'behaviortree' implements a behavior tree library similar to BehaviorTree.CPP but in Rust.
Examples implementing the BehaviorTree.CPP tutorials can be found here. For embedded devices similar examples are available here
Below is a very simple example using functions as Actions.
For more examples see:
use behaviortree::prelude::*;
const XML: &str = r#"
<root BTCPP_format="4">
<BehaviorTree ID="MyBehavior">
<Sequence>
<MyAction1/>
<MyAction2/>
</Sequence>
</BehaviorTree>
</root>
"#;
fn action_1() -> BehaviorResult {
// your activity
// ...
// In case of Failure
//return Ok(BehaviorState::Failure);
// In case of Success
Ok(BehaviorState::Success)
}
fn action_2() -> BehaviorResult {
// your activity
// ...
Ok(BehaviorState::Success)
}
#[tokio::main]
async fn main() {
// create a behavior factory
let mut factory = BehaviorTreeFactory::new().unwrap();
// register your behaviors
register_simple_behavior!(factory, action_1, "MyAction1", BehaviorKind::Action).unwrap();
register_simple_behavior!(factory, action_2, "MyAction2", BehaviorKind::Action).unwrap();
// create the tree
let mut tree = factory.create_from_text(XML).unwrap();
// run the tree until Success or Failure
tree.tick_while_running().await.unwrap();
}For implementation of your own behaviors, there is a set of
derive macros: Action, Condition, Control and Decorator.
use behaviortree::prelude::*;
const XML: &str = r#"
<root BTCPP_format="4">
<BehaviorTree ID="MyBehavior">
<MyAction message = "hello world!"/>
</BehaviorTree>
</root>
"#;
/// Derive an `Action`
#[derive(Action, Debug, Default)]
pub struct SaySomething;
/// Implement the `Action`s functionality
#[async_trait::async_trait]
impl Behavior for SaySomething {
/// Minimum implement the tick function
async fn tick(
&mut self,
behavior: &mut BehaviorData,
_children: &mut BehaviorTreeElementList,
_runtime: &SharedRuntime,
) -> BehaviorResult {
// getting the port
let msg = behavior.get::<String>("message")?;
// doing something
println!("Robot says: {msg}");
// signaling success
Ok(BehaviorState::Success)
}
/// Define the available ports.
/// This is optional, the default implementation is for no ports.
fn provided_ports() -> PortList {
port_list! {input_port!(String, "message")}
}
}
#[tokio::main]
async fn main() {
// create a behavior factory
let mut factory = BehaviorTreeFactory::new().unwrap();
// register the behavior
SaySomething::register(&mut factory, "MyAction").unwrap();
// create the tree
let mut tree = factory.create_from_text(XML).unwrap();
// run the tree until Success or Failure
tree.tick_while_running().await.unwrap();
}✅: Supported
☑️: Supported with some caveats
🚦: Needs testing but basically works
🔴: Not yet supported
??: Unclear if it can be supported
❌: Will not be supported
| Capability | std OS | Embedded | Caveats |
|---|---|---|---|
| XML | |||
| - parsing | ✅ | ✅ | embedded tree depth <= 12 |
| - generation | ✅ | ✅ | |
| Ports | |||
| - remapping | ✅ | ✅ | |
| - access by ref | ✅ | ✅ | |
| Subtrees | |||
| - structure | ✅ | ✅ | |
| - remapping | ✅ | ✅ | |
| - 'include' from file | ✅ | ❌ | |
| Blackboard | |||
| - hierarchy | ✅ | ✅ | |
| - remapping | ✅ | ✅ | |
| - access by ref | ✅ | ✅ | |
| - backup | 🔴 | ?? | |
| Pre-/post-conditions | ✅ | ✅ | |
| Scripting | ✅ | ✅ | |
| Loggers/Observers | ✅ | 🚦 | basically works, no time info, no groot2 observer |
| Substitution rules | 🚦 | 🚦 | no delay in embedded, currently no functions possible |
| Using Groot2 for: | |||
| - XML Create/Edit | ☑️ | ☑️ | different type systems |
| - Live Monitoring | ☑️ | ?? | different type systems |
| - Pro Features | 🔴 | ?? |
| Names as in BehaviorTree.CPP | std OS | Embedded |
|---|---|---|
| Actions | ||
AlwaysFailure, AlwaysSuccess |
✅ | ✅ |
Script |
✅ | ✅ |
SetBlackboard, UnsetBlackboard |
✅ | ✅ |
PopFromQueue<T> |
✅ | ✅ |
Sleep |
🚦 | 🔴 |
| Conditions | ||
ScriptCondition |
✅ | ✅ |
WasEntryUpdated |
✅ | ✅ |
| Controls | ||
Fallback |
✅ | ✅ |
AsyncFallback, ReactiveFallback |
✅ | ✅ |
Sequence, SequenceWithMemory |
✅ | ✅ |
AsyncSequence, ReactiveSequence |
✅ | ✅ |
Parallel, ParallelAll |
✅ | ✅ |
IfThenElse, WhileDoElse |
✅ | ✅ |
Switch<u8> |
✅ | ✅ |
ManualSelector |
🔴 | ?? |
| Decorators | ||
ForceFailure, ForceSuccess |
✅ | ✅ |
Inverter |
✅ | ✅ |
KeepRunningUntilFailure |
✅ | ✅ |
Repeat |
✅ | ✅ |
RetryUntilSuccessful |
✅ | ✅ |
EntryUpdated |
✅ | ✅ |
LoopQueue<T> |
✅ | ✅ |
RunOnce |
✅ | ✅ |
Precondition |
✅ | ✅ |
Delay |
🚦 | 🔴 |
Timeout |
🚦 | 🔴 |
Licensed with the fair use "NGMC" license, see license file
Any contribution intentionally submitted for inclusion in the work by you, shall be licensed with the same "NGMC" license, without any additional terms or conditions.