hlrc / server / src / Arbiter.cpp @ master
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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 <boost/algorithm/string/predicate.hpp> |
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#include <mutex> |
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#include <thread> |
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#include <iostream> |
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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, "none")) { |
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// allow none for no sound output
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audio_player = NULL;
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} |
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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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gaze_state_animation_restart = true;
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emotion_target = &emotion_config_default; |
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utterance = std::shared_ptr<Utterance>(new Utterance());
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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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const std::lock_guard<std::mutex> 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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emotion_target = &emotion_config_default; |
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gaze_state_animation_restart = true;
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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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const std::lock_guard<std::mutex> 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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emotion_target = &emotion_config_current; |
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gaze_state_animation_restart = true;
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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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const std::lock_guard<std::mutex> 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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const std::lock_guard<std::mutex> 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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const std::lock_guard<std::mutex> 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(std::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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std::unique_lock<std::mutex> 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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std::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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std::this_thread::sleep_for(std::chrono::milliseconds(1)); // 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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std::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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} |
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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(
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std::shared_ptr<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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const std::lock_guard<std::mutex> lock_audio(audio_player_mutex);
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{ |
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// lock utterance & store data:
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const std::lock_guard<std::mutex> lock(utterance_mutex);
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utterance = u; |
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} |
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// start audio playback, this function returns once we started playback
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if (audio_player == NULL) { |
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printf("> audio_player disabled, not speaking '%s'\n", u.get()->get_text().c_str());
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} |
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else {
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audio_player->play(utterance->get_audio_data()); |
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} |
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utterance->start_playback(); |
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// wait until audio playback was finished:
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if (audio_player != NULL) { |
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while (audio_player->is_playing()) {
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// save some cpu cycles:
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std::this_thread::sleep_for(std::chrono::milliseconds(1)); // 1ms |
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} |
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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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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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} |
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} |
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bool Arbiter::speak_active() {
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if (audio_player == NULL) { |
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return false; |
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} |
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else {
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return audio_player->is_playing();
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} |
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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) >
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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.gaze_type = requested_gaze_state.gaze_type; |
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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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if (emotion_target == NULL) { |
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return;
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} |
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// lock access
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const std::lock_guard<std::mutex> lock1(emotion_config_default_mutex);
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// did the current emotion time out?
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if (!emotion_target->is_active()) {
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// revert to default:
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emotion_target = &emotion_config_default; |
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// trigger soft fade
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gaze_state_animation_restart = true;
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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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// mouth_state = ...
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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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humotion::GazeState gaze_state_target = emotion_target->gaze_override; |
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// apply a soft overblending to the new gaze target
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gaze_state = soft_overblend_gaze(gaze_state, gaze_state_target, emotion_target->overblend_time_ms); |
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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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humotion::GazeState Arbiter::soft_overblend_gaze(humotion::GazeState gaze_now, humotion::GazeState gaze_target, |
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unsigned int overblend_time) { |
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humotion::GazeState result = gaze_now; |
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result.eyeblink_request_left = 0;
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result.eyeblink_request_right = 0;
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if (gaze_state_animation_restart) {
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// new incoming target, set up soft fade:
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cout << "NEW EMOTION\n";
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gaze_state_old = gaze_state; |
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gaze_state_end_time = std::chrono::steady_clock::now() + std::chrono::milliseconds(overblend_time); |
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gaze_state_animation_restart = false;
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} |
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// do smooth overblend, all targets should be reached at gaze_state_end_time
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double diff_ms =
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std::chrono::duration<double, std::milli>(gaze_state_end_time - std::chrono::steady_clock::now()).count();
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if (diff_ms < 0) { |
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// animation is done, exit now
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return gaze_target;
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} |
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else {
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// do smooth animation
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double tp = 1.0 - diff_ms / static_cast<double>(overblend_time); |
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result.pan_offset = gaze_state_old.pan_offset + tp * (gaze_target.pan_offset - gaze_state_old.pan_offset); |
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result.tilt_offset = gaze_state_old.tilt_offset + tp * (gaze_target.tilt_offset - gaze_state_old.tilt_offset); |
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result.roll_offset = gaze_state_old.roll_offset + tp * (gaze_target.roll_offset - gaze_state_old.roll_offset); |
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result.eyelid_opening_lower = |
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gaze_state_old.eyelid_opening_lower + tp * (gaze_target.eyelid_opening_lower - gaze_state_old.eyelid_opening_lower); |
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result.eyelid_opening_upper = |
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gaze_state_old.eyelid_opening_upper + tp * (gaze_target.eyelid_opening_upper - gaze_state_old.eyelid_opening_upper); |
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result.eyebrow_left = gaze_target.eyebrow_left; |
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result.eyebrow_right = gaze_target.eyebrow_right; |
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} |
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return result;
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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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const std::lock_guard<std::mutex> 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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std::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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// gaze_state.dump();
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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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} |