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humotion / src / server / eyelid_motion_generator.cpp @ 1f748ce7

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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/eyelid_motion_generator.h"
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#include "server/server.h"
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using namespace boost;
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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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const float EyelidMotionGenerator::SACCADE_SPEED_THRESHOLD = 15.0; //deg/s
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//eyeblink duration:
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const float EyelidMotionGenerator::EYEBLINK_DURATION_MS    = 150.0;//ms
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//periodic eyeblinks: every 2..10s:
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const float EyelidMotionGenerator::EYEBLINK_EYERY_MS_MIN =  2000.0; //ms
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const float EyelidMotionGenerator::EYEBLINK_EYERY_MS_MAX = 10000.0; //ms
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//how many seconds do we block further blinks after each eyeblink?
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const float EyelidMotionGenerator::EYEBLINK_BLOCKING_TIME = 1000.0; //ms
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//! constructor
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EyelidMotionGenerator::EyelidMotionGenerator(JointInterface *j) : EyeMotionGenerator(j){
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    saccade_blink_active = false;
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    saccade_blink_requested = false;
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    eyelid_closed[LEFT] = false;
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    eyelid_closed[RIGHT] = false;
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    eyeblink_blocked_timeout = get_system_time();
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}
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//! destructor
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EyelidMotionGenerator::~EyelidMotionGenerator(){
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}
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//! calculate joint targets
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//! \TODO: make up motion twice as slow as down motion
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void EyelidMotionGenerator::calculate_targets(){
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    //printf("> humotion: calculating eyelid targets\n");
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    //fetch current angles:
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    float eye_tilt_now  = get_current_position(JointInterface::ID_EYES_BOTH_UD);
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    //calculate left eyelid targets:
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    float eyelid_upper_left_target = eye_tilt_now + requested_gaze_state.eyelid_opening_upper;
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    float eyelid_lower_left_target = eye_tilt_now - requested_gaze_state.eyelid_opening_lower;
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    //calculate right eyelid targets:
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    float eyelid_upper_right_target = eye_tilt_now + requested_gaze_state.eyelid_opening_upper;
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    float eyelid_lower_right_target = eye_tilt_now - requested_gaze_state.eyelid_opening_lower;
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    //limit target angles:
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    eyelid_upper_left_target  = limit_target(JointInterface::ID_EYES_LEFT_LID_UPPER,  eyelid_upper_left_target);
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    eyelid_lower_left_target  = limit_target(JointInterface::ID_EYES_LEFT_LID_LOWER,  eyelid_lower_left_target);
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    eyelid_upper_right_target = limit_target(JointInterface::ID_EYES_RIGHT_LID_UPPER, eyelid_upper_right_target);
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    eyelid_lower_right_target = limit_target(JointInterface::ID_EYES_RIGHT_LID_LOWER, eyelid_lower_right_target);
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    //(temporarily) store the target
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    joint_interface->set_target(JointInterface::ID_EYES_LEFT_LID_UPPER,  eyelid_upper_left_target, 0.0);
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    joint_interface->set_target(JointInterface::ID_EYES_LEFT_LID_LOWER,  eyelid_lower_left_target, 0.0);
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    joint_interface->set_target(JointInterface::ID_EYES_RIGHT_LID_UPPER, eyelid_upper_right_target, 0.0);
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    joint_interface->set_target(JointInterface::ID_EYES_RIGHT_LID_LOWER, eyelid_lower_right_target, 0.0);
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    //check for saccade
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    check_for_saccade();
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    //is there a blink request?
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    start_external_eyeblinks(requested_gaze_state.eyeblink_request_left, requested_gaze_state.eyeblink_request_right);
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    //do we have a saccade & do we want to exec an eyeblink?
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    process_saccadic_eyeblinks();
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    //execute for periodic eyeblinks every ? ms
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    process_periodic_eyeblinks();
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    //close eyes again after a given timeout
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    handle_eyeblink_timeout();
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    //eyeblinks override position target (if necessary)
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    override_lids_for_eyeblink();
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}
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//! process any external blink requests
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void EyelidMotionGenerator::start_external_eyeblinks(int duration_left, int duration_right){
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    //manual eyeblinks will ALWAYs get executed as we use a negative block timeout (=timout has already passed)
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    if ((duration_left != 0) || (duration_right != 0)){
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        eyeblink_blocked_timeout = get_system_time() - posix_time::seconds(100);
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    }
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    if (duration_left == 0){
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        //nothing to do
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    }else if (duration_left < 0){
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        //infinite sleep -> close
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        eyelid_closed[LEFT] = true;
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    }else{
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        //timeout sleep
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        start_eyeblink(LEFT, duration_left);
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        eyelid_closed[LEFT] = false;
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    }
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    if (duration_right == 0){
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        //nothing to do
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    }else if (duration_right < 0){
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        //infinite sleep -> close
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        eyelid_closed[RIGHT] = true;
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    }else{
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        //timeout sleep
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        start_eyeblink(RIGHT, duration_right);
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        eyelid_closed[RIGHT] = false;
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    }
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}
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//! process saccadic blink requests
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//! -> when we do a saccade, the chances to blink are much higher
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void EyelidMotionGenerator::process_saccadic_eyeblinks(){
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    if (saccade_blink_requested){
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        //every n-th's saccade requests an eyeblink
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        //here: use 0.3 even though humans use bigger prob value (but that looks stupid on robot)
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        if ((rand()%3) == 0){
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            ///printf("> saccadic eyeblink:\n");
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            start_eyeblink(LEFT);
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            start_eyeblink(RIGHT);
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        }
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        saccade_blink_requested = false;
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    }
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}
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//! process periodic blink requests
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//! -> we want to have an eyeblink every n...m seconds
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void EyelidMotionGenerator::process_periodic_eyeblinks(){
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    if((eyeblink_active[LEFT]) || eyeblink_active[RIGHT]){
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        //calculate next timeout for a new periodic eyeblink
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        int milliseconds_to_next_blink = EYEBLINK_EYERY_MS_MIN + (rand()%(int)(EYEBLINK_EYERY_MS_MAX-EYEBLINK_EYERY_MS_MIN));
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        periodic_blink_start_time = get_system_time() +   posix_time::milliseconds(milliseconds_to_next_blink);
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    }
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    if (get_system_time() > periodic_blink_start_time){
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        ///printf("> periodic eyeblink:\n");
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        start_eyeblink(LEFT);
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        start_eyeblink(RIGHT);
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    }
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}
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//! handle eyeblink timeouts.
