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humotion / src / server / controller.cpp @ 4b77b008

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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 <string>
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#include "humotion/server/controller.h"
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#include "humotion/server/eye_motion_generator.h"
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#include "humotion/server/eyebrow_motion_generator.h"
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#include "humotion/server/eyelid_motion_generator.h"
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#include "humotion/server/mouth_motion_generator.h"
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#include "humotion/server/neck_motion_generator.h"
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#include "humotion/timestamp.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::Controller;
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using humotion::server::Config;
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using humotion::server::debug_data_t;
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//! constructor
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Controller::Controller(JointInterface *j) {
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    activated_ = false;
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    joint_interface_ = j;
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    config_ = new Config();
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}
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//! destructor
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Controller::~Controller() {
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}
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//! initialise motion generators
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void Controller::init_motion_generators() {
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    // NOTE: the order of these generators is important!
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    //       (i.e. the neck generator must be added after the eye generator!)
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    // eye motion generation:
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    add_motion_generator(new EyeMotionGenerator(joint_interface_, config_));
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    // eyelid motion generator
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    add_motion_generator(new EyelidMotionGenerator(joint_interface_, config_));
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    // neck motion generator
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    add_motion_generator(new NeckMotionGenerator(joint_interface_, config_));
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    // mouth motion generator
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    add_motion_generator(new MouthMotionGenerator(joint_interface_, config_));
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    // eyebrow motion generator
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    add_motion_generator(new EyebrowMotionGenerator(joint_interface_, config_));
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}
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//! add a single motion genrator
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void Controller::add_motion_generator(MotionGenerator *m) {
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    motion_generator_vector_.push_back(m);
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}
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//! calculate target angles for all motion generators:
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void Controller::calculate_targets() {
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    Controller::motion_generator_vector_t::iterator it;
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    for (it = motion_generator_vector_.begin(); it < motion_generator_vector_.end(); it++) {
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        MotionGenerator *mg = *it;
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        // calculate targets
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        mg->calculate_targets();
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    }
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}
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debug_data_t Controller::get_debug_data() {
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    debug_data_t debug_data;
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    Controller::motion_generator_vector_t::iterator it;
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    for (it = motion_generator_vector_.begin(); it < motion_generator_vector_.end(); it++) {
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        MotionGenerator *mg = *it;
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        // fetch and append debug data
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        debug_data_t dataset = mg->get_debug_data();
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        debug_data.insert(dataset.begin(), dataset.end());
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    }
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    // fetch data from controller as well
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    debug_data_t controller_dataset = debug_data_;
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    debug_data.insert(controller_dataset.begin(), controller_dataset.end());
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    return debug_data;
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}
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//! store debug data
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void Controller::store_debug_data(std::string name, float value) {
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    debug_data_[name] = value;
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}
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//! publish all target angles to the devices:
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//! NOTE: this is done in an extra loop to have a low delay between consequent sets:
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void Controller::publish_targets() {
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    Controller::motion_generator_vector_t::iterator it;
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    for (it = motion_generator_vector_.begin(); it < motion_generator_vector_.end(); it++) {
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        (*it)->publish_targets();
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    }
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}
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humotion::GazeState Controller::relative_gaze_to_absolute_gaze(humotion::GazeState relative) {
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    double pan, tilt, roll;
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    double neck_pan = 0.0;
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    double neck_tilt = 0.0;
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    humotion::GazeState absolute_gaze = relative;
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    // incoming gaze state wants to set a relative gaze angle
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    // in order to calc the new absolute gaze, we need to go back
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    // in time and find out where the head was pointing at that specific time:
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    Timestamp relative_target_timestamp = relative.timestamp;
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    // check if this timestamp allows a valid conversion:
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    Timestamp history_begin =
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            joint_interface_->get_ts_position(JointInterface::ID_NECK_PAN).get_first_timestamp();
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    // Timestamp history_end   =
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    //       joint_interface->get_ts_position(JointInterface::ID_NECK_PAN).get_last_timestamp();
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    // printf("> incoming: %f, history is %f to %f\n",relative_target_timestamp.to_seconds(),
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    // history_begin.to_seconds(), history_end.to_seconds());
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    // our history keeps the last n elements in a timestamped list
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    if ((relative_target_timestamp < history_begin) || (history_begin.is_null())) {
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        // when the incoming data is older than that it makes no sense
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        // to do any guesswork and try to calculate a valid absolute target
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        // therefore we will use the last known targets (see below)
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        // in case we did not see this timestamp before, show a warning:
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        if (last_known_absolute_timestamp_ != relative_target_timestamp) {
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            printf("> WARNING: restored/guessed absolute target for unknown timestamp %f "
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                   "[this should not happen]\n", relative_target_timestamp.to_seconds());
