Statistics
| Branch: | Tag: | Revision:

hlrc / server / src / Arbiter.cpp @ 340bb7ae

History | View | Annotate | Download (11.429 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 <mutex>
34
#include <thread>
35
#include <iostream>
36

    
37
using namespace boost;
38
using namespace std;
39

    
40
Arbiter::Arbiter(std::string audio_output) {
41
        // initialize audio player:
42
        if (iequals(audio_output, "none")) {
43
                // allow none for no sound output
44
                audio_player = NULL;
45
        }
46
        else if (iequals(audio_output.substr(0, 3), "rsb")) {
47
#ifdef RSB_SUPPORT
48
                audio_player = new AudioPlayerRSB(audio_output);
49
#else
50
                printf("> ERROR: hlc is compiled without RSB support, RSB audio transport not available, defaulting to libao (default "
51
                       "output!)\n");
52
                audio_player = new AudioPlayerLibAO("");
53
#endif
54
        }
55
        else {
56
                audio_player = new AudioPlayerLibAO(audio_output);
57
        }
58

    
59
        // set default emotion:
60
        emotion_config_current.init_sad();
61
        emotion_config_current.set_duration(2000);
62
        emotion_config_default.init_neutral();
63

    
64
        gaze_state_animation_restart = true;
65
        emotion_target = &emotion_config_default;
66

    
67
        utterance = std::shared_ptr<Utterance>(new Utterance());
68
}
69

    
70
Arbiter::~Arbiter() {
71
}
72

    
73
void Arbiter::set_default_emotion(EmotionState e) {
74
        // lock access
75
        const std::lock_guard<std::mutex> lock(emotion_config_default_mutex);
76

    
77
        // update our config, ignore duration as this is the default emotion
78
        emotion_config_default.select_config(e.value);
79
        emotion_target = &emotion_config_default;
80

    
81
        gaze_state_animation_restart = true;
82

    
83
        printf("> stored default emotion\n");
84
}
85

    
86
void Arbiter::set_current_emotion(EmotionState e) {
87
        // lock access
88
        const std::lock_guard<std::mutex> lock(emotion_config_current_mutex);
89

    
90
        // this will set a emotion override for a given time, after the timeout
91
        // we will return to the default emotion state:
92
        emotion_config_current.select_config(e.value);
93
        emotion_config_current.set_duration(e.duration);
94

    
95
        emotion_target = &emotion_config_current;
96
        gaze_state_animation_restart = true;
97

    
98
        printf("> stored current emotion (val=%d, duration = %dms)\n", e.value, e.duration);
99
}
100

    
101
void Arbiter::set_mouth_config(MouthConfig m) {
102
        // lock access
103
        const std::lock_guard<std::mutex> lock(mouth_config_override_mutex);
104

    
105
        mouth_config = m;
106
}
107

    
108
void Arbiter::set_gaze_target(humotion::GazeState target) {
109
        // lock access
110
        const std::lock_guard<std::mutex> lock(requested_gaze_state_mutex);
111

    
112
        requested_gaze_state = target;
113
}
114

    
115
void Arbiter::set_mouth_target(humotion::MouthState target) {
116
        // lock access
117
        const std::lock_guard<std::mutex> lock(requested_mouth_state_mutex);
118

    
119
        requested_mouth_state = target;
120
}
121

    
122
//! note: this is blocking!
123
void Arbiter::play_animation(std::shared_ptr<Animation> incoming_animation) {
124
        // incoming animation, check if this would conflict with any pending animations:
125
        // lock access & iterate over vector:
126
        std::unique_lock<std::mutex> lock_av(active_animation_vector_mutex);
127
        active_animation_vector_t::iterator it;
128
        for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
129
                std::shared_ptr<Animation> current_ani = *it;
130
                // check if the running animation collides with the incoming animation:
131
                if (current_ani->collides_with(incoming_animation.get())) {
132
                        // this would fail, we can not play this animation right now!
133
                        throw runtime_error("incoming animation collides with unfinished active animation");
134
                        return;
135
                }
136
        }
137

    
138
        // ok, fine. no other animations are active that would collide with the new request
139
        // thus it is safe to enqueue this item:
140
        active_animation_vector.push_back(incoming_animation);
141

