Revision 0c8d22a5 src/server/gaze_motion_generator.cpp
| src/server/gaze_motion_generator.cpp | ||
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* Excellence Initiative. |
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*/ |
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#include "server/gaze_motion_generator.h" |
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#include "server/server.h" |
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#include "humotion/server/gaze_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 humotion::server::GazeMotionGenerator; |
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//saccade detection threshold in deg/s |
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///const float GazeMotionGenerator::SACCADE_SPEED_THRESHOLD = 15.0; |
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//some constants to decide if the requested move will trigger a neck or eye saccade |
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const float GazeMotionGenerator::NECK_SACCADE_THRESHOLD = 15.0; //deg |
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const float GazeMotionGenerator::EYE_SACCADE_SPEED_THRESHOLD = 15.0; //deg/s |
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//close to ocolumotor-range? |
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const float GazeMotionGenerator::OMR_LIMIT_TRIGGERS_NECK_SACCADE = 0.95; //0.95 = reaching 95% of OMR will trigger a correction |
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// saccade detection threshold in deg/s |
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// const float GazeMotionGenerator::SACCADE_SPEED_THRESHOLD = 15.0; |
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// some constants to decide if the requested move will trigger a neck or eye saccade |
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const float GazeMotionGenerator::NECK_SACCADE_THRESHOLD = 15.0; // deg |
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const float GazeMotionGenerator::EYE_SACCADE_SPEED_THRESHOLD = 15.0; // deg/s |
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// close to ocolumotor-range? |
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// 0.95 = reaching 95% of OMR will trigger a correction |
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const float GazeMotionGenerator::OMR_LIMIT_TRIGGERS_NECK_SACCADE = 0.95; |
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//! constructor |
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GazeMotionGenerator::GazeMotionGenerator(JointInterface *j, int dof, float t) |
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: ReflexxesMotionGenerator(j, dof, t){
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: ReflexxesMotionGenerator(j, dof, t) {
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} |
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//! destructor |
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GazeMotionGenerator::~GazeMotionGenerator(){
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GazeMotionGenerator::~GazeMotionGenerator() {
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} |
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//! update gaze target: |
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//! \param GazeState with target values for the overall gaze |
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void GazeMotionGenerator::set_gaze_target(GazeState new_gaze_target){
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if (requested_gaze_state.gaze_type == GazeState::GAZETYPE_RELATIVE){
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void GazeMotionGenerator::set_gaze_target(GazeState new_gaze_target) {
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if (requested_gaze_state.gaze_type == GazeState::GAZETYPE_RELATIVE) {
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printf("> ERROR: gaze targets should be converted to absolute before calling this\n");
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exit(EXIT_FAILURE); |
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} |
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//check magnitude of gaze change to detect eye-neck saccades:
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// check magnitude of gaze change to detect eye-neck saccades
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float dist = fabs(requested_gaze_state.distance_pt_abs(new_gaze_target)); |
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//check requested speed |
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float speed = fabs(requested_gaze_state.distance_pt_abs(new_gaze_target)) / (new_gaze_target.timestamp.to_seconds()-requested_gaze_state.timestamp.to_seconds()); |
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// check requested speed |
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float speed = fabs(requested_gaze_state.distance_pt_abs(new_gaze_target)) |
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/ (new_gaze_target.timestamp.to_seconds()-requested_gaze_state.timestamp.to_seconds()); |
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//check magnitude and speed of gaze change to detect eye-neck saccades:
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if (dist > NECK_SACCADE_THRESHOLD){
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//the next saccade has to use neck motion as well |
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if (speed > EYE_SACCADE_SPEED_THRESHOLD){
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// check magnitude and speed of gaze change to detect eye-neck saccades
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if (dist > NECK_SACCADE_THRESHOLD) {
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// the next saccade has to use neck motion as well
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if (speed > EYE_SACCADE_SPEED_THRESHOLD) {
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neck_saccade_requested = true; |
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} |
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}else{
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} else {
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neck_saccade_requested = false; |
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} |
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//check for eye getting close to ocolomotor range |
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//float eye_pos_l = joint_interface->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value(); |
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//float eye_pos_r = joint_interface->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value(); |
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//float eye_pos_ud = joint_interface->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_newest_value(); |
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//actually it makes more sense to trigger the neck saccade based on the target getting out of the OMR |
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// check for eye getting close to ocolomotor range |
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// actually it makes more sense to trigger the neck saccade based on |
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// the target getting out of the OMR |
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float eye_target_l = joint_interface->get_target_position(JointInterface::ID_EYES_LEFT_LR); |
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float eye_target_r = joint_interface->get_target_position(JointInterface::ID_EYES_RIGHT_LR); |
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float eye_target_ud = joint_interface->get_target_position(JointInterface::ID_EYES_BOTH_UD); |
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//min/max bounds: |
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float left_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_min(JointInterface::ID_EYES_LEFT_LR); |
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float left_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_max(JointInterface::ID_EYES_LEFT_LR); |
