hlrc / server / src / Arbiter.cpp @ aa50d3e9
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/*
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* This file is part of hlrc_server
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*
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* Copyright(c) sschulz <AT> techfak.uni-bielefeld.de
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* http://opensource.cit-ec.de/projects/hlrc_server
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*
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* This file may be licensed under the terms of the
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* GNU General Public License Version 3 (the ``GPL''),
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* or (at your option) any later version.
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*
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* Software distributed under the License is distributed
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* on an ``AS IS'' basis, WITHOUT WARRANTY OF ANY KIND, either
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* express or implied. See the GPL for the specific language
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* governing rights and limitations.
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*
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* You should have received a copy of the GPL along with this
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* program. If not, go to http://www.gnu.org/licenses/gpl.html
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* or write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The development of this software was supported by the
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* Excellence Cluster EXC 277 Cognitive Interaction Technology.
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* The Excellence Cluster EXC 277 is a grant of the Deutsche
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* Forschungsgemeinschaft (DFG) in the context of the German
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* Excellence Initiative.
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*
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*/
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#include "Arbiter.h" |
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#include "AudioPlayerLibAO.h" |
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#include "AudioPlayerRSB.h" |
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#include <boost/algorithm/string/predicate.hpp> |
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using namespace boost; |
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using namespace std; |
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Arbiter::Arbiter(std::string audio_output){
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//initialize audio player:
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if (iequals(audio_output.substr(0,3), "rsb")){ |
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#ifdef RSB_SUPPORT
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audio_player = new AudioPlayerRSB(audio_output);
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#else
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printf("> ERROR: hlc is compiled without RSB support, RSB audio transport not available, defaulting to libao (default output!)\n");
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audio_player = new AudioPlayerLibAO(""); |
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#endif
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}else{
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audio_player = new AudioPlayerLibAO(audio_output);
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} |
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//set default emotion:
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emotion_config_current.init_sad(); |
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emotion_config_current.set_duration(2000);
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emotion_config_default.init_neutral(); |
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} |
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Arbiter::~Arbiter(){ |
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} |
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void Arbiter::set_default_emotion(EmotionState e){
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//lock access
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mutex::scoped_lock scoped_lock(emotion_config_default_mutex); |
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//update our config, ignore duration as this is the default emotion
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emotion_config_default.select_config(e.value); |
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printf("> stored default emotion\n");
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} |
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void Arbiter::set_current_emotion(EmotionState e){
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//lock access
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mutex::scoped_lock scoped_lock(emotion_config_current_mutex); |
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//this will set a emotion override for a given time, after the timeout
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//we will return to the default emotion state:
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emotion_config_current.select_config(e.value); |
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emotion_config_current.set_duration(e.duration); |
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printf("> stored current emotion (val=%d, duration = %dms)\n",e.value, e.duration);
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} |
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void Arbiter::set_mouth_config(MouthConfig m){
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//lock access
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mutex::scoped_lock scoped_lock(mouth_config_override_mutex); |
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mouth_config = m; |
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} |
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void Arbiter::set_gaze_target(humotion::GazeState target){
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//lock access
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mutex::scoped_lock scoped_lock(requested_gaze_state_mutex); |
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requested_gaze_state = target; |
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} |
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void Arbiter::set_mouth_target(humotion::MouthState target){
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//lock access
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mutex::scoped_lock scoped_lock(requested_mouth_state_mutex); |
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requested_mouth_state = target; |
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} |
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//! note: this is blocking!
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void Arbiter::play_animation(boost::shared_ptr<Animation> incoming_animation){
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//incoming animation, check if this would conflict with any pending animations:
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//lock access & iterate over vector:
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mutex::scoped_lock lock_av(active_animation_vector_mutex); |
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active_animation_vector_t::iterator it; |
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for(it = active_animation_vector.begin(); it<active_animation_vector.end(); it++){
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boost::shared_ptr<Animation> current_ani = *it; |
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//check if the running animation collides with the incoming animation:
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if (current_ani->collides_with(incoming_animation.get())){
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//this would fail, we can not play this animation right now!
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throw runtime_error("incoming animation collides with unfinished active animation"); |
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return;
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} |
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} |
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//ok, fine. no other animations are active that would collide with the new request
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//thus it is safe to enqueue this item:
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active_animation_vector.push_back(incoming_animation); |
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//unlock mutex
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lock_av.unlock(); |
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//start playback!