    
142
        // unlock mutex
143
        lock_av.unlock();
144

    
145
        // start playback!
146
        incoming_animation->start();
147

    
148
        // block until ani was played back
149
        while (incoming_animation->is_active()) {
150
                std::this_thread::sleep_for(std::chrono::milliseconds(1)); // 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
                std::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
   std::shared_ptr<Utterance> u) { //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){
169
        // lock audio playback as such:
170
        const std::lock_guard<std::mutex> lock_audio(audio_player_mutex);
171

    
172
        {
173
                // lock utterance & store data:
174
                const std::lock_guard<std::mutex> lock(utterance_mutex);
175
                utterance = u;
176
        }
177

    
178
        // start audio playback, this function returns once we started playback
179
        if (audio_player == NULL) {
180
                printf("> audio_player disabled, not speaking '%s'\n", u.get()->get_text().c_str());
181
        }
182
        else {
183
                audio_player->play(utterance->get_audio_data());
184
        }
185
        utterance->start_playback();
186

    
187
        // wait until audio playback was finished:
188
        if (audio_player != NULL) {
189
                while (audio_player->is_playing()) {
190
                        // save some cpu cycles:
191
                        std::this_thread::sleep_for(std::chrono::milliseconds(1)); // 1ms
192
                }
193
        }
194

    
195
        // in case the audio output fails, we end up here before the utterance is finished.
196
        // so check now if the utterance finished as well:
197
        while (utterance->is_playing()) {
198
                // save some cpu cycles:
199
                std::this_thread::sleep_for(std::chrono::milliseconds(1));
200
        }
201
}
202

    
203
bool Arbiter::speak_active() {
204
        if (audio_player == NULL) {
205
                return false;
206
        }
207
        else {
208
                return audio_player->is_playing();
209
        }
210
}
211

    
212
void Arbiter::arbitrate() {
213
        // handle arbitration, DO NOT RE-ORDER these calls!
214

    
215
        // try to process all incoming requests
216
        override_by_emotion();
217

    
218
        // overwrite with mouth targets from outside:
219
        override_by_mouth();
220

    
221
        // lip animation
222
        override_by_utterance();
223

    
224
        // animations
225
        override_by_animation();
226

    
227
        // gaze target is set by requested_gaze_target
228
        override_by_gaze();
229
}
230

    
231
void Arbiter::override_by_utterance() {
232
        // fetch MouthState by utterance:
233
        if (!utterance->is_playing()) {
234
                // not playing -> return
235
                return;
236
        }
237

    
238
        // fetch symbol
239
        string symbol = utterance->currently_active_phoneme();
240
        if ((symbol.empty()) || (symbol == "")) {
241
                return;
242
        }
243

    
244
        // fetch config
245
        mouth_config.init_by_symbol(symbol);
246

    
247
        // overwrite mouth with offsets from utterance player
248
        mouth_config.apply_on_mouth_state(&mouth_state);
249
}
250

    
251
void Arbiter::override_by_mouth() {
252
        // external mouth requests can overwrite the mouth targets!
253
        if ((requested_mouth_state.position_center + requested_mouth_state.position_left + requested_mouth_state.position_right) >
254
            0.0) {
255
                // values given -> override emotion data
256
                mouth_state = requested_mouth_state;
257
        }
258
        // requested_mouth_state.dump();
259
        // mouth_state.dump();
260
}
261

    
262
void Arbiter::override_by_gaze() {
263
        // copy from requested target:
264
        gaze_state.pan = requested_gaze_state.pan;
265
        gaze_state.tilt = requested_gaze_state.tilt;
266
        gaze_state.roll = requested_gaze_state.roll;
267

    
268
        gaze_state.gaze_type = requested_gaze_state.gaze_type;
269
        gaze_state.timestamp = requested_gaze_state.timestamp;
270
        gaze_state.vergence = requested_gaze_state.vergence;
271

    
272
        // add offset values from user:
273
        gaze_state.pan_offset += requested_gaze_state.pan_offset;
274
        gaze_state.tilt_offset += requested_gaze_state.tilt_offset;
275
}
276

    
277
void Arbiter::override_by_emotion() {
278
        if (emotion_target == NULL) {
279
                return;
280
        }
281

    
282
        // lock access
283
        const std::lock_guard<std::mutex> lock1(emotion_config_default_mutex);
284