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            last_known_absolute_target_pan_ = 0.0;
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            last_known_absolute_target_tilt_ = 0.0;
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            last_known_absolute_target_roll_ = 0.0;
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        }
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    } else {
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        // all fine, we can reconstruct the absolute target
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        // fetch head / camera pose during that timestamp
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        neck_pan  = joint_interface_->get_ts_position(
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                JointInterface::ID_NECK_PAN).get_interpolated_value(relative_target_timestamp);
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        double eye_l_pan = joint_interface_->get_ts_position(
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                JointInterface::ID_EYES_LEFT_LR).get_interpolated_value(relative_target_timestamp);
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        double eye_r_pan = joint_interface_->get_ts_position(
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                JointInterface::ID_EYES_RIGHT_LR).get_interpolated_value(relative_target_timestamp);
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        last_known_absolute_target_pan_       = neck_pan + (eye_l_pan + eye_r_pan)/2.0;
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        //
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        neck_tilt = joint_interface_->get_ts_position(
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                JointInterface::ID_NECK_TILT).get_interpolated_value(relative_target_timestamp);
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        double eye_tilt  = joint_interface_->get_ts_position(
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                JointInterface::ID_EYES_BOTH_UD).get_interpolated_value(relative_target_timestamp);
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        last_known_absolute_target_tilt_      = neck_tilt + eye_tilt;
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        //
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        last_known_absolute_target_roll_      = joint_interface_->get_ts_position(
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                JointInterface::ID_NECK_ROLL).get_interpolated_value(relative_target_timestamp);
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        // safe this timestamp as known:
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        last_known_absolute_timestamp_ = relative_target_timestamp;
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    }
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    pan  = last_known_absolute_target_pan_;
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    tilt = last_known_absolute_target_tilt_;
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    roll = last_known_absolute_target_roll_;
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    // substract offsets
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    pan  -= relative.pan_offset;
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    tilt -= relative.tilt_offset;
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    roll -= relative.roll_offset;
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    // build up absolute target
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    absolute_gaze.gaze_type  = GazeState::GAZETYPE_ABSOLUTE;
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    absolute_gaze.pan   = pan + relative.pan;
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    absolute_gaze.tilt  = tilt + relative.tilt;
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    absolute_gaze.roll  = roll + relative.roll;
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    //printf("pan  now = %4.1f, rel=%4.1f ===> %4.2f\n", pan, relative.pan, absolute_gaze.pan);
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    //printf("tilt now = %4.1f, rel=%4.1f ===> %4.2f\n", tilt, relative.tilt, absolute_gaze.tilt);
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    // store debug data:
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    store_debug_data("controller/last_known_absolute_target_pan", last_known_absolute_target_pan_);
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    store_debug_data("controller/pan", pan);
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    store_debug_data("controller/neck_pan", neck_pan);
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    store_debug_data("controller/absolute_gaze_pan", absolute_gaze.pan);
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    // store_debug_data("controller/relative_timestamp", relative_target_timestamp.to_seconds());
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    // printf("BEFORE DBG %f\n", relative.timestamp.to_seconds());
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    std::srand(std::time(0)); // use current time as seed for random generator
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    int random_variable = std::rand();
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    store_debug_data("controller/relative_timestamp2", random_variable);
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    printf("DBG %i\n", random_variable);
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    // FIXME: use ros TF for that calculation...
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    // see http://wiki.ros.org/tf/Tutorials/Time%20travel%20with%20tf%20%28C%2B%2B%29
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    // ros::Time past = now - ros::Duration(5.0);
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    // listener.waitForTransform("/turtle2", now,J "/turtle1", past, "/world", ros::Duration(1.0));
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    // listener.lookupTransform("/turtle2", now, "/turtle1", past, "/world", transform);
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    // absolute_gaze.dump();
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    return absolute_gaze;
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}
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//! activate controller
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void Controller::set_activated(void) {
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    activated_ = true;
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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 Controller::set_gaze_target(humotion::GazeState new_gaze_target) {
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    if (!activated_) {
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        // not yet initialized, ignore incoming targets
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        return;
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    }
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    humotion::GazeState target_gaze;
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    // new_gaze_target.dump();
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    // relative or absolute gaze update?
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    if (new_gaze_target.gaze_type == GazeState::GAZETYPE_RELATIVE) {
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        // relative gaze target -> calculate target angles
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        target_gaze = relative_gaze_to_absolute_gaze(new_gaze_target);
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    } else {
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        // already absolute gaze, set this
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        target_gaze = new_gaze_target;
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    }
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    Controller::motion_generator_vector_t::iterator it;
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    for (it = motion_generator_vector_.begin(); it < motion_generator_vector_.end(); it++) {
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        (*it)->set_gaze_target(target_gaze);
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    }
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}
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//! update mouth state:
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//! \param MouthState with target values for the mouth joints
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void Controller::set_mouth_target(MouthState s) {
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    if (!activated_) {
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        // not yet initialized, ignore incoming targets
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        return;
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    }
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    Controller::motion_generator_vector_t::iterator it;
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    for (it = motion_generator_vector_.begin(); it < motion_generator_vector_.end(); it++) {
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        (*it)->set_mouth_target(s);
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    }
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}
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//! access the configuration
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Config* Controller::get_config() {
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    return config_;
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}