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humotion / src / server / neck_motion_generator.cpp @ 0d0f5ca1

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/*
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* This file is part of humotion
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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/humotion
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*
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* This file may be licensed under the terms of the
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* GNU Lesser General Public License Version 3 (the ``LGPL''),
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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 LGPL 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 LGPL along with this
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* program. If not, go to http://www.gnu.org/licenses/lgpl.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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#include "server/neck_motion_generator.h"
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#include "server/gaze_motion_generator.h"
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#include "server/server.h"
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#include <cmath>
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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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const float NeckMotionGenerator::CONST_GUITTON87_A = 4.39/2.0; // / 2.0;
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const float NeckMotionGenerator::CONST_GUITTON87_B = 106.0/2.0; // /2.0;
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//healthy adult human: 12-15 breaths/min (see "Ganong's review of medical physiology")
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//total: 60/12-15 = 3-5s
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//inhale 1.5-2s
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//exhale 1.5-2s
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//pause      2s
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const float NeckMotionGenerator::CONST_BREATH_PERIOD = 1500.0+1500.0+1500.0; //given in ms
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const float NeckMotionGenerator::CONST_BREATH_AMPLITUDE = 1.0; //degrees
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//! constructor
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NeckMotionGenerator::NeckMotionGenerator(JointInterface *j) : GazeMotionGenerator(j, 3, 1.0/Server::MOTION_UPDATERATE){
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    breath_time = 0.0;
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}
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//! destructor
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NeckMotionGenerator::~NeckMotionGenerator(){
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}
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//! get a breath offset angle
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//! @return float of breath offset value
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float NeckMotionGenerator::get_breath_offset(){
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    //we want to have a constant acceleration -> triangular wave as speeds -> (x<0.5)? 2*x*x:  1- 2*(1-x)**2 = 4x - 2x**2 - 1
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    float breath_offset = 0.0;
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    float breath_time_normalized = (breath_time * 3)/CONST_BREATH_PERIOD; //0...1 -> move up, 1..2 -> return, 2..3 -> still
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    if (breath_time_normalized <= 0.5){
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        //accelerated motion:
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        breath_offset = CONST_BREATH_AMPLITUDE * (2.0 * pow(breath_time_normalized, 2));
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    }else if (breath_time_normalized <= 1.0){
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        //deaccelerate:
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        breath_offset = CONST_BREATH_AMPLITUDE * (1.0 - 2.0 * pow(1.0 - breath_time_normalized, 2));
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    }else if (breath_time_normalized <= 1.5){
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        //accelerate again:
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        breath_offset = CONST_BREATH_AMPLITUDE * (1.0 - (2.0 * pow(breath_time_normalized-1, 2)));
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    }else if (breath_time_normalized <= 2.0){
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        breath_offset = CONST_BREATH_AMPLITUDE * (2.0 * pow(2.0 - breath_time_normalized, 2));
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    }else if (breath_time_normalized <= 3.0){
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        //pause for some time
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        breath_offset = 0;
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    }
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    //fetch next time
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    breath_time += 1000.0/Server::MOTION_UPDATERATE;
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    if (breath_time >= CONST_BREATH_PERIOD){
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        breath_time -= CONST_BREATH_PERIOD;
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    }
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    return breath_offset;
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}
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//! calculate joint targets
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void NeckMotionGenerator::calculate_targets(){
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    //fetch current angles:
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    float neck_pan_now  = get_current_position(JointInterface::ID_NECK_PAN);
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    float neck_tilt_now = get_current_position(JointInterface::ID_NECK_TILT);
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    float neck_roll_now = get_current_position(JointInterface::ID_NECK_ROLL);
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    // fetch current velocities
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    float neck_pan_speed  = get_current_speed(JointInterface::ID_NECK_PAN);
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    float neck_tilt_speed = get_current_speed(JointInterface::ID_NECK_TILT);
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    float neck_roll_speed = get_current_speed(JointInterface::ID_NECK_ROLL);
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    //reached target?
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    float goal_diff   = fabs(get_current_gaze().distance_pt_abs(requested_gaze_state));
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    float target_diff = fabs(requested_gaze_state.distance_pt_abs(previous_neck_target));
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    //printf("GOAL DIFF = %f TARGET DIFF = %f\n",goal_diff,target_diff);
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    //get_current_gaze().dump();
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    //requested_gaze_state.dump();
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    //check if new target
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    //close to goal?
