Statistics
| Branch: | Tag: | Revision:

hlrc / server / src / Arbiter.cpp @ 3a3d8a03

History | View | Annotate | Download (11.995 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

    
34
using namespace boost;
35
using namespace std;
36

    
37
Arbiter::Arbiter(std::string audio_output){
38
    //initialize audio player:
39
    if (iequals(audio_output, "none")){
40
        //allow none for no sound output
41
        audio_player = NULL;
42
    }else if (iequals(audio_output.substr(0,3), "rsb")){
43
        #ifdef RSB_SUPPORT
44
            audio_player = new AudioPlayerRSB(audio_output);
45
        #else
46
            printf("> ERROR: hlc is compiled without RSB support, RSB audio transport not available, defaulting to libao (default output!)\n");
47
            audio_player = new AudioPlayerLibAO("");
48
        #endif
49
    }else{
50
        audio_player = new AudioPlayerLibAO(audio_output);
51
    }
52

    
53
    //set default emotion:
54
    emotion_config_current.init_sad();
55
    emotion_config_current.set_duration(2000);
56
    emotion_config_default.init_neutral();
57

    
58
    gaze_state_animation_restart = true;
59
    emotion_target = &emotion_config_default;
60

    
61
    utterance = boost::shared_ptr<Utterance>(new Utterance());
62
}
63

    
64
Arbiter::~Arbiter(){
65
}
66

    
67
void Arbiter::set_default_emotion(EmotionState e){
68
    //lock access
69
    mutex::scoped_lock scoped_lock(emotion_config_default_mutex);
70

    
71
    //update our config, ignore duration as this is the default emotion
72
    emotion_config_default.select_config(e.value);
73
    emotion_target = &emotion_config_default;
74

    
75
    gaze_state_animation_restart = true;
76

    
77
    printf("> stored default emotion\n");
78
}
79

    
80
void Arbiter::set_current_emotion(EmotionState e){
81
    //lock access
82
    mutex::scoped_lock scoped_lock(emotion_config_current_mutex);
83

    
84
    //this will set a emotion override for a given time, after the timeout
85
    //we will return to the default emotion state:
86
    emotion_config_current.select_config(e.value);
87
    emotion_config_current.set_duration(e.duration);
88

    
89
    emotion_target = &emotion_config_current;
90
    gaze_state_animation_restart = true;
91

    
92
    printf("> stored current emotion (val=%d, duration = %dms)\n",e.value, e.duration);
93
}
94

    
95
void Arbiter::set_mouth_config(MouthConfig m){
96
    //lock access
97
    mutex::scoped_lock scoped_lock(mouth_config_override_mutex);
98

    
99
    mouth_config = m;
100
}
101

    
102
void Arbiter::set_gaze_target(humotion::GazeState target){
103
    //lock access
104
    mutex::scoped_lock scoped_lock(requested_gaze_state_mutex);
105

    
106
    requested_gaze_state = target;
107
}
108

    
109
void Arbiter::set_mouth_target(humotion::MouthState target){
110
    //lock access
111
    mutex::scoped_lock scoped_lock(requested_mouth_state_mutex);
112

    
113
    requested_mouth_state = target;
114
}
115

    
116
//! note: this is blocking!
117
void Arbiter::play_animation(boost::shared_ptr<Animation> incoming_animation){
118
    //incoming animation, check if this would conflict with any pending animations:
119
    //lock access & iterate over vector:
120
    mutex::scoped_lock lock_av(active_animation_vector_mutex);
121
    active_animation_vector_t::iterator it;
122
    for(it = active_animation_vector.begin(); it<active_animation_vector.end(); it++){
123
        boost::shared_ptr<Animation> current_ani = *it;
124
        //check if the running animation collides with the incoming animation:
125
        if (current_ani->collides_with(incoming_animation.get())){
126
            //this would fail, we can not play this animation right now!
127
            throw runtime_error("incoming animation collides with unfinished active animation");
128
            return;
129
        }
130
    }
131

    
132
    //ok, fine. no other animations are active that would collide with the new request
133
    //thus it is safe to enqueue this item:
134
    active_animation_vector.push_back(incoming_animation);
135

    
136
    //unlock mutex
137
    lock_av.unlock();
138

    
139
    //start playback!
140
    incoming_animation->start();
141

    
142
    //block until ani was played back
143
    while(incoming_animation->is_active()){
144
        //printf("A"); fflush(stdout);
145
        usleep(1*1000); //1ms, save cpu cycles
146
    }
147

