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humotion / src / server / eye_motion_generator.cpp @ b1bbdb26

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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 "humotion/server/eye_motion_generator.h"
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#include "humotion/server/server.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::EyeMotionGenerator;
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//! constructor
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EyeMotionGenerator::EyeMotionGenerator(JointInterface *j, Config *cfg) :
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    GazeMotionGenerator(j, cfg, 3, 1.0/Server::MOTION_UPDATERATE) {
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}
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//! destructor
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EyeMotionGenerator::~EyeMotionGenerator() {
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}
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//! set up an eyemotion 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 EyeMotionGenerator::setup_eyemotion(int dof, float target,
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                                         float current_position,
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                                         float current_velocity,
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                                         humotion::Timestamp timestamp) {
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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: factor can be found in encyc britannica:
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    // "linear.... being 300° per second for 10° and 500° per second for 30°" (max=700)
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    float max_velocity = fmin(700.0, 10.0*distance_abs + 200.0);
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    // scale and limit max speed
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    max_velocity = max_velocity * config->scale_velocity_eye;
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    max_velocity = fmin(max_velocity, config->limit_velocity_eye);
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    // max accel: use data from:
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    // "Speed and Accuracy of Saccadic Eye Movements:
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    //      Characteristics of Impulse Variability in the Oculomotor System"
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    // http://www-personal.umich.edu/~kornblum/files/journal_exp_psych_HPP_15-3.pdf [table 2]
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    float max_accel = fmin(80000.0, 1526.53*distance_abs + 10245.4);
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    // scale and limit max acceleration
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    max_accel = max_accel * config->scale_acceleration_eye;
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    max_accel = fmin(max_accel, config->limit_acceleration_eye);
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    // feed reflexxes api with data
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    reflexxes_set_input(dof, target, current_position, current_velocity,
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                        timestamp, max_velocity, max_accel);
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}
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//! calculate joint targets
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void EyeMotionGenerator::calculate_targets() {
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    // use the target values for a faster response
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    float neck_pan_now  = 0.0;
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    float neck_tilt_now = 0.0;
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    if (config->use_neck_target_instead_of_position_eye) {
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        // position calc based on target
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        neck_pan_now = joint_interface_->get_target_position(JointInterface::ID_NECK_PAN);
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        neck_tilt_now = joint_interface_->get_target_position(JointInterface::ID_NECK_TILT);
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    } else {
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        // position calc based on real position
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        neck_pan_now =
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                joint_interface_->get_ts_position(JointInterface::ID_NECK_PAN).get_newest_value();
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        neck_tilt_now =
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                joint_interface_->get_ts_position(JointInterface::ID_NECK_TILT).get_newest_value();
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    }
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    // calculate target angles for the eyes
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    // right eye is dominant -> direct output
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    float eye_pan_r_target = (requested_gaze_state_.pan + requested_gaze_state_.vergence/2.0)
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            - (neck_pan_now);
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    // left eye is non dominant -> filtered output: TODO: activate low pass filtered output
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    // FIXME: USE LOWPASS FILTER HERE --> output_angle[angle_names::EYE_PAN_L]
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    //        + 0.1 * (eye_pan_l_target - output_angle[angle_names::EYE_PAN_L]) etc;
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    float eye_pan_l_target = (requested_gaze_state_.pan - requested_gaze_state_.vergence/2.0)
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            - (neck_pan_now);
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    // tilt
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    float eye_tilt_target = requested_gaze_state_.tilt - (neck_tilt_now);
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    // check and take care of limits
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    eye_pan_l_target = limit_target(JointInterface::ID_EYES_LEFT_LR, eye_pan_l_target);
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    eye_pan_r_target = limit_target(JointInterface::ID_EYES_RIGHT_LR, eye_pan_r_target);
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    eye_tilt_target = limit_target(JointInterface::ID_EYES_BOTH_UD, eye_tilt_target);
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    // fetch current dataset
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    float eye_pan_l_now, eye_pan_r_now, eye_tilt_now;
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    float eye_pan_l_speed, eye_pan_r_speed, eye_tilt_speed;
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    humotion::Timestamp eye_pan_l_ts = get_timestamped_state(
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                JointInterface::ID_EYES_LEFT_LR,
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                &eye_pan_l_now,
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                &eye_pan_l_speed);
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    humotion::Timestamp eye_pan_r_ts = get_timestamped_state(
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                JointInterface::ID_EYES_RIGHT_LR,
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                &eye_pan_r_now,
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                &eye_pan_r_speed);
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    humotion::Timestamp eye_tilt_ts = get_timestamped_state(
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                JointInterface::ID_EYES_BOTH_UD,
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                &eye_tilt_now,
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                &eye_tilt_speed);
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    // pass paramaters to reflexxes api
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    setup_eyemotion(0, eye_pan_l_target, eye_pan_l_now, eye_pan_l_speed, eye_pan_l_ts);
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    setup_eyemotion(1, eye_pan_r_target, eye_pan_r_now, eye_pan_r_speed, eye_pan_r_ts);
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    setup_eyemotion(2, eye_tilt_target, eye_tilt_now, eye_tilt_speed,    eye_tilt_ts);
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    // cout << "EYE MOTION 2 " << eye_tilt_target << " now=" << eye_tilt_now << "\n";
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    // call reflexxes to handle profile calculation
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    reflexxes_calculate_profile();
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    // tell the joint about the new values
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    joint_interface_->set_target(JointInterface::ID_EYES_LEFT_LR,
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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(JointInterface::ID_EYES_RIGHT_LR,
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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(JointInterface::ID_EYES_BOTH_UD,
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                                reflexxes_position_output->NewPositionVector->VecData[2],
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                                reflexxes_position_output->NewVelocityVector->VecData[2]);
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    // store debug data:
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    store_debug_data("eye/neck_pan_now", neck_pan_now);
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    store_debug_data("eye/neck_tilt_now", neck_tilt_now);
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    store_debug_data("eye/eye_pan_r_target", eye_pan_r_target);
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    store_debug_data("eye/eye_pan_l_target", eye_pan_l_target);
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    store_debug_data("eye/eye_tilt_target", eye_tilt_target);
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    store_debug_data("eye/gaze_target_pan", requested_gaze_state_.pan);
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    store_debug_data("eye/gaze_target_tilt", requested_gaze_state_.tilt);
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    store_debug_data("eye/eye_pan_r_now", eye_pan_r_now);
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    store_debug_data("eye/eye_pan_l_now", eye_pan_l_now);
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    store_debug_data("eye/eye_tilt_now", eye_tilt_now);
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    store_debug_data("eye/output_l_lr", reflexxes_position_output->NewPositionVector->VecData[0]);
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    store_debug_data("eye/output_r_lr", reflexxes_position_output->NewPositionVector->VecData[1]);
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    store_debug_data("eye/output_ud",   reflexxes_position_output->NewPositionVector->VecData[2]);
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}
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//! pubish the calculated targets to the joint subsystem
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void EyeMotionGenerator::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_LR);
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        joint_interface_->publish_target(JointInterface::ID_EYES_RIGHT_LR);
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        joint_interface_->publish_target(JointInterface::ID_EYES_BOTH_UD);
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    }
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}