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    if ( (neck_saccade_active) && (goal_diff < 1.0)){
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        neck_saccade_reached_goal = true;
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    }
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    if (neck_saccade_active){
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        previous_neck_target = requested_gaze_state;
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    }
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    //if we get a new target now, we can stop the neck saccade
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    if (target_diff > .1){
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        if (neck_saccade_reached_goal){
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            // joint_interface->neck_saccade_done();
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            neck_saccade_active = false;
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            neck_saccade_reached_goal = false;
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        }
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    }
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    if (neck_saccade_requested){
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        neck_saccade_active = true;
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    }
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    //check if this is a small or big saccade:
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    if (neck_saccade_active || neck_saccade_omr){
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        //full saccade with neck motion -> update neck target
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        requested_neck_state = requested_gaze_state;
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    }
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    //get targets: this is the sum of stored neck target and up-to-date offset:
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    float neck_pan_target  = requested_neck_state.pan  + requested_gaze_state.pan_offset;
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    float neck_tilt_target = requested_neck_state.tilt + requested_gaze_state.tilt_offset;
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    //roll is always equal to requested gaze (not neck) state
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    float neck_roll_target = requested_gaze_state.roll + requested_gaze_state.roll_offset;
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    //add breath wave to tilt:
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    neck_tilt_target += get_breath_offset();
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    //pass parameters to reflexxes api:
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    setup_neckmotion(0, neck_pan_target,  neck_pan_now, neck_pan_speed);
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    setup_neckmotion(1, neck_tilt_target, neck_tilt_now, neck_tilt_speed);
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    setup_neckmotion(2, neck_roll_target, neck_roll_now, neck_roll_speed);
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    //call reflexxes to handle profile calculation:
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    reflexxes_calculate_profile();
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    //tell the joint if about the new values:
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    joint_interface->set_target_position(JointInterface::ID_NECK_PAN,
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                                         reflexxes_position_output->NewPositionVector->VecData[0],
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                                         reflexxes_position_output->NewVelocityVector->VecData[0]);
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    joint_interface->set_target_position(JointInterface::ID_NECK_TILT,
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                                         reflexxes_position_output->NewPositionVector->VecData[1],
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                                         reflexxes_position_output->NewVelocityVector->VecData[1]);
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    joint_interface->set_target_position(JointInterface::ID_NECK_ROLL,
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                                         reflexxes_position_output->NewPositionVector->VecData[2],
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                                         reflexxes_position_output->NewVelocityVector->VecData[2]);
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    printf("\n%f %f %f %f %f %f DBG\n",
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            neck_pan_now, neck_pan_target,
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            reflexxes_position_output->NewPositionVector->VecData[0],
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            joint_interface->get_ts_speed(JointInterface::ID_NECK_PAN).get_newest_value(),
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            reflexxes_position_output->NewVelocityVector->VecData[0]
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            );
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}
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//! publish targets to motor boards:
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void NeckMotionGenerator::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_position(JointInterface::ID_NECK_PAN);
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        joint_interface->publish_target_position(JointInterface::ID_NECK_TILT);
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        joint_interface->publish_target_position(JointInterface::ID_NECK_ROLL);
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    }
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}
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//! set up neck motion profile
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//! this will use speed and acceleration calc formulas from literature:
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//! \param dof id of joint
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//! \param target angle
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//! \param current angle
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void NeckMotionGenerator::setup_neckmotion(int dof, float target, float current_position, float current_speed){
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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: according to [guitton87] there is a relation between distance_abs and v_max_head:
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    //v_max = 4.39 * d_total + 106.0 (in degrees)
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    float max_speed = (CONST_GUITTON87_A * distance_abs + CONST_GUITTON87_B);
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    //max accel:         assuming linear acceleration we have
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    /* v ^
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    *   |  / \
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    *   | /   \
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    *   |/_____\___> t
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    */
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    // d_total = 2 * 1/2 * a * (t_total/2)^2 = 1/4 * a * t_total^2
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    // as we use linear accel we have
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    // v_max = a * t_total/2  --> t_total = 2*v_max / a
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    // combine both
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    // d_total = 1/4 * a * 4 * vmax^2 / a^2 = v_max^2 / a
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    // d_total = a * 2 * d_total / (v_max^2)
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    // and therefore
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    //  a = v_max^2 / d_total
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    float max_accel = 0.0;
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    if (distance_abs > 0.0){
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        max_accel = pow(max_speed, 2) / distance_abs;
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    }
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    //smoother motion
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    max_accel = max_accel * 0.7; //1.0; //0.7;
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    //limit maximum acceleration to reduce noise FIXME!
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    if (max_accel>1000){
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        max_accel = 1000;
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    }
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    ///printf("MAX SPEED %4.2f / max accel %4.2f\n",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_speed, max_speed, max_accel);
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}