    
148
    //ok, it finished. we can safely remove it now:
149
    lock_av.lock();
150
    for(it = active_animation_vector.begin(); it<active_animation_vector.end();){
151
        boost::shared_ptr<Animation> current_ani = *it;
152
        if (*it == incoming_animation){
153
            //printf(">match -> remove incoming ani again\n");
154
            it = active_animation_vector.erase(it);
155
          }else{
156
            ++it;
157
          }
158
    }
159
}
160

    
161
void Arbiter::speak(boost::shared_ptr<Utterance> u){ //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){
162
    //lock audio playback as such:
163
    mutex::scoped_lock scoped_lock_audio(audio_player_mutex);
164

    
165
    //lock utterance & store data:
166
    mutex::scoped_lock scoped_lock(utterance_mutex);
167
    utterance = u;
168
    scoped_lock.unlock();
169

    
170
    //start audio playback, this function returns once we started playback
171
    if (audio_player == NULL){
172
        printf("> audio_player disabled, not speaking '%s'\n", u.get()->get_text().c_str());
173
    }else{
174
        audio_player->play(utterance->get_audio_data());
175
    }
176
    utterance->start_playback();
177

    
178
    //wait until audio playback was finished:
179
    if (audio_player != NULL){
180
        while(audio_player->is_playing()){
181
            //save some cpu cycles:
182
            usleep(1*1000); //1ms
183
        }
184
    }
185

    
186
    //in case the audio output fails, we end up here before the utterance is finished.
187
    //so check now if the utterance finished as well:
188
    while (utterance->is_playing()){
189
        //save some cpu cycles:
190
        usleep(1*1000); //1ms
191
    }
192

    
193
}
194

    
195
bool Arbiter::speak_active(){
196
    if (audio_player == NULL){
197
        return false;
198
    }else{
199
        return audio_player->is_playing();
200
    }
201
}
202

    
203
void Arbiter::arbitrate(){
204
    //handle arbitration, DO NOT RE-ORDER these calls!
205

    
206
    //try to process all incoming requests
207
    override_by_emotion();
208

    
209
    //overwrite with mouth targets from outside:
210
    override_by_mouth();
211

    
212
    //lip animation
213
    override_by_utterance();
214

    
215
    //animations
216
    override_by_animation();
217

    
218
    //gaze target is set by requested_gaze_target
219
    override_by_gaze();
220
}
221

    
222
void Arbiter::override_by_utterance(){
223
    //fetch MouthState by utterance:
224
    if (!utterance->is_playing()){
225
        //not playing -> return
226
        return;
227
    }
228

    
229
    //fetch symbol
230
    string symbol = utterance->currently_active_phoneme();
231
    if ((symbol.empty()) || (symbol == "")){
232
        return;
233
    }
234

    
235
    //fetch config
236
    mouth_config.init_by_symbol(symbol);
237

    
238
    //overwrite mouth with offsets from utterance player
239
    mouth_config.apply_on_mouth_state(&mouth_state);
240
}
241

    
242
void Arbiter::override_by_mouth(){
243
    //external mouth requests can overwrite the mouth targets!
244
    if ((requested_mouth_state.position_center + requested_mouth_state.position_left + requested_mouth_state.position_right) > 0.0){
245
        //values given -> override emotion data
246
        mouth_state = requested_mouth_state;
247
    }
248
    //requested_mouth_state.dump();
249
    //mouth_state.dump();
250
}
251

    
252
void Arbiter::override_by_gaze(){
253
    //copy from requested target:
254
    gaze_state.pan   = requested_gaze_state.pan;
255
    gaze_state.tilt  = requested_gaze_state.tilt;
256
    gaze_state.roll  = requested_gaze_state.roll;
257

    
258
    gaze_state.gaze_type = requested_gaze_state.gaze_type;
259
    gaze_state.timestamp = requested_gaze_state.timestamp;
260
    gaze_state.vergence  = requested_gaze_state.vergence;
261

    
262
    //add offset values from user:
263
    gaze_state.pan_offset  += requested_gaze_state.pan_offset;
264
    gaze_state.tilt_offset += requested_gaze_state.tilt_offset;
265
}
266

    
267
void Arbiter::override_by_emotion(){
268
    if (emotion_target == NULL) {
269
        return;
270
    }
271