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incoming_animation->start(); |
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//block until ani was played back
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while(incoming_animation->is_active()){
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//printf("A"); fflush(stdout);
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usleep(1*1000); //1ms, save cpu cycles |
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} |
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//ok, it finished. we can safely remove it now:
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lock_av.lock(); |
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for(it = active_animation_vector.begin(); it<active_animation_vector.end();){
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boost::shared_ptr<Animation> current_ani = *it; |
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if (*it == incoming_animation){
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//printf(">match -> remove incoming ani again\n");
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it = active_animation_vector.erase(it); |
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}else{
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++it; |
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} |
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} |
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} |
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void Arbiter::speak(Utterance u){ //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){ |
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//lock audio playback as such:
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mutex::scoped_lock scoped_lock_audio(audio_player_mutex); |
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//lock utterance & store data:
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mutex::scoped_lock scoped_lock(utterance_mutex); |
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utterance = u; |
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scoped_lock.unlock(); |
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//start audio playback, this function returns once we started playback
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audio_player->play(utterance.get_audio_data()); |
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utterance.start_playback(); |
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//wait until audio playback was finished:
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while(audio_player->is_playing()){
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//save some cpu cycles:
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usleep(1*1000); //1ms |
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} |
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//in case the audio output fails, we end up here before the utterance is finished.
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//so check now if the utterance finished as well:
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while (utterance.is_playing()){
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//save some cpu cycles:
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usleep(1*1000); //1ms |
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} |
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} |
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bool Arbiter::speak_active(){
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return audio_player->is_playing();
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} |
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void Arbiter::arbitrate(){
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//handle arbitration, DO NOT RE-ORDER these calls!
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//try to process all incoming requests
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override_by_emotion(); |
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//overwrite with mouth targets from outside:
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override_by_mouth(); |
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//lip animation
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override_by_utterance(); |
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//animations
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override_by_animation(); |
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//gaze target is set by requested_gaze_target
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override_by_gaze(); |
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} |
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void Arbiter::override_by_utterance(){
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//fetch MouthState by utterance:
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if (!utterance.is_playing()){
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//not playing -> return
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return;
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} |
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//fetch symbol
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string symbol = utterance.currently_active_phoneme();
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if ((symbol.empty()) || (symbol == "")){ |
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return;
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} |
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//fetch config
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mouth_config.init_by_symbol(symbol); |
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//overwrite mouth with offsets from utterance player
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mouth_config.apply_on_mouth_state(&mouth_state); |
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} |
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void Arbiter::override_by_mouth(){
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//external mouth requests can overwrite the mouth targets!
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if ((requested_mouth_state.position_center + requested_mouth_state.position_left + requested_mouth_state.position_right) > 0.0){ |
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//values given -> override emotion data
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mouth_state = requested_mouth_state; |
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} |
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//requested_mouth_state.dump();
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//mouth_state.dump();
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} |
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void Arbiter::override_by_gaze(){
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//copy from requested target:
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gaze_state.pan = requested_gaze_state.pan; |
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gaze_state.tilt = requested_gaze_state.tilt; |
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gaze_state.roll = requested_gaze_state.roll; |
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gaze_state.timestamp = requested_gaze_state.timestamp; |
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gaze_state.vergence = requested_gaze_state.vergence; |
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//add offset values from user:
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gaze_state.pan_offset += requested_gaze_state.pan_offset; |
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gaze_state.tilt_offset += requested_gaze_state.tilt_offset; |
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} |
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void Arbiter::override_by_emotion(){
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//lock access
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mutex::scoped_lock scoped_lock1(emotion_config_default_mutex); |
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mutex::scoped_lock scoped_lock2(emotion_config_current_mutex); |
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EmotionConfig *emotion_target = &emotion_config_default; |
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//which emotion is active?
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if (emotion_config_current.is_active()){
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//current emotion is not timed out, override default
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emotion_target = &emotion_config_current; |
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} |
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//emotions will set the mouth state here (will be overwritten by speak)
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mouth_state = emotion_target->mouth_override; |
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//emotions will add an offset to the gaze state:
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//pan,tilt,roll will be overwritten by override_by_gaze() we only keep the offset values from this!
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//FIXME: change to eyelid opening upper/lower once humotion supports it
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//eyebrow angles come from this
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gaze_state = emotion_target->gaze_override; |
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//gaze_state.dump();
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//IMPORTANT: clear request from emotion target:
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emotion_target->gaze_override.eyeblink_request_left = 0;
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emotion_target->gaze_override.eyeblink_request_right = 0;
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} |
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void Arbiter::override_by_animation(){
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//lock access & iterate over vector:
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mutex::scoped_lock lock_av(active_animation_vector_mutex); |
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active_animation_vector_t::iterator it; |
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for(it = active_animation_vector.begin(); it<active_animation_vector.end(); it++){
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boost::shared_ptr<Animation> current_ani = *it; |
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//gaze_state.dump();
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current_ani->apply_on_gazestate(&gaze_state); |
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//gaze_state.dump();
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} |
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} |
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humotion::GazeState Arbiter::get_gaze_state(){ |
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return gaze_state;
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} |
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humotion::MouthState Arbiter::get_mouth_state(){ |
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return mouth_state;
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} |