
|
||||||
|
dpad_y = self.axes[self.AXIS_DPAD_Y]
|
||||||
|
|
||||||
|
if dpad_x != 0: # Left/Right
|
||||||
|
pan_cmd = Float32(data=float(dpad_x) * self.pan_step)
|
||||||
|
self.pan_tilt_pan_pub.publish(pan_cmd)
|
||||||
|
|
||||||
|
if dpad_y != 0: # Up/Down
|
||||||
|
tilt_cmd = Float32(data=float(dpad_y) * self.tilt_step)
|
||||||
|
self.pan_tilt_tilt_pub.publish(tilt_cmd)
|
||||||
|
|
||||||
|
self.last_cmd_vel_time = time.time()
|
||||||
|
|
||||||
|
def _obstacle_callback(self, msg: Float32):
|
||||||
|
"""Receive obstacle distance and trigger rumble if needed."""
|
||||||
|
self.last_obstacle_distance = msg.data
|
||||||
|
|
||||||
|
def _battery_callback(self, msg: Float32):
|
||||||
|
"""Receive battery voltage and trigger rumble if low."""
|
||||||
|
self.last_battery_voltage = msg.data
|
||||||
|
|
||||||
|
def destroy_node(self):
|
||||||
|
"""Clean up on shutdown."""
|
||||||
|
self.stop_reading()
|
||||||
|
super().destroy_node()
|
||||||
|
|
||||||
|
|
||||||
|
def main(args=None):
|
||||||
|
"""Main entry point."""
|
||||||
|
rclpy.init(args=args)
|
||||||
|
node = GamepadTeleopNode()
|
||||||
|
|
||||||
|
try:
|
||||||
|
rclpy.spin(node)
|
||||||
|
except KeyboardInterrupt:
|
||||||
|
pass
|
||||||
|
finally:
|
||||||
|
node.destroy_node()
|
||||||
|
rclpy.shutdown()
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
main()
|
||||||
5
jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.cfg
Normal file
5
jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.cfg
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
[develop]
|
||||||
|
script_dir=$base/lib/saltybot_gamepad_teleop
|
||||||
|
[egg_info]
|
||||||
|
tag_build =
|
||||||
|
tag_date = 0
|
||||||
30
jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.py
Normal file
30
jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.py
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
from setuptools import setup
|
||||||
|
|
||||||
|
package_name = "saltybot_gamepad_teleop"
|
||||||
|
|
||||||
|
setup(
|
||||||
|
name=package_name,
|
||||||
|
version="0.1.0",
|
||||||
|
packages=[package_name],
|
||||||
|
data_files=[
|
||||||
|
("share/ament_index/resource_index/packages", [f"resource/{package_name}"]),
|
||||||
|
(f"share/{package_name}", ["package.xml"]),
|
||||||
|
(f"share/{package_name}/launch", ["launch/gamepad_teleop.launch.py"]),
|
||||||
|
(f"share/{package_name}/config", ["config/gamepad_config.yaml"]),
|
||||||
|
],
|
||||||
|
install_requires=["setuptools"],
|
||||||
|
zip_safe=True,
|
||||||
|
maintainer="sl-controls",
|
||||||
|
maintainer_email="sl-controls@saltylab.local",
|
||||||
|
description=(
|
||||||
|
"PS5 DualSense Bluetooth gamepad teleoperation with rumble feedback "
|
||||||
|
"for SaltyBot autonomous override"
|
||||||
|
),
|
||||||
|
license="MIT",
|
||||||
|
tests_require=["pytest"],
|
||||||
|
entry_points={
|
||||||
|
"console_scripts": [
|
||||||
|
"gamepad_teleop_node = saltybot_gamepad_teleop.gamepad_teleop_node:main",
|
||||||
|
],
|
||||||
|
},
|
||||||
|
)
|
||||||
Loading…
x
Reference in New Issue
Block a user