Revision f150aab5 server/src/Arbiter.cpp

View differences:

server/src/Arbiter.cpp
1 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
*/
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 28

  
29 29
#include "Arbiter.h"
30 30
#include "AudioPlayerLibAO.h"
......
34 34
using namespace boost;
35 35
using namespace std;
36 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());
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
	}
43
	else if (iequals(audio_output.substr(0, 3), "rsb")) {
44
#ifdef RSB_SUPPORT
45
		audio_player = new AudioPlayerRSB(audio_output);
46
#else
47
		printf("> ERROR: hlc is compiled without RSB support, RSB audio transport not available, defaulting to libao (default "
48
		       "output!)\n");
49
		audio_player = new AudioPlayerLibAO("");
50
#endif
51
	}
52
	else {
53
		audio_player = new AudioPlayerLibAO(audio_output);
54
	}
55

  
56
	// set default emotion:
57
	emotion_config_current.init_sad();
58
	emotion_config_current.set_duration(2000);
59
	emotion_config_default.init_neutral();
60

  
61
	gaze_state_animation_restart = true;
62
	emotion_target = &emotion_config_default;
63

  
64
	utterance = boost::shared_ptr<Utterance>(new Utterance());
62 65
}
63 66

  
64
Arbiter::~Arbiter(){
67
Arbiter::~Arbiter() {
65 68
}
66 69

  
67
void Arbiter::set_default_emotion(EmotionState e){
68
    //lock access
69
    mutex::scoped_lock scoped_lock(emotion_config_default_mutex);
70
void Arbiter::set_default_emotion(EmotionState e) {
71
	// lock access
72
	mutex::scoped_lock scoped_lock(emotion_config_default_mutex);
70 73

  
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
	// update our config, ignore duration as this is the default emotion
75
	emotion_config_default.select_config(e.value);
76
	emotion_target = &emotion_config_default;
74 77

  
75
    gaze_state_animation_restart = true;
78
	gaze_state_animation_restart = true;
76 79

  
77
    printf("> stored default emotion\n");
80
	printf("> stored default emotion\n");
78 81
}
79 82

  
80
void Arbiter::set_current_emotion(EmotionState e){
81
    //lock access
82
    mutex::scoped_lock scoped_lock(emotion_config_current_mutex);
83
void Arbiter::set_current_emotion(EmotionState e) {
84
	// lock access
85
	mutex::scoped_lock scoped_lock(emotion_config_current_mutex);
83 86

  
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);
87
	// this will set a emotion override for a given time, after the timeout
88
	// we will return to the default emotion state:
89
	emotion_config_current.select_config(e.value);
90
	emotion_config_current.set_duration(e.duration);
88 91

  
89
    emotion_target = &emotion_config_current;
90
    gaze_state_animation_restart = true;
92
	emotion_target = &emotion_config_current;
93
	gaze_state_animation_restart = true;
91 94

  
92
    printf("> stored current emotion (val=%d, duration = %dms)\n",e.value, e.duration);
95
	printf("> stored current emotion (val=%d, duration = %dms)\n", e.value, e.duration);
93 96
}
94 97

  
95
void Arbiter::set_mouth_config(MouthConfig m){
96
    //lock access
97
    mutex::scoped_lock scoped_lock(mouth_config_override_mutex);
98
void Arbiter::set_mouth_config(MouthConfig m) {
99
	// lock access
100
	mutex::scoped_lock scoped_lock(mouth_config_override_mutex);
98 101

  
99
    mouth_config = m;
102
	mouth_config = m;
100 103
}
101 104

  
102
void Arbiter::set_gaze_target(humotion::GazeState target){
103
    //lock access
104
    mutex::scoped_lock scoped_lock(requested_gaze_state_mutex);
105
void Arbiter::set_gaze_target(humotion::GazeState target) {
106
	// lock access
107
	mutex::scoped_lock scoped_lock(requested_gaze_state_mutex);
105 108

  
106
    requested_gaze_state = target;
109
	requested_gaze_state = target;
107 110
}
108 111

