Statistics
| Branch: | Tag: | Revision:

humotion / src / server / eyelid_motion_generator.cpp @ d3aa8ab3

History | View | Annotate | Download (10.192 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/eyelid_motion_generator.h"
29
#include "server/server.h"
30

    
31
using namespace boost;
32
using namespace std;
33
using namespace humotion;
34
using namespace humotion::server;
35

    
36
//saccade detection threshold in deg/s
37
const float EyelidMotionGenerator::SACCADE_SPEED_THRESHOLD = 15.0; //deg/s
38
//eyeblink duration:
39
const float EyelidMotionGenerator::EYEBLINK_DURATION_MS    = 150.0;//ms
40
//periodic eyeblinks: every 2..10s:
41
const float EyelidMotionGenerator::EYEBLINK_EYERY_MS_MIN =  2000.0; //ms
42
const float EyelidMotionGenerator::EYEBLINK_EYERY_MS_MAX = 10000.0; //ms
43
//how many seconds do we block further blinks after each eyeblink?
44
const float EyelidMotionGenerator::EYEBLINK_BLOCKING_TIME = 1000.0; //ms
45

    
46
//! constructor
47
EyelidMotionGenerator::EyelidMotionGenerator(JointInterface *j) : EyeMotionGenerator(j){
48
    saccade_blink_active = false;
49
    saccade_blink_requested = false;
50
    eyelid_closed[LEFT] = false;
51
    eyelid_closed[RIGHT] = false;
52

    
53
    eyeblink_blocked_timeout = get_system_time();
54
}
55

    
56
//! destructor
57
EyelidMotionGenerator::~EyelidMotionGenerator(){
58
}
59

    
60

    
61
//! calculate joint targets
62
//! \TODO: make up motion twice as slow as down motion
63
void EyelidMotionGenerator::calculate_targets(){
64
    //printf("> humotion: calculating eyelid targets\n");
65

    
66
    //fetch current angles:
67
    float eye_tilt_now  = get_current_position(JointInterface::ID_EYES_BOTH_UD);
68

    
69
    //calculate left eyelid targets:
70
    float eyelid_upper_left_target = eye_tilt_now + requested_gaze_state.eyelid_opening_upper;
71
    float eyelid_lower_left_target = eye_tilt_now - requested_gaze_state.eyelid_opening_lower;
72

    
73
    //calculate right eyelid targets:
74
    float eyelid_upper_right_target = eye_tilt_now + requested_gaze_state.eyelid_opening_upper;
75
    float eyelid_lower_right_target = eye_tilt_now - requested_gaze_state.eyelid_opening_lower;
76

    
77
    //limit target angles:
78
    eyelid_upper_left_target  = limit_target(JointInterface::ID_EYES_LEFT_LID_UPPER,  eyelid_upper_left_target);
79
    eyelid_lower_left_target  = limit_target(JointInterface::ID_EYES_LEFT_LID_LOWER,  eyelid_lower_left_target);
80
    eyelid_upper_right_target = limit_target(JointInterface::ID_EYES_RIGHT_LID_UPPER, eyelid_upper_right_target);
81
    eyelid_lower_right_target = limit_target(JointInterface::ID_EYES_RIGHT_LID_LOWER, eyelid_lower_right_target);
82

    
83
    //(temporarily) store the target
84
    joint_interface->set_target(JointInterface::ID_EYES_LEFT_LID_UPPER,  eyelid_upper_left_target, 0.0);
85
    joint_interface->set_target(JointInterface::ID_EYES_LEFT_LID_LOWER,  eyelid_lower_left_target, 0.0);
86
    joint_interface->set_target(JointInterface::ID_EYES_RIGHT_LID_UPPER, eyelid_upper_right_target, 0.0);
87
    joint_interface->set_target(JointInterface::ID_EYES_RIGHT_LID_LOWER, eyelid_lower_right_target, 0.0);
88

    
89
    //check for saccade
90
    check_for_saccade();
91

    
92
    //is there a blink request?
93
    start_external_eyeblinks(requested_gaze_state.eyeblink_request_left, requested_gaze_state.eyeblink_request_right);
94

    
95
    //do we have a saccade & do we want to exec an eyeblink?
96
    process_saccadic_eyeblinks();
97

    
98
    //execute for periodic eyeblinks every ? ms
99
    process_periodic_eyeblinks();
100

    
101
    //close eyes again after a given timeout
102
    handle_eyeblink_timeout();
103

    
104
