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humotion / src / server / controller.cpp @ 8db9ba4f

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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/controller.h"
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#include "server/eye_motion_generator.h"
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#include "server/eyelid_motion_generator.h"
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#include "server/eyebrow_motion_generator.h"
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#include "server/neck_motion_generator.h"
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#include "server/mouth_motion_generator.h"
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#include "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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//! constructor
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Controller::Controller(JointInterface *j) : activated(false) {
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    joint_interface = j;
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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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    //1) eye motion generation:
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    add_motion_generator(new EyeMotionGenerator(joint_interface));
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    //2) eyelid motion generator
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    add_motion_generator(new EyelidMotionGenerator(joint_interface));
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    //3) neck motion generator
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    add_motion_generator(new NeckMotionGenerator(joint_interface));
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    //4) mouth motion generator
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    add_motion_generator(new MouthMotionGenerator(joint_interface));
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    //5) eyebrow motion generator
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    add_motion_generator(new EyebrowMotionGenerator(joint_interface));
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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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    for(motion_generator_vector_t::iterator it = motion_generator_vector.begin(); it<motion_generator_vector.end(); it++){
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        (*it)->calculate_targets();
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    }
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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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    for(motion_generator_vector_t::iterator 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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GazeState Controller::relative_gaze_to_absolute_gaze(GazeState relative){
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    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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    //fetch head / camera pose during that timestamp:
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    double neck_pan  = joint_interface->get_ts_position(JointInterface::ID_NECK_PAN).get_interpolated_value(relative_target_timestamp);
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    double eye_l_pan = joint_interface->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_interpolated_value(relative_target_timestamp);
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    double eye_r_pan = joint_interface->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_interpolated_value(relative_target_timestamp);
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    double pan       = neck_pan + (eye_l_pan + eye_r_pan)/2.0;
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    //
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    double neck_tilt = joint_interface->get_ts_position(JointInterface::ID_NECK_TILT).get_interpolated_value(relative_target_timestamp);
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    double eye_tilt  = joint_interface->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_interpolated_value(relative_target_timestamp);
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    double tilt      = neck_tilt + eye_tilt;
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    //
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    double roll      = joint_interface->get_ts_position(JointInterface::ID_NECK_ROLL).get_interpolated_value(relative_target_timestamp);
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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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    //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(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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    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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    for(motion_generator_vector_t::iterator 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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    for(motion_generator_vector_t::iterator 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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}