  
109
void Arbiter::set_mouth_target(humotion::MouthState target){
110
    //lock access
111
    mutex::scoped_lock scoped_lock(requested_mouth_state_mutex);
112
void Arbiter::set_mouth_target(humotion::MouthState target) {
113
	// lock access
114
	mutex::scoped_lock scoped_lock(requested_mouth_state_mutex);
112 115

  
113
    requested_mouth_state = target;
116
	requested_mouth_state = target;
114 117
}
115 118

  
116 119
//! 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
    }
120
void Arbiter::play_animation(boost::shared_ptr<Animation> incoming_animation) {
121
	// incoming animation, check if this would conflict with any pending animations:
122
	// lock access & iterate over vector:
123
	mutex::scoped_lock lock_av(active_animation_vector_mutex);
124
	active_animation_vector_t::iterator it;
125
	for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
126
		boost::shared_ptr<Animation> current_ani = *it;
127
		// check if the running animation collides with the incoming animation:
128
		if (current_ani->collides_with(incoming_animation.get())) {
129
			// this would fail, we can not play this animation right now!
130
			throw runtime_error("incoming animation collides with unfinished active animation");
131
			return;
132
		}
133
	}
134

  
135
	// ok, fine. no other animations are active that would collide with the new request
136
	// thus it is safe to enqueue this item:
137
	active_animation_vector.push_back(incoming_animation);
138

  
139
	// unlock mutex
140
	lock_av.unlock();
141

  
142
	// start playback!
143
	incoming_animation->start();
144

  
145
	// block until ani was played back
146
	while (incoming_animation->is_active()) {
147
		// printf("A"); fflush(stdout);
148
		usleep(1 * 1000); // 1ms, save cpu cycles
149
	}
150

  
151
	// ok, it finished. we can safely remove it now:
152
	lock_av.lock();
153
	for (it = active_animation_vector.begin(); it < active_animation_vector.end();) {
154
		boost::shared_ptr<Animation> current_ani = *it;
155
		if (*it == incoming_animation) {
156
			// printf(">match -> remove incoming ani again\n");
157
			it = active_animation_vector.erase(it);
158
		}
159
		else {
160
			++it;
161
		}
162
	}
159 163
}
160 164

  
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

  
165
void Arbiter::speak(
166
   boost::shared_ptr<Utterance> u) { //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){
167
	// lock audio playback as such:
168
	mutex::scoped_lock scoped_lock_audio(audio_player_mutex);
169

  
170
	// lock utterance & store data:
171
	mutex::scoped_lock scoped_lock(utterance_mutex);
172
	utterance = u;
173
	scoped_lock.unlock();
174

  
175
	// start audio playback, this function returns once we started playback
176
	if (audio_player == NULL) {
177
		printf("> audio_player disabled, not speaking '%s'\n", u.get()->get_text().c_str());
178
	}
179
	else {
180
		audio_player->play(utterance->get_audio_data());
181
	}
182
	utterance->start_playback();
183

  
184
	// wait until audio playback was finished:
185
	if (audio_player != NULL) {
186
		while (audio_player->is_playing()) {
187
			// save some cpu cycles:
188
			usleep(1 * 1000); // 1ms
189
		}
190
	}
191

  
192
	// in case the audio output fails, we end up here before the utterance is finished.
193
	// so check now if the utterance finished as well:
194
	while (utterance->is_playing()) {
195
		// save some cpu cycles:
196
		usleep(1 * 1000); // 1ms
197
	}
193 198
}
194 199

  
195
bool Arbiter::speak_active(){
196
    if (audio_player == NULL){
197
        return false;
198
    }else{
199
        return audio_player->is_playing();
200
    }
200
bool Arbiter::speak_active() {
201
	if (audio_player == NULL) {
202
		return false;
203
	}
204
	else {
205
		return audio_player->is_playing();
206
	}
201 207
}
202 208

  
203
void Arbiter::arbitrate(){
204
    //handle arbitration, DO NOT RE-ORDER these calls!
209
void Arbiter::arbitrate() {
210
	// handle arbitration, DO NOT RE-ORDER these calls!
205 211

