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hlrc / server / src / Animation.cpp @ b3694223

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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 "Animation.h"
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#include <stdexcept>
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using namespace std;
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Animation::Animation(){
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    active = false;
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    repetitions = 1;
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    duration_each = 1000.0; //in ms
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    scale = 1.0;
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}
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Animation::~Animation(){
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}
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void Animation::start(){
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    if (active){
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        printf("> Animation already active. ignored play() call\n");
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        return;
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    }
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    active = true;
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    repetition_now = 0;
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    //Set up end time
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    int duration = duration_each * repetitions;
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    start_time = std::chrono::steady_clock::now();
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    end_time   = start_time + std::chrono::milliseconds(duration);
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}
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bool Animation::is_active(){
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    return active;
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}
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//! calculate motion profile based on constant acceleration
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//! \param  tn time now (normalized to [0...1[)
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//! \return value [0...1], f[tn=0] = 0
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float Animation::apply_motion_profile_positive(float tn){
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    float result = 0.0;
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    if ((tn < 0.0) || (tn > 1.0)){
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        printf("> Animation::apply_motion_profile(%4.2f) called with invalid input (allowed is [0..1])\n",tn);
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        return 0.0;
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    }
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    if (tn <= 0.5){
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        //accelerated motion
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        result = (2.0 * pow(tn, 2));
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    }else if (tn <= 1.0){
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        //deaccelerate
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        result = (1.0 - 2.0 * pow(1.0 - tn, 2));
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    }
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    return result;
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}
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//start from 0, go to +1, go to -1, ... , -1 to 0
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float Animation::apply_motion_profile_symmetric(float tn, unsigned int rep){
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    unsigned int phases = 2*rep + 1;
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    float fstep = 1.0 / phases;
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    float result = 0.0;
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    if (tn > 1.0){
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        printf("> apply_motion_profile_symmetric(%f, %d) -> invalid tn > 1.0!\n",tn,rep);
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        exit(1);
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    }else if (tn <= fstep){
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        //first slow advance to +1.0
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        result = apply_motion_profile_positive(tn / (fstep));
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    }else if (tn >= 1.0-fstep){
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        //last slow return from -1 to 0
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        result = -1.0 + apply_motion_profile_positive((tn-(1.0-fstep)) / (fstep));
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    }else{
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        //motion in between, alternating between +1,-1,+1,...,-1
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        //convert to ]0,phases-fstep]
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        float tnn = tn - fstep;
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        //convert to (multiples) ]0,fstep]
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        tnn = fmod(tnn, 2*fstep);
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        //result has to be from+1 to -1
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        if (tnn <= fstep){
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            //+1 -> -1
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            result = 1.0 - 2.0 * apply_motion_profile_positive(tnn/fstep);
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        }else{
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            //-1 -> +1
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            result = -1.0 + 2.0 * apply_motion_profile_positive((tnn-fstep)/fstep);
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        }
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    }
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    return result;
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}
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//start from 0, go to +1, goto 0, ... , +1 to 0
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float Animation::apply_motion_profile_asymmetric(float tn, unsigned int rep){
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    unsigned int phases = 2*rep;
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    float fstep = 1.0 / phases;
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    float result = 0.0;
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    //motion in between, alternating between 0,1,0,1...
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    //convert to (multiples) ]0,2*fstep]
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    float tnn = fmod(tn, 2*fstep);
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    //result has to be from+1 to -1
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    if (tnn <= fstep){
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        //0->1
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        result = apply_motion_profile_positive(tnn/fstep);
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    }else{
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        //1->0
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        result = 1.0 - apply_motion_profile_positive((tnn-fstep)/fstep);
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    }
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    return result;
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}
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void Animation::apply_on_gazestate(humotion::GazeState *gaze){
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    //first check: active?
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    if (!active){
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        return;
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    }
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    //now check if this animation ended:
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    std::chrono::time_point<std::chrono::steady_clock> now = std::chrono::steady_clock::now();
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    if (now > end_time){
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        active = false;
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        return;
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    }
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    //milliseconds from the beginning of this ani:
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    float elapsed_ms = std::chrono::duration<float, milli>(now - start_time).count();
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    //printf("milli %f\n",elapsed_ms);
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    float max_elongation = 0.0;
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    float profile = 0.0;
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    //TODO: animation subclasses instead of switch() !!!