    
272
    //lock access
273
    mutex::scoped_lock scoped_lock1(emotion_config_default_mutex);
274

    
275

    
276
    // did the current emotion time out?
277
    if (!emotion_target->is_active()){
278
        // revert to default:
279
        emotion_target = &emotion_config_default;
280
        // trigger soft fade
281
        gaze_state_animation_restart = true;
282
    }
283

    
284
    //emotions will set the mouth state here (will be overwritten by speak)
285
    mouth_state = emotion_target->mouth_override;
286
    //mouth_state = ...
287

    
288
    //emotions will add an offset to the gaze state:
289
    //pan,tilt,roll will be overwritten by override_by_gaze() we only keep the offset values from this!
290
    //FIXME: change to eyelid opening  upper/lower once humotion supports it
291
    //eyebrow angles come from this
292
    humotion::GazeState gaze_state_target = emotion_target->gaze_override;
293
    // apply a soft overblending to the new gaze target
294
    gaze_state = soft_overblend_gaze(gaze_state, gaze_state_target, emotion_target->overblend_time_ms);
295

    
296
    //gaze_state.dump();
297

    
298
    //IMPORTANT: clear request from emotion target:
299
    emotion_target->gaze_override.eyeblink_request_left = 0;
300
    emotion_target->gaze_override.eyeblink_request_right = 0;
301
}
302

    
303
humotion::GazeState Arbiter::soft_overblend_gaze(humotion::GazeState gaze_now,
304
                                                 humotion::GazeState gaze_target,
305
                                                 unsigned int overblend_time) {
306
    humotion::GazeState result = gaze_now;
307

    
308
    result.eyeblink_request_left = 0;
309
    result.eyeblink_request_right = 0;
310

    
311
    if (gaze_state_animation_restart) {
312
        // new incoming target, set up soft fade:
313
        cout << "NEW EMOTION\n";
314
        gaze_state_old = gaze_state;
315
        gaze_state_end_time = get_system_time() + boost::posix_time::milliseconds(overblend_time);
316
        gaze_state_animation_restart = false;
317
    }
318
    // do smooth overblend, all targets should be reached at gaze_state_end_time
319
    boost::posix_time::time_duration tdiff = gaze_state_end_time - get_system_time();
320
    if (tdiff.is_negative()) {
321
        // animation is done, exit now
322
        return gaze_target;
323
    } else {
324
        // do smooth animation
325
        double diff_ms = tdiff.total_milliseconds();
326
        double tp = 1.0 - diff_ms / static_cast<double>(overblend_time);
327

    
328
        result.pan_offset = gaze_state_old.pan_offset + tp * (gaze_target.pan_offset - gaze_state_old.pan_offset);
329
        result.tilt_offset = gaze_state_old.tilt_offset + tp * (gaze_target.tilt_offset - gaze_state_old.tilt_offset);
330
        result.roll_offset = gaze_state_old.roll_offset + tp * (gaze_target.roll_offset - gaze_state_old.roll_offset);
331

    
332
        result.eyelid_opening_lower = gaze_state_old.eyelid_opening_lower + tp * (gaze_target.eyelid_opening_lower - gaze_state_old.eyelid_opening_lower);
333
        result.eyelid_opening_upper = gaze_state_old.eyelid_opening_upper + tp * (gaze_target.eyelid_opening_upper - gaze_state_old.eyelid_opening_upper);
334

    
335
        result.eyebrow_left = gaze_target.eyebrow_left;
336
        result.eyebrow_right = gaze_target.eyebrow_right;
337

    
338
    }
339

    
340
    return result;
341
}
342

    
343

    
344
void Arbiter::override_by_animation(){
345
    //lock access & iterate over vector:
346
    mutex::scoped_lock lock_av(active_animation_vector_mutex);
347
    active_animation_vector_t::iterator it;
348
    for(it = active_animation_vector.begin(); it<active_animation_vector.end(); it++){
349
        boost::shared_ptr<Animation> current_ani = *it;
350

    
351
        //gaze_state.dump();
352
        current_ani->apply_on_gazestate(&gaze_state);
353
        //gaze_state.dump();
354
    }
355
}
356

    
357
humotion::GazeState Arbiter::get_gaze_state(){
358
    //gaze_state.dump();
359
    return gaze_state;
360
}
361

    
362
humotion::MouthState Arbiter::get_mouth_state(){
363
    return mouth_state;
364
}