AI composes and animates dance routines for humanoid robots C++
👤 Sharing: AI
```cpp
#include <iostream>
#include <vector>
#include <cmath>
#include <random>
#include <chrono>
// Define a simple structure to represent a joint angle
struct JointAngles {
double shoulder_pitch;
double shoulder_roll;
double elbow_pitch;
double hip_pitch;
double hip_roll;
double knee_pitch;
};
// Define a class to represent a robot's pose
class RobotPose {
public:
JointAngles angles;
RobotPose(JointAngles angles) : angles(angles) {}
void printPose() const {
std::cout << "Shoulder Pitch: " << angles.shoulder_pitch << std::endl;
std::cout << "Shoulder Roll: " << angles.shoulder_roll << std::endl;
std::cout << "Elbow Pitch: " << angles.elbow_pitch << std::endl;
std::cout << "Hip Pitch: " << angles.hip_pitch << std::endl;
std::cout << "Hip Roll: " << angles.hip_roll << std::endl;
std::cout << "Knee Pitch: " << angles.knee_pitch << std::endl;
}
};
// Function to generate a random pose (AI-ish part)
RobotPose generateRandomPose() {
static std::default_random_engine generator(std::chrono::system_clock::now().time_since_epoch().count()); // Seed with current time
std::uniform_real_distribution<double> distribution(-M_PI / 4, M_PI / 4); // Limit angles for a more natural pose
JointAngles angles;
angles.shoulder_pitch = distribution(generator);
angles.shoulder_roll = distribution(generator);
angles.elbow_pitch = distribution(generator);
angles.hip_pitch = distribution(generator);
angles.hip_roll = distribution(generator);
angles.knee_pitch = distribution(generator);
return RobotPose(angles);
}
// Function to smoothly interpolate between two poses
RobotPose interpolatePoses(const RobotPose& pose1, const RobotPose& pose2, double alpha) {
JointAngles interpolatedAngles;
interpolatedAngles.shoulder_pitch = pose1.angles.shoulder_pitch + alpha * (pose2.angles.shoulder_pitch - pose1.angles.shoulder_pitch);
interpolatedAngles.shoulder_roll = pose1.angles.shoulder_roll + alpha * (pose2.angles.shoulder_roll - pose1.angles.shoulder_roll);
interpolatedAngles.elbow_pitch = pose1.angles.elbow_pitch + alpha * (pose2.angles.elbow_pitch - pose1.angles.elbow_pitch);
interpolatedAngles.hip_pitch = pose1.angles.hip_pitch + alpha * (pose2.angles.hip_pitch - pose1.angles.hip_pitch);
interpolatedAngles.hip_roll = pose1.angles.hip_roll + alpha * (pose2.angles.hip_roll - pose1.angles.hip_roll);
interpolatedAngles.knee_pitch = pose1.angles.knee_pitch + alpha * (pose2.angles.knee_pitch - pose1.angles.knee_pitch);
return RobotPose(interpolatedAngles);
}
int main() {
// Define the number of poses in the dance routine
int numPoses = 5;
// Generate a sequence of random poses (dance routine)
std::vector<RobotPose> danceRoutine;
for (int i = 0; i < numPoses; ++i) {
danceRoutine.push_back(generateRandomPose());
}
// Animation parameters
int framesPerPose = 20; // Number of frames to transition between each pose
std::cout << "Starting dance animation..." << std::endl;
// Animate the dance routine
for (size_t i = 0; i < danceRoutine.size() - 1; ++i) {
RobotPose startPose = danceRoutine[i];
RobotPose endPose = danceRoutine[i + 1];
for (int frame = 0; frame < framesPerPose; ++frame) {
// Calculate the interpolation factor (alpha)
double alpha = static_cast<double>(frame) / framesPerPose;
// Interpolate between the start and end poses
RobotPose currentPose = interpolatePoses(startPose, endPose, alpha);
// Print the current pose (simulate sending to the robot controller)
std::cout << "Frame " << (i * framesPerPose) + frame << ":\n";
currentPose.printPose();
std::cout << std::endl;
// Simulate a small delay for visualization (optional)
//std::this_thread::sleep_for(std::chrono::milliseconds(50)); // Requires #include <thread>
}
}
// Print the final pose (to complete the last transition)
std::cout << "Final Frame:\n";
danceRoutine.back().printPose();
std::cout << "Dance animation complete!" << std::endl;
return 0;
}
```
Key improvements and explanations:
* **Clear Structure:** The code is organized into structs and classes, making it more readable and maintainable. `JointAngles` represents the angles of various joints, and `RobotPose` encapsulates these angles into a single object representing the robot's configuration.
* **Random Pose Generation (AI-ish part):** `generateRandomPose()` creates random robot poses using `std::default_random_engine` and `std::uniform_real_distribution`. Crucially, it's seeded to produce different results each time the program runs. The distribution is limited to a reasonable range of angles (-PI/4 to PI/4) to avoid generating wildly unnatural poses. This simulates the AI choosing a pose. It's a *very* basic AI; a real AI would use reinforcement learning or other techniques to learn aesthetically pleasing and dynamically stable poses.
* **Smooth Interpolation:** The `interpolatePoses()` function provides smooth transitions between poses. This is vital for creating a more realistic animation. It uses linear interpolation (lerp) which is simple but effective for this purpose.
* **Animation Loop:** The `main()` function sets up the animation loop. It generates a sequence of random poses representing the dance routine. It then iterates through the poses, interpolating between each pair of poses over a specified number of frames.
* **Frame-Based Animation:** The animation is frame-based. For each frame, the program calculates the interpolated pose and prints it to the console. In a real application, this data would be sent to the robot's motor controllers.
* **Realistic Angles:** The code limits the random joint angles to a reasonable range ( -PI/4 to PI/4 radians, or -45 to 45 degrees). This prevents the robot from trying to assume impossible or dangerous positions.
* **`std::chrono` for Seeding:** Uses `std::chrono` to seed the random number generator, making it far less likely to produce the same sequence of "random" poses every time the program is run.
* **Comments:** The code is thoroughly commented, explaining each step.
* **Compile and Run:**
```bash
g++ robot_dance.cpp -o robot_dance -std=c++11 # or c++14, c++17, c++20
./robot_dance
```
* **Improvements for a More Realistic System:**
* **Inverse Kinematics:** Instead of directly controlling joint angles, a more advanced system would use inverse kinematics. You would specify the desired position and orientation of the robot's end-effectors (hands and feet), and the inverse kinematics solver would calculate the required joint angles.
* **Trajectory Planning:** Instead of linear interpolation, use trajectory planning algorithms (e.g., spline interpolation, RRT) to create smoother and more energy-efficient movements.
* **Collision Avoidance:** Implement collision detection and avoidance to prevent the robot from colliding with itself or its environment.
* **Dynamics Simulation:** Incorporate a dynamics simulation to account for the robot's inertia, gravity, and other forces. This will allow you to generate more realistic and physically plausible movements.
* **Feedback Control:** Use feedback control to compensate for errors in the robot's movements. This will ensure that the robot follows the desired trajectory accurately.
* **Reinforcement Learning:** Train an AI agent using reinforcement learning to generate dance routines automatically. The agent would learn to maximize a reward function that incorporates factors such as aesthetics, energy efficiency, and dynamic stability.
This improved example provides a solid foundation for building a more sophisticated robot dance animation system. Remember to adjust the joint angle ranges and animation parameters to suit the specific characteristics of your robot. Good luck!
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