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float right_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_min(JointInterface::ID_EYES_RIGHT_LR); |
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float right_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_max(JointInterface::ID_EYES_RIGHT_LR); |
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float ud_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_min(JointInterface::ID_EYES_BOTH_UD); |
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float ud_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_max(JointInterface::ID_EYES_BOTH_UD); |
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// min/max bounds |
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float left_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_min(JointInterface::ID_EYES_LEFT_LR); |
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float left_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_max(JointInterface::ID_EYES_LEFT_LR); |
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float right_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_min(JointInterface::ID_EYES_RIGHT_LR); |
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float right_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_max(JointInterface::ID_EYES_RIGHT_LR); |
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float ud_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_min(JointInterface::ID_EYES_BOTH_UD); |
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float ud_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_max(JointInterface::ID_EYES_BOTH_UD); |
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if ( |
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(eye_target_l < left_min) || (eye_target_l > left_max) || |
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(eye_target_r < right_min) || (eye_target_r > right_max) || |
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(eye_target_ud < ud_min) || (eye_target_ud > ud_max)){
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//the eyeball gets close to OMR, activate a neck compensation motion:
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(eye_target_ud < ud_min) || (eye_target_ud > ud_max)) {
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// the eyeball gets close to OMR, activate a neck compensation motion
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neck_saccade_omr = true; |
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}else{
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} else {
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neck_saccade_omr = false; |
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} |
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//use base class set method:
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// use base class set method
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MotionGenerator::set_gaze_target(new_gaze_target); |
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} |
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//! check if an eye saccade is active: |
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bool GazeMotionGenerator::get_eye_saccade_active(){
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bool GazeMotionGenerator::get_eye_saccade_active() {
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bool saccade_active; |
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float speed_left = joint_interface->get_ts_speed(JointInterface::ID_EYES_LEFT_LR).get_newest_value(); |
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float speed_right = joint_interface->get_ts_speed(JointInterface::ID_EYES_RIGHT_LR).get_newest_value(); |
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float speed_tilt = joint_interface->get_ts_speed(JointInterface::ID_EYES_BOTH_UD).get_newest_value(); |
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float speed_left = joint_interface->get_ts_speed( |
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JointInterface::ID_EYES_LEFT_LR).get_newest_value(); |
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float speed_right = joint_interface->get_ts_speed( |
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JointInterface::ID_EYES_RIGHT_LR).get_newest_value(); |
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float speed_tilt = joint_interface->get_ts_speed( |
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JointInterface::ID_EYES_BOTH_UD).get_newest_value(); |
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float speed_total_l = sqrt(speed_left*speed_left + speed_tilt*speed_tilt); |
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float speed_total_r = sqrt(speed_right*speed_right + speed_tilt*speed_tilt); |
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//thresholding |
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if ((speed_total_l > EYE_SACCADE_SPEED_THRESHOLD) || (speed_total_r > EYE_SACCADE_SPEED_THRESHOLD)){
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//this is a saccade |
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// thresholding |
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if ((speed_total_l > EYE_SACCADE_SPEED_THRESHOLD) || |
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(speed_total_r > EYE_SACCADE_SPEED_THRESHOLD)) {
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// this is a saccade |
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saccade_active = true; |
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}else{
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} else {
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saccade_active = false; |
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} |
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} |
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//! get overall gaze |
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GazeState GazeMotionGenerator::get_current_gaze(){
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//shortcut, makes the following easier to read |
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humotion::GazeState GazeMotionGenerator::get_current_gaze() {
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// shortcut, makes the following easier to read
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JointInterface *j = joint_interface; |
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GazeState gaze = requested_gaze_state; |
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gaze.pan = j->get_ts_position(JointInterface::ID_NECK_PAN).get_newest_value() + |
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(j->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value() + j->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value())/2.0; |
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gaze.tilt = j->get_ts_position(JointInterface::ID_NECK_TILT).get_newest_value() + j->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_newest_value(); |
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(j->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value() |
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+ j->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value())/2.0; |
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gaze.tilt = j->get_ts_position(JointInterface::ID_NECK_TILT).get_newest_value() |
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+ j->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_newest_value(); |
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gaze.roll = j->get_ts_position(JointInterface::ID_NECK_ROLL).get_newest_value(); |
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gaze.vergence = j->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value() - j->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value(); |
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gaze.vergence = j->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value() |
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- j->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value(); |
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return gaze; |
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} |
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