  
206
    //try to process all incoming requests
207
    override_by_emotion();
212
	// try to process all incoming requests
213
	override_by_emotion();
208 214

  
209
    //overwrite with mouth targets from outside:
210
    override_by_mouth();
215
	// overwrite with mouth targets from outside:
216
	override_by_mouth();
211 217

  
212
    //lip animation
213
    override_by_utterance();
218
	// lip animation
219
	override_by_utterance();
214 220

  
215
    //animations
216
    override_by_animation();
221
	// animations
222
	override_by_animation();
217 223

  
218
    //gaze target is set by requested_gaze_target
219
    override_by_gaze();
224
	// gaze target is set by requested_gaze_target
225
	override_by_gaze();
220 226
}
221 227

  
222
void Arbiter::override_by_utterance(){
223
    //fetch MouthState by utterance:
224
    if (!utterance->is_playing()){
225
        //not playing -> return
226
        return;
227
    }
228
void Arbiter::override_by_utterance() {
229
	// fetch MouthState by utterance:
230
	if (!utterance->is_playing()) {
231
		// not playing -> return
232
		return;
233
	}
228 234

  
229
    //fetch symbol
230
    string symbol = utterance->currently_active_phoneme();
231
    if ((symbol.empty()) || (symbol == "")){
232
        return;
233
    }
235
	// fetch symbol
236
	string symbol = utterance->currently_active_phoneme();
237
	if ((symbol.empty()) || (symbol == "")) {
238
		return;
239
	}
234 240

  
235
    //fetch config
236
    mouth_config.init_by_symbol(symbol);
241
	// fetch config
242
	mouth_config.init_by_symbol(symbol);
237 243

  
238
    //overwrite mouth with offsets from utterance player
239
    mouth_config.apply_on_mouth_state(&mouth_state);
244
	// overwrite mouth with offsets from utterance player
245
	mouth_config.apply_on_mouth_state(&mouth_state);
240 246
}
241 247

  
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();
248
void Arbiter::override_by_mouth() {
249
	// external mouth requests can overwrite the mouth targets!
250
	if ((requested_mouth_state.position_center + requested_mouth_state.position_left + requested_mouth_state.position_right) >
251
	    0.0) {
252
		// values given -> override emotion data
253
		mouth_state = requested_mouth_state;
254
	}
255
	// requested_mouth_state.dump();
256
	// mouth_state.dump();
250 257
}
251 258

  
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;
259
void Arbiter::override_by_gaze() {
260
	// copy from requested target:
261
	gaze_state.pan = requested_gaze_state.pan;
262
	gaze_state.tilt = requested_gaze_state.tilt;
263
	gaze_state.roll = requested_gaze_state.roll;
257 264

  
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;
265
	gaze_state.gaze_type = requested_gaze_state.gaze_type;
266
	gaze_state.timestamp = requested_gaze_state.timestamp;
267
	gaze_state.vergence = requested_gaze_state.vergence;
261 268

  
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;
269
	// add offset values from user:
270
	gaze_state.pan_offset += requested_gaze_state.pan_offset;
271
	gaze_state.tilt_offset += requested_gaze_state.tilt_offset;
265 272
}
266 273

  
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;
274
void Arbiter::override_by_emotion() {
275
	if (emotion_target == NULL) {
276
		return;
277
	}
278

  
279
	// lock access
280
	mutex::scoped_lock scoped_lock1(emotion_config_default_mutex);
281

  
282
	// did the current emotion time out?
283
	if (!emotion_target->is_active()) {
284
		// revert to default:
285
		emotion_target = &emotion_config_default;
286
		// trigger soft fade
287
		gaze_state_animation_restart = true;
288
	}
289

  
290
	// emotions will set the mouth state here (will be overwritten by speak)
291
	mouth_state = emotion_target->mouth_override;
292
	// mouth_state = ...
293

