Revision 0c8d22a5 src/server/eye_motion_generator.cpp

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src/server/eye_motion_generator.cpp
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* Excellence Initiative.
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*/
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#include "server/eye_motion_generator.h"
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#include "server/server.h"
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#include "humotion/server/eye_motion_generator.h"
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#include "humotion/server/server.h"
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using namespace std;
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using namespace humotion;
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using namespace humotion::server;
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// using namespace std;
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// using namespace humotion;
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// using namespace humotion::server;
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//saccade detection threshold in deg/s
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using humotion::server::EyeMotionGenerator;
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// saccade detection threshold in deg/s
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const float EyeMotionGenerator::SACCADE_SPEED_THRESHOLD = 15.0;
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//! constructor
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EyeMotionGenerator::EyeMotionGenerator(JointInterface *j) : GazeMotionGenerator(j, 3, 1.0/Server::MOTION_UPDATERATE){
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EyeMotionGenerator::EyeMotionGenerator(JointInterface *j) :
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    GazeMotionGenerator(j, 3, 1.0/Server::MOTION_UPDATERATE) {
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}
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//! destructor
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EyeMotionGenerator::~EyeMotionGenerator(){
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EyeMotionGenerator::~EyeMotionGenerator() {
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}
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//! set up an eyemotion profile
......
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//! \param current angle
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void EyeMotionGenerator::setup_eyemotion(int dof, float target,
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                                         float current_position,
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                                         float current_speed,
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                                         humotion::Timestamp timestamp){
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    //get distance to target:
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                                         float current_velocity,
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                                         humotion::Timestamp timestamp) {
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    // get distance to target:
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    float distance_abs = fabs(target - current_position);
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    //get max speed: factor can be found in encyc britannica: "linear.... being 300° per second for 10° and 500° per second for 30°" (max=700)
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    // get max speed: factor can be found in encyc britannica:
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    // "linear.... being 300° per second for 10° and 500° per second for 30°" (max=700)
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    float max_speed = fmin(700.0, 10.0*distance_abs + 200.0);
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    //max accel: use data from ""Speed and Accuracy of Saccadic Eye Movements: Characteristics of Impulse Variability in the Oculomotor System"
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    //                 http://www-personal.umich.edu/~kornblum/files/journal_exp_psych_HPP_15-3.pdf
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    //           gathered from table2
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    // max accel: use data from:
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    // "Speed and Accuracy of Saccadic Eye Movements:
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    //      Characteristics of Impulse Variability in the Oculomotor System"
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    // http://www-personal.umich.edu/~kornblum/files/journal_exp_psych_HPP_15-3.pdf [table 2]
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    float max_accel = fmin(80000.0, 1526.53*distance_abs + 10245.4);
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    //feed reflexxes api with data
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    reflexxes_set_input(dof, target, current_position, current_speed, timestamp, max_speed, max_accel);
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    // feed reflexxes api with data
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    reflexxes_set_input(dof, target, current_position, current_velocity,
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                        timestamp, max_speed, max_accel);
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}
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//! calculate joint targets
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void EyeMotionGenerator::calculate_targets(){
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    //use the target values for a faster response
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void EyeMotionGenerator::calculate_targets() {
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    // use the target values for a faster response
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    float neck_pan_now  = joint_interface->get_target_position(JointInterface::ID_NECK_PAN);
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    float neck_tilt_now = joint_interface->get_target_position(JointInterface::ID_NECK_TILT);
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    //calculate target angles for the eyes:
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    //right eye is dominant -> direct output
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    float eye_pan_r_target = (requested_gaze_state.pan + requested_gaze_state.vergence/2.0) - (neck_pan_now);
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    // calculate target angles for the eyes
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    // right eye is dominant -> direct output
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    float eye_pan_r_target = (requested_gaze_state.pan + requested_gaze_state.vergence/2.0)
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            - (neck_pan_now);
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    //left eye is non dominant -> filtered output: TODO: activate low pass filtered output
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    //FIXME: USE LOWPASS FILTER HERE --> output_angle[angle_names::EYE_PAN_L] + 0.1 * (eye_pan_l_target - output_angle[angle_names::EYE_PAN_L]) etc;
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    float eye_pan_l_target = (requested_gaze_state.pan - requested_gaze_state.vergence/2.0) - (neck_pan_now);
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    // left eye is non dominant -> filtered output: TODO: activate low pass filtered output
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    // FIXME: USE LOWPASS FILTER HERE --> output_angle[angle_names::EYE_PAN_L]
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    //        + 0.1 * (eye_pan_l_target - output_angle[angle_names::EYE_PAN_L]) etc;
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    float eye_pan_l_target = (requested_gaze_state.pan - requested_gaze_state.vergence/2.0)
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            - (neck_pan_now);
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    //tilt:
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    // tilt
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    float eye_tilt_target = requested_gaze_state.tilt - (neck_tilt_now);
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    if (0){
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    if (0) {
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        eye_pan_r_target = 0.0;
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        eye_pan_l_target = 0.0;
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        eye_tilt_target  = 0.0;
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    }
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    //check and take care of limits
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    // check and take care of limits
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    eye_pan_l_target = limit_target(JointInterface::ID_EYES_LEFT_LR, eye_pan_l_target);
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    eye_pan_r_target = limit_target(JointInterface::ID_EYES_RIGHT_LR, eye_pan_r_target);
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    eye_tilt_target = limit_target(JointInterface::ID_EYES_BOTH_UD, eye_tilt_target);
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    //fetch current dataset
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    // fetch current dataset
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    float eye_pan_l_now, eye_pan_r_now, eye_tilt_now;
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    float eye_pan_l_speed, eye_pan_r_speed, eye_tilt_speed;
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......
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                &eye_tilt_now,
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                &eye_tilt_speed);
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    //pass paramaters to reflexxes api:
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    // pass paramaters to reflexxes api
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    setup_eyemotion(0, eye_pan_l_target, eye_pan_l_now, eye_pan_l_speed, eye_pan_l_ts);
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    setup_eyemotion(1, eye_pan_r_target, eye_pan_r_now, eye_pan_r_speed, eye_pan_r_ts);
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    setup_eyemotion(2, eye_tilt_target, eye_tilt_now, eye_tilt_speed,    eye_tilt_ts);
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    // cout << "EYE MOTION 2 " << eye_tilt_target << " now=" << eye_tilt_now << "\n";
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    //call reflexxes to handle profile calculation:
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    // call reflexxes to handle profile calculation
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    reflexxes_calculate_profile();
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    //tell the joint about the new values:
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    // tell the joint about the new values
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    joint_interface->set_target(JointInterface::ID_EYES_LEFT_LR,
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                                reflexxes_position_output->NewPositionVector->VecData[0],
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                                reflexxes_position_output->NewVelocityVector->VecData[0]);
......
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//! pubish the calculated targets to the joint subsystem
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void EyeMotionGenerator::publish_targets(){
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    //publish values if there is an active gaze input within the last timerange
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    if (gaze_target_input_active()){
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void EyeMotionGenerator::publish_targets() {
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    // publish values if there is an active gaze input within the last timerange
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    if (gaze_target_input_active()) {
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        joint_interface->publish_target(JointInterface::ID_EYES_LEFT_LR);
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        joint_interface->publish_target(JointInterface::ID_EYES_RIGHT_LR);
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        joint_interface->publish_target(JointInterface::ID_EYES_BOTH_UD);

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