Statistics
| Branch: | Tag: | Revision:

hlrc / server / src / Arbiter.cpp @ 23fe067c

History | View | Annotate | Download (11.359 KB)

1
/*
2
 * This file is part of hlrc_server
3
 *
4
 * Copyright(c) sschulz <AT> techfak.uni-bielefeld.de
5
 * http://opensource.cit-ec.de/projects/hlrc_server
6
 *
7
 * This file may be licensed under the terms of the
8
 * GNU General Public License Version 3 (the ``GPL''),
9
 * or (at your option) any later version.
10
 *
11
 * Software distributed under the License is distributed
12
 * on an ``AS IS'' basis, WITHOUT WARRANTY OF ANY KIND, either
13
 * express or implied. See the GPL for the specific language
14
 * governing rights and limitations.
15
 *
16
 * You should have received a copy of the GPL along with this
17
 * program. If not, go to http://www.gnu.org/licenses/gpl.html
18
 * or write to the Free Software Foundation, Inc.,
19
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20
 *
21
 * The development of this software was supported by the
22
 * Excellence Cluster EXC 277 Cognitive Interaction Technology.
23
 * The Excellence Cluster EXC 277 is a grant of the Deutsche
24
 * Forschungsgemeinschaft (DFG) in the context of the German
25
 * Excellence Initiative.
26
 *
27
 */
28

    
29
#include "Arbiter.h"
30
#include "AudioPlayerLibAO.h"
31
#include "AudioPlayerRSB.h"
32
#include <boost/algorithm/string/predicate.hpp>
33
#include <boost/thread/mutex.hpp>
34
#include <iostream>
35

    
36
using namespace boost;
37
using namespace std;
38

    
39
Arbiter::Arbiter(std::string audio_output) {
40
        // initialize audio player:
41
        if (iequals(audio_output, "none")) {
42
                // allow none for no sound output
43
                audio_player = NULL;
44
        }
45
        else if (iequals(audio_output.substr(0, 3), "rsb")) {
46
#ifdef RSB_SUPPORT
47
                audio_player = new AudioPlayerRSB(audio_output);
48
#else
49
                printf("> ERROR: hlc is compiled without RSB support, RSB audio transport not available, defaulting to libao (default "
50
                       "output!)\n");
51
                audio_player = new AudioPlayerLibAO("");
52
#endif
53
        }
54
        else {
55
                audio_player = new AudioPlayerLibAO(audio_output);
56
        }
57

    
58
        // set default emotion:
59
        emotion_config_current.init_sad();
60
        emotion_config_current.set_duration(2000);
61
        emotion_config_default.init_neutral();
62

    
63
        gaze_state_animation_restart = true;
64
        emotion_target = &emotion_config_default;
65

    
66
        utterance = boost::shared_ptr<Utterance>(new Utterance());
67
}
68

    
69
Arbiter::~Arbiter() {
70
}
71

    
72
void Arbiter::set_default_emotion(EmotionState e) {
73
        // lock access
74
        boost::mutex::scoped_lock scoped_lock(emotion_config_default_mutex);
75

    
76
        // update our config, ignore duration as this is the default emotion
77
        emotion_config_default.select_config(e.value);
78
        emotion_target = &emotion_config_default;
79

    
80
        gaze_state_animation_restart = true;
81

    
82
        printf("> stored default emotion\n");
83
}
84

    
85
void Arbiter::set_current_emotion(EmotionState e) {
86
        // lock access
87
        boost::mutex::scoped_lock scoped_lock(emotion_config_current_mutex);
88

    
89
        // this will set a emotion override for a given time, after the timeout
90
        // we will return to the default emotion state:
91
        emotion_config_current.select_config(e.value);
92
        emotion_config_current.set_duration(e.duration);
93

    
94
        emotion_target = &emotion_config_current;
95
        gaze_state_animation_restart = true;
96

    
97
        printf("> stored current emotion (val=%d, duration = %dms)\n", e.value, e.duration);
98
}
99

    
100
void Arbiter::set_mouth_config(MouthConfig m) {
101
        // lock access
102
        boost::mutex::scoped_lock scoped_lock(mouth_config_override_mutex);
103

    
104
        mouth_config = m;
105
}
106

    
107
void Arbiter::set_gaze_target(humotion::GazeState target) {
108
        // lock access
109
        boost::mutex::scoped_lock scoped_lock(requested_gaze_state_mutex);
110

    
111
        requested_gaze_state = target;
112
}
113

    
114
void Arbiter::set_mouth_target(humotion::MouthState target) {
115
        // lock access
116
        boost::mutex::scoped_lock scoped_lock(requested_mouth_state_mutex);
117