  
294
	// emotions will add an offset to the gaze state:
295
	// pan,tilt,roll will be overwritten by override_by_gaze() we only keep the offset values from this!
296
	// FIXME: change to eyelid opening  upper/lower once humotion supports it
297
	// eyebrow angles come from this
298
	humotion::GazeState gaze_state_target = emotion_target->gaze_override;
299
	// apply a soft overblending to the new gaze target
300
	gaze_state = soft_overblend_gaze(gaze_state, gaze_state_target, emotion_target->overblend_time_ms);
301

  
302
	// gaze_state.dump();
303

  
304
	// IMPORTANT: clear request from emotion target:
305
	emotion_target->gaze_override.eyeblink_request_left = 0;
306
	emotion_target->gaze_override.eyeblink_request_right = 0;
301 307
}
302 308

  
303
humotion::GazeState Arbiter::soft_overblend_gaze(humotion::GazeState gaze_now,
304
                                                 humotion::GazeState gaze_target,
309
humotion::GazeState Arbiter::soft_overblend_gaze(humotion::GazeState gaze_now, humotion::GazeState gaze_target,
305 310
                                                 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;
311
	humotion::GazeState result = gaze_now;
312

  
313
	result.eyeblink_request_left = 0;
314
	result.eyeblink_request_right = 0;
315

  
316
	if (gaze_state_animation_restart) {
317
		// new incoming target, set up soft fade:
318
		cout << "NEW EMOTION\n";
319
		gaze_state_old = gaze_state;
320
		gaze_state_end_time = get_system_time() + boost::posix_time::milliseconds(overblend_time);
321
		gaze_state_animation_restart = false;
322
	}
323
	// do smooth overblend, all targets should be reached at gaze_state_end_time
324
	boost::posix_time::time_duration tdiff = gaze_state_end_time - get_system_time();
325
	if (tdiff.is_negative()) {
326
		// animation is done, exit now
327
		return gaze_target;
328
	}
329
	else {
330
		// do smooth animation
331
		double diff_ms = tdiff.total_milliseconds();
332
		double tp = 1.0 - diff_ms / static_cast<double>(overblend_time);
333

  
334
		result.pan_offset = gaze_state_old.pan_offset + tp * (gaze_target.pan_offset - gaze_state_old.pan_offset);
335
		result.tilt_offset = gaze_state_old.tilt_offset + tp * (gaze_target.tilt_offset - gaze_state_old.tilt_offset);
336
		result.roll_offset = gaze_state_old.roll_offset + tp * (gaze_target.roll_offset - gaze_state_old.roll_offset);
337

  
338
		result.eyelid_opening_lower =
339
		   gaze_state_old.eyelid_opening_lower + tp * (gaze_target.eyelid_opening_lower - gaze_state_old.eyelid_opening_lower);
340
		result.eyelid_opening_upper =
341
		   gaze_state_old.eyelid_opening_upper + tp * (gaze_target.eyelid_opening_upper - gaze_state_old.eyelid_opening_upper);
342

  
343
		result.eyebrow_left = gaze_target.eyebrow_left;
344
		result.eyebrow_right = gaze_target.eyebrow_right;
345
	}
346

  
347
	return result;
341 348
}
342 349

  
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
    }
350
void Arbiter::override_by_animation() {
351
	// lock access & iterate over vector:
352
	mutex::scoped_lock lock_av(active_animation_vector_mutex);
353
	active_animation_vector_t::iterator it;
354
	for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
355
		boost::shared_ptr<Animation> current_ani = *it;
356

  
357
		// gaze_state.dump();
358
		current_ani->apply_on_gazestate(&gaze_state);
359
		// gaze_state.dump();
360
	}
355 361
}
356 362

  
357
humotion::GazeState Arbiter::get_gaze_state(){
358
    //gaze_state.dump();
359
    return gaze_state;
363
humotion::GazeState Arbiter::get_gaze_state() {
364
	// gaze_state.dump();
365
	return gaze_state;
360 366
}
361 367

  
362
humotion::MouthState Arbiter::get_mouth_state(){
363
    return mouth_state;
368
humotion::MouthState Arbiter::get_mouth_state() {
369
	return mouth_state;
364 370
}

Also available in: Unified diff