Statistics
| Branch: | Tag: | Revision:

humotion / src / server / controller.cpp @ 10cae485

History | View | Annotate | Download (6.163 KB)

1
/*
2
* This file is part of humotion
3
*
4
* Copyright(c) sschulz <AT> techfak.uni-bielefeld.de
5
* http://opensource.cit-ec.de/projects/humotion
6
*
7
* This file may be licensed under the terms of the
8
* GNU Lesser General Public License Version 3 (the ``LGPL''),
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 LGPL for the specific language
14
* governing rights and limitations.
15
*
16
* You should have received a copy of the LGPL along with this
17
* program. If not, go to http://www.gnu.org/licenses/lgpl.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
#include "server/controller.h"
29
#include "server/eye_motion_generator.h"
30
#include "server/eyelid_motion_generator.h"
31
#include "server/eyebrow_motion_generator.h"
32
#include "server/neck_motion_generator.h"
33
#include "server/mouth_motion_generator.h"
34

    
35
using namespace std;
36
using namespace humotion;
37
using namespace humotion::server;
38

    
39
//! constructor
40
Controller::Controller(JointInterface *j) : activated(false) {
41
    joint_interface = j;
42
}
43

    
44
//! destructor
45
Controller::~Controller(){
46
}
47

    
48
//! initialise motion generators
49
void Controller::init_motion_generators(){
50
    //NOTE: the order of these generators is important!
51
    //       (i.e. the neck generator must be added after the eye generator!)
52

    
53
    //1) eye motion generation:
54
    add_motion_generator(new EyeMotionGenerator(joint_interface));
55

    
56
    //2) eyelid motion generator
57
    add_motion_generator(new EyelidMotionGenerator(joint_interface));
58

    
59
    //3) neck motion generator
60
    add_motion_generator(new NeckMotionGenerator(joint_interface));
61

    
62
    //4) mouth motion generator
63
    add_motion_generator(new MouthMotionGenerator(joint_interface));
64

    
65
    //5) eyebrow motion generator
66
    add_motion_generator(new EyebrowMotionGenerator(joint_interface));
67
}
68

    
69
//! add a single motion genrator
70
void Controller::add_motion_generator(MotionGenerator *m){
71
    motion_generator_vector.push_back(m);
72
}
73

    
74
//! calculate target angles for all motion generators:
75
void Controller::calculate_targets(){
76
    for(motion_generator_vector_t::iterator it = motion_generator_vector.begin(); it<motion_generator_vector.end(); it++){
77
        (*it)->calculate_targets();
78
    }
79
}
80

    
81
//! publish all target angles to the devices:
82
//! NOTE: this is done in an extra loop to have a low delay between consequent sets:
83
void Controller::publish_targets(){
84
    for(motion_generator_vector_t::iterator it = motion_generator_vector.begin(); it<motion_generator_vector.end(); it++){
85
        (*it)->publish_targets();
86
    }
87
}
88

    
89
GazeState Controller::relative_gaze_to_absolute_gaze(GazeState relative){
90
    GazeState absolute_gaze = relative;
91

    
92
    //incoming gaze state wants to set a relative gaze angle
93
    //in order to calc the new absolute gaze, we need to go back
94
    //in time and find out where the head was pointing at that specific time:
95
    double relative_target_timestamp = relative.timestamp;
96

    
97
    //fetch head / camera pose during that timestamp:
98
    double neck_pan  = joint_interface->get_ts_position(JointInterface::ID_NECK_PAN).get_interpolated_value(relative_target_timestamp);
99
    double eye_l_pan = joint_interface->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_interpolated_value(relative_target_timestamp);
100
    double eye_r_pan = joint_interface->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_interpolated_value(relative_target_timestamp);
101
    double pan       = neck_pan + (eye_l_pan + eye_r_pan)/2.0;
102
    //
103
    double neck_tilt = joint_interface->get_ts_position(JointInterface::ID_NECK_TILT).get_interpolated_value(relative_target_timestamp);
104
    double eye_tilt  = joint_interface->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_interpolated_value(relative_target_timestamp);
105
    double tilt      = neck_tilt + eye_tilt;
106
    //
107
    double roll      = joint_interface->get_ts_position(JointInterface::ID_NECK_ROLL).get_interpolated_value(relative_target_timestamp);
108

    
109
    //build up absolute target:
110
    absolute_gaze.gaze_type  = GazeState::GAZETYPE_ABSOLUTE;
111
    absolute_gaze.pan   = pan + relative.pan;
112
    absolute_gaze.tilt  = tilt + relative.tilt;
113
    absolute_gaze.roll  = roll + relative.roll;
114

    
115
    //FIXME: use ros TF for that calculation...
116
    //see http://wiki.ros.org/tf/Tutorials/Time%20travel%20with%20tf%20%28C%2B%2B%29
117
    //ros::Time past = now - ros::Duration(5.0);
118
    //listener.waitForTransform("/turtle2", now,J "/turtle1", past, "/world", ros::Duration(1.0));
119
    //listener.lookupTransform("/turtle2", now, "/turtle1", past, "/world", transform);
120

    
121
    return absolute_gaze;
122
}
123

    
124
//! activate controller
125
void Controller::set_activated(void){
126
    activated = true;
127
}
128

    
129
//! update gaze target:
130
//! \param GazeState with target values for the overall gaze
131
void Controller::set_gaze_target(GazeState new_gaze_target){
132
    if (!activated){
133
        //not yet initialized, ignore incoming targets
134
        printf("not activated\n");
135
        return;
136
    }
137

    
138
    GazeState target_gaze;
139
    new_gaze_target.dump();
140

    
141
    //relative or absolute gaze update?
142
    if (new_gaze_target.gaze_type == GazeState::GAZETYPE_RELATIVE){
143
        //relative gaze target -> calculate target angles
144
        target_gaze = relative_gaze_to_absolute_gaze(new_gaze_target);
145
    }else{
146
        //already absolute gaze, set this
147
        target_gaze = new_gaze_target;
148
    }
149

    
150

    
151
    for(motion_generator_vector_t::iterator it = motion_generator_vector.begin(); it<motion_generator_vector.end(); it++){
152
        (*it)->set_gaze_target(target_gaze);
153
    }
154
}
155

    
156
//! update mouth state:
157
//! \param MouthState with target values for the mouth joints
158
void Controller::set_mouth_target(MouthState s){
159
    if (!activated){
160
        //not yet initialized, ignore incoming targets
161
        return;
162
    }
163

    
164
    for(motion_generator_vector_t::iterator it = motion_generator_vector.begin(); it<motion_generator_vector.end(); it++){
165
        (*it)->set_mouth_target(s);
166
    }
167
}