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    switch((int)target){
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        case(IDLE):
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            //nothing to do!
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            break;
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        case(HEAD_SHAKE):
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            max_elongation = scale * 15.0;
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            profile = apply_motion_profile_symmetric(elapsed_ms / (repetitions * duration_each), repetitions);
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            gaze->pan_offset = 0.5 * max_elongation * profile;
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            //printf("%f %f %f %f DDD\n",elapsed_ms,elapsed_ms / (repetitions * duration_each), profile, gaze->pan_offset);fflush(stdout);
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            break;
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        case(HEAD_NOD):
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            max_elongation = scale * 10.0;
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            profile = apply_motion_profile_asymmetric(elapsed_ms / (repetitions * duration_each), repetitions);
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            gaze->tilt_offset = - max_elongation * profile;
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            break;
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        case(EYEBLINK_L):
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            if(elapsed_ms >= repetition_now*duration_each){
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                //NOTE: duration/2 because we close the eye for 0.5x the time and keep it open for 0.5x time ;)
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                //      scale can influence this 0.5/0.5 divider. i.e. scale = 0.5 -> 0.25*t closed & 0.75*t open
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                gaze->eyeblink_request_left = scale * duration_each/2;
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                repetition_now++;
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            }
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            break;
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        case(EYEBLINK_R):
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            if(elapsed_ms >= repetition_now*duration_each){
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                //NOTE: see EYEBLINK_L for formula description
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                gaze->eyeblink_request_right = scale * duration_each/2;
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                repetition_now++;
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            }
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            break;
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        case(EYEBLINK_BOTH):
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            if(elapsed_ms >= repetition_now*duration_each){
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                //NOTE: see EYEBLINK_L for formula description
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                gaze->eyeblink_request_left  = scale * duration_each/2;
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                gaze->eyeblink_request_right = scale * duration_each/2;
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                repetition_now++;
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            }
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            break;
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        case(ENGAGEMENT_LEFT):
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            //TODO: use smooth animation instead of step like change
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            gaze->pan_offset = scale * -10.0;
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            break;
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        case(ENGAGEMENT_RIGHT):
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            //TODO: use smooth animation instead of step like change
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            gaze->pan_offset = scale * 10.0;
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            break;
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        case(EYEBROWS_RAISE):
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            profile = 15.0 * scale * apply_motion_profile_asymmetric(elapsed_ms / (repetitions * duration_each), repetitions);
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            gaze->eyebrow_left   += -profile;
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            gaze->eyebrow_right  +=  profile;
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            break;
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        case(EYEBROWS_LOWER):
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            profile = 15.0 * scale * apply_motion_profile_asymmetric(elapsed_ms / (repetitions * duration_each), repetitions);
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            gaze->eyebrow_left   +=  profile;
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            gaze->eyebrow_right  += -profile;
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            break;
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        default:
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            printf("> invalid animation target id (%d)\n",(int)target);
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            active = false;
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            throw runtime_error("unsupported animation id requested");
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            break;
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    }
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    //ok, currently active. overwrite values:
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    //gaze->tilt_offset = 20;
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    //gaze->roll_offset = 20;
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}
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bool Animation::collides_with(Animation *ani){
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    //same type -> always bad
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    if (ani->target == target) return true;
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    switch((int)target){
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        case(IDLE):
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            break;
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        default:
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            throw runtime_error("missing collides_with() case for animation");
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            break;
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        case(HEAD_SHAKE):
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            break;
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        case(HEAD_NOD):
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            break;
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        case(EYEBLINK_L):
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            if (ani->target == EYEBLINK_BOTH) return true;
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            break;
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        case(EYEBLINK_R):
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            if (ani->target == EYEBLINK_BOTH) return true;
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            break;
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        case(EYEBLINK_BOTH):
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            if (ani->target == EYEBLINK_L) return true;
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            if (ani->target == EYEBLINK_R) return true;
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            break;
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        case(EYEBROWS_RAISE):
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            break;
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        case(EYEBROWS_LOWER):
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            break;
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    }
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    //fine
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    return false;
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}