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//! this function will actually re-open the eyes after a predefined time
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void EyelidMotionGenerator::handle_eyeblink_timeout(){
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    boost::system_time now = get_system_time();
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    //take care of re-opening eye timeout:
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    for(int i=LEFT; i<=RIGHT; i++){
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        if (eyeblink_active[i]){
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            if (now >= eyeblink_timeout[i]){
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                eyeblink_active[i] = false;
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            }
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        }
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    }
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    //take care of blocking time
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    if (eyeblink_active[LEFT] || eyeblink_active[RIGHT]){
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        eyeblink_blocked_timeout = get_system_time() + posix_time::milliseconds(EYEBLINK_BLOCKING_TIME);
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    }
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}
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//! override eyelid positions
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//! this will override (=close) the eyelids for all possible eyeblink requests
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void EyelidMotionGenerator::override_lids_for_eyeblink(){
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    //close the requested eyelids
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    if (eyeblink_active[LEFT] || eyelid_closed[LEFT]){
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        close_eyelid(JointInterface::ID_EYES_LEFT_LID_UPPER);
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        close_eyelid(JointInterface::ID_EYES_LEFT_LID_LOWER);
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    }
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    if(eyeblink_active[RIGHT] || eyelid_closed[RIGHT]){
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        close_eyelid(JointInterface::ID_EYES_RIGHT_LID_UPPER);
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        close_eyelid(JointInterface::ID_EYES_RIGHT_LID_LOWER);
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    }
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}
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//! overwrite the intermediate target to close the given eyelid:
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void EyelidMotionGenerator::close_eyelid(int joint_id){
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    float value = 0.0;
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    //set upper to minimal allowed value (=as closed as possible) + a small offset
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    //set lower to the same value (instead of max) in order to avoid collisions
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    switch(joint_id){
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    default:
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        //no eyelid -> return
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        return;
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    case(JointInterface::ID_EYES_LEFT_LID_UPPER):
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    case(JointInterface::ID_EYES_LEFT_LID_LOWER):
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        //use the upper value + 10 deg as close state:
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        value = joint_interface->get_joint_min(JointInterface::ID_EYES_LEFT_LID_UPPER) + 10.0;
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        //overwrite last target_
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        joint_interface->set_target(joint_id, value, 0.0);
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        break;
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    case(JointInterface::ID_EYES_RIGHT_LID_UPPER):
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    case(JointInterface::ID_EYES_RIGHT_LID_LOWER):
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        //use the upper value + 10 deg as close state:
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        value = joint_interface->get_joint_min(JointInterface::ID_EYES_RIGHT_LID_UPPER) + 10.0;
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        //overwrite last target_
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        joint_interface->set_target(joint_id, value, 0.0);
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        break;
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    }
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}
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//! start an eyeblink request
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//! this will actually set a flag and a timeout for reopening the given eyelid pair again
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//! \param int id of side (LEFT or RIGHT)
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void EyelidMotionGenerator::start_eyeblink(int side, int duration){
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    //cout << "BLOCKED UNTIL " << eyeblink_blocked_timeout << "\n";
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    if (get_system_time() < eyeblink_blocked_timeout){
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        //return if we are still in the block time
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        return;
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    }
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    //request for n ms eyeblink:
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    eyeblink_timeout[side] = get_system_time() + posix_time::milliseconds(duration);
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    eyeblink_active[side] = true;
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}
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//! check if there is an ongoing saccade:
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void EyelidMotionGenerator::check_for_saccade(){
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    if (get_eye_saccade_active()){
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        //this is a saccade, check if not already in saccade:
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        if (!saccade_blink_active){
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            //this is a new saccade! restart blink timer
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            saccade_blink_requested = true;
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            saccade_blink_active = true;
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        }
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    }else{
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        saccade_blink_active = false;
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    }
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}
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//! publish targets to motor boards:
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void EyelidMotionGenerator::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_LID_UPPER);
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        joint_interface->publish_target(JointInterface::ID_EYES_LEFT_LID_LOWER);
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        joint_interface->publish_target(JointInterface::ID_EYES_RIGHT_LID_UPPER);
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        joint_interface->publish_target(JointInterface::ID_EYES_RIGHT_LID_LOWER);
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    }
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}