    
118
        requested_mouth_state = target;
119
}
120

    
121
//! note: this is blocking!
122
void Arbiter::play_animation(boost::shared_ptr<Animation> incoming_animation) {
123
        // incoming animation, check if this would conflict with any pending animations:
124
        // lock access & iterate over vector:
125
        boost::mutex::scoped_lock lock_av(active_animation_vector_mutex);
126
        active_animation_vector_t::iterator it;
127
        for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
128
                boost::shared_ptr<Animation> current_ani = *it;
129
                // check if the running animation collides with the incoming animation:
130
                if (current_ani->collides_with(incoming_animation.get())) {
131
                        // this would fail, we can not play this animation right now!
132
                        throw runtime_error("incoming animation collides with unfinished active animation");
133
                        return;
134
                }
135
        }
136

    
137
        // ok, fine. no other animations are active that would collide with the new request
138
        // thus it is safe to enqueue this item:
139
        active_animation_vector.push_back(incoming_animation);
140

    
141
        // unlock mutex
142
        lock_av.unlock();
143

    
144
        // start playback!
145
        incoming_animation->start();
146

    
147
        // block until ani was played back
148
        while (incoming_animation->is_active()) {
149
                // printf("A"); fflush(stdout);
150
                usleep(1 * 1000); // 1ms, save cpu cycles
151
        }
152

    
153
        // ok, it finished. we can safely remove it now:
154
        lock_av.lock();
155
        for (it = active_animation_vector.begin(); it < active_animation_vector.end();) {
156
                boost::shared_ptr<Animation> current_ani = *it;
157
                if (*it == incoming_animation) {
158
                        // printf(">match -> remove incoming ani again\n");
159
                        it = active_animation_vector.erase(it);
160
                }
161
                else {
162
                        ++it;
163
                }
164
        }
165
}
166

    
167
void Arbiter::speak(
168
   boost::shared_ptr<Utterance> u) { //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){
169
        // lock audio playback as such:
170
        boost::mutex::scoped_lock scoped_lock_audio(audio_player_mutex);
171

    
172
        // lock utterance & store data:
173
        boost::mutex::scoped_lock scoped_lock(utterance_mutex);
174
        utterance = u;
175
        scoped_lock.unlock();
176

    
177
        // start audio playback, this function returns once we started playback
178
        if (audio_player == NULL) {
179
                printf("> audio_player disabled, not speaking '%s'\n", u.get()->get_text().c_str());
180
        }
181
        else {
182
                audio_player->play(utterance->get_audio_data());
183
        }
184
        utterance->start_playback();
185

    
186
        // wait until audio playback was finished:
187
        if (audio_player != NULL) {
188
                while (audio_player->is_playing()) {
189
                        // save some cpu cycles:
190
                        usleep(1 * 1000); // 1ms
191
                }
192
        }
193

    
194
        // in case the audio output fails, we end up here before the utterance is finished.
195
        // so check now if the utterance finished as well:
196
        while (utterance->is_playing()) {
197
                // save some cpu cycles:
198
                usleep(1 * 1000); // 1ms
199
        }
200
}
201

    
202
bool Arbiter::speak_active() {
203
        if (audio_player == NULL) {
204
                return false;
205
        }
206
        else {
207
                return audio_player->is_playing();
208
        }
209
}
210

    
211
void Arbiter::arbitrate() {
212
        // handle arbitration, DO NOT RE-ORDER these calls!
213

    
214
        // try to process all incoming requests
215
        override_by_emotion();
216

    
217
        // overwrite with mouth targets from outside:
218
        override_by_mouth();
219

    
220
        // lip animation
221
        override_by_utterance();
222

    
223
        // animations
224
        override_by_animation();
225

    
226
        // gaze target is set by requested_gaze_target
227
        override_by_gaze();
228
}
229

    
230
void Arbiter::override_by_utterance() {
231
        // fetch MouthState by utterance:
232
        if (!utterance->is_playing()) {
233
                // not playing -> return
234
                return;
235
        }
236

    
237
        // fetch symbol
238
        string symbol = utterance->currently_active_phoneme();
239
        if ((symbol.empty()) || (symbol == "")) {
240
                return;
241
        }
242

    
243
        // fetch config
244
        mouth_config.init_by_symbol(symbol);
245

    
246
        // overwrite mouth with offsets from utterance player
247
        mouth_config.apply_on_mouth_state(&mouth_state);
248
}
249

    
250
void Arbiter::override_by_mouth() {
251
        // external mouth requests can overwrite the mouth targets!
252
        if ((requested_mouth_state.position_center + requested_mouth_state.position_left + requested_mouth_state.position_right) >
253
            0.0) {
254
                // values given -> override emotion data
255
                mouth_state = requested_mouth_state;
256
        }
257
        // requested_mouth_state.dump();
258
        // mouth_state.dump();
259
}
260

    
261
void Arbiter::override_by_gaze() {
262
        // copy from requested target:
263
        gaze_state.pan = requested_gaze_state.pan;
264
        gaze_state.tilt = requested_gaze_state.tilt;
265
        gaze_state.roll = requested_gaze_state.roll;
266

