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hlrc / server / src / Arbiter.cpp @ dcded5bf

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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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}