    
285
        // did the current emotion time out?
286
        if (!emotion_target->is_active()) {
287
                // revert to default:
288
                emotion_target = &emotion_config_default;
289
                // trigger soft fade
290
                gaze_state_animation_restart = true;
291
        }
292

    
293
        // emotions will set the mouth state here (will be overwritten by speak)
294
        mouth_state = emotion_target->mouth_override;
295
        // mouth_state = ...
296

    
297
        // emotions will add an offset to the gaze state:
298
        // pan,tilt,roll will be overwritten by override_by_gaze() we only keep the offset values from this!
299
        // FIXME: change to eyelid opening  upper/lower once humotion supports it
300
        // eyebrow angles come from this
301
        humotion::GazeState gaze_state_target = emotion_target->gaze_override;
302
        // apply a soft overblending to the new gaze target
303
        gaze_state = soft_overblend_gaze(gaze_state, gaze_state_target, emotion_target->overblend_time_ms);
304

    
305
        // gaze_state.dump();
306

    
307
        // IMPORTANT: clear request from emotion target:
308
        emotion_target->gaze_override.eyeblink_request_left = 0;
309
        emotion_target->gaze_override.eyeblink_request_right = 0;
310
}
311

    
312
humotion::GazeState Arbiter::soft_overblend_gaze(humotion::GazeState gaze_now, humotion::GazeState gaze_target,
313
                                                 unsigned int overblend_time) {
314
        humotion::GazeState result = gaze_now;
315

    
316
        result.eyeblink_request_left = 0;
317
        result.eyeblink_request_right = 0;
318

    
319
        if (gaze_state_animation_restart) {
320
                // new incoming target, set up soft fade:
321
                cout << "NEW EMOTION\n";
322
                gaze_state_old = gaze_state;
323
                gaze_state_end_time = std::chrono::steady_clock::now() + std::chrono::milliseconds(overblend_time);
324
                gaze_state_animation_restart = false;
325
        }
326
        // do smooth overblend, all targets should be reached at gaze_state_end_time
327
        double diff_ms =
328
           std::chrono::duration<double, std::milli>(gaze_state_end_time - std::chrono::steady_clock::now()).count();
329
        if (diff_ms < 0) {
330
                // animation is done, exit now
331
                return gaze_target;
332
        }
333
        else {
334
                // do smooth animation
335
                double tp = 1.0 - diff_ms / static_cast<double>(overblend_time);
336

    
337
                result.pan_offset = gaze_state_old.pan_offset + tp * (gaze_target.pan_offset - gaze_state_old.pan_offset);
338
                result.tilt_offset = gaze_state_old.tilt_offset + tp * (gaze_target.tilt_offset - gaze_state_old.tilt_offset);
339
                result.roll_offset = gaze_state_old.roll_offset + tp * (gaze_target.roll_offset - gaze_state_old.roll_offset);
340

    
341
                result.eyelid_opening_lower =
342
                   gaze_state_old.eyelid_opening_lower + tp * (gaze_target.eyelid_opening_lower - gaze_state_old.eyelid_opening_lower);
343
                result.eyelid_opening_upper =
344
                   gaze_state_old.eyelid_opening_upper + tp * (gaze_target.eyelid_opening_upper - gaze_state_old.eyelid_opening_upper);
345

    
346
                result.eyebrow_left = gaze_target.eyebrow_left;
347
                result.eyebrow_right = gaze_target.eyebrow_right;
348
        }
349

    
350
        return result;
351
}
352

    
353
void Arbiter::override_by_animation() {
354
        // lock access & iterate over vector:
355
        const std::lock_guard<std::mutex> lock_av(active_animation_vector_mutex);
356
        active_animation_vector_t::iterator it;
357
        for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
358
                std::shared_ptr<Animation> current_ani = *it;
359

    
360
                // gaze_state.dump();
361
                current_ani->apply_on_gazestate(&gaze_state);
362
                // gaze_state.dump();
363
        }
364
}
365

    
366
humotion::GazeState Arbiter::get_gaze_state() {
367
        // gaze_state.dump();
368
        return gaze_state;
369
}
370

    
371
humotion::MouthState Arbiter::get_mouth_state() {
372
        return mouth_state;
373
}