    
267
        gaze_state.gaze_type = requested_gaze_state.gaze_type;
268
        gaze_state.timestamp = requested_gaze_state.timestamp;
269
        gaze_state.vergence = requested_gaze_state.vergence;
270

    
271
        // add offset values from user:
272
        gaze_state.pan_offset += requested_gaze_state.pan_offset;
273
        gaze_state.tilt_offset += requested_gaze_state.tilt_offset;
274
}
275

    
276
void Arbiter::override_by_emotion() {
277
        if (emotion_target == NULL) {
278
                return;
279
        }
280

    
281
        // lock access
282
        boost::mutex::scoped_lock scoped_lock1(emotion_config_default_mutex);
283

    
284
        // did the current emotion time out?
285
        if (!emotion_target->is_active()) {
286
                // revert to default:
287
                emotion_target = &emotion_config_default;
288
                // trigger soft fade
289
                gaze_state_animation_restart = true;
290
        }
291

    
292
        // emotions will set the mouth state here (will be overwritten by speak)
293
        mouth_state = emotion_target->mouth_override;
294
        // mouth_state = ...
295

    
296
        // emotions will add an offset to the gaze state:
297
        // pan,tilt,roll will be overwritten by override_by_gaze() we only keep the offset values from this!
298
        // FIXME: change to eyelid opening  upper/lower once humotion supports it
299
        // eyebrow angles come from this
300
        humotion::GazeState gaze_state_target = emotion_target->gaze_override;
301
        // apply a soft overblending to the new gaze target
302
        gaze_state = soft_overblend_gaze(gaze_state, gaze_state_target, emotion_target->overblend_time_ms);
303

    
304
        // gaze_state.dump();
305

    
306
        // IMPORTANT: clear request from emotion target:
307
        emotion_target->gaze_override.eyeblink_request_left = 0;
308
        emotion_target->gaze_override.eyeblink_request_right = 0;
309
}
310

    
311
humotion::GazeState Arbiter::soft_overblend_gaze(humotion::GazeState gaze_now, humotion::GazeState gaze_target,
312
                                                 unsigned int overblend_time) {
313
        humotion::GazeState result = gaze_now;
314

    
315
        result.eyeblink_request_left = 0;
316
        result.eyeblink_request_right = 0;
317

    
318
        if (gaze_state_animation_restart) {
319
                // new incoming target, set up soft fade:
320
                cout << "NEW EMOTION\n";
321
                gaze_state_old = gaze_state;
322
                gaze_state_end_time = std::chrono::steady_clock::now() + std::chrono::milliseconds(overblend_time);
323
                gaze_state_animation_restart = false;
324
        }
325
        // do smooth overblend, all targets should be reached at gaze_state_end_time
326
        double diff_ms =
327
           std::chrono::duration<double, std::milli>(gaze_state_end_time - std::chrono::steady_clock::now()).count();
328
        if (diff_ms < 0) {
329
                // animation is done, exit now
330
                return gaze_target;
331
        }
332
        else {
333
                // do smooth animation
334
                double tp = 1.0 - diff_ms / static_cast<double>(overblend_time);
335

    
336
                result.pan_offset = gaze_state_old.pan_offset + tp * (gaze_target.pan_offset - gaze_state_old.pan_offset);
337
                result.tilt_offset = gaze_state_old.tilt_offset + tp * (gaze_target.tilt_offset - gaze_state_old.tilt_offset);
338
                result.roll_offset = gaze_state_old.roll_offset + tp * (gaze_target.roll_offset - gaze_state_old.roll_offset);
339

    
340
                result.eyelid_opening_lower =
341
                   gaze_state_old.eyelid_opening_lower + tp * (gaze_target.eyelid_opening_lower - gaze_state_old.eyelid_opening_lower);
342
                result.eyelid_opening_upper =
343
                   gaze_state_old.eyelid_opening_upper + tp * (gaze_target.eyelid_opening_upper - gaze_state_old.eyelid_opening_upper);
344

    
345
                result.eyebrow_left = gaze_target.eyebrow_left;
346
                result.eyebrow_right = gaze_target.eyebrow_right;
347
        }
348

    
349
        return result;
350
}
351

    
352
void Arbiter::override_by_animation() {
353
        // lock access & iterate over vector:
354
        boost::mutex::scoped_lock lock_av(active_animation_vector_mutex);
355
        active_animation_vector_t::iterator it;
356
        for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
357
                boost::shared_ptr<Animation> current_ani = *it;
358

    
359
                // gaze_state.dump();
360
                current_ani->apply_on_gazestate(&gaze_state);
361
                // gaze_state.dump();
362
        }
363
}
364

    
365
humotion::GazeState Arbiter::get_gaze_state() {
366
        // gaze_state.dump();
367
        return gaze_state;
368
}
369

    
370
humotion::MouthState Arbiter::get_mouth_state() {
371
        return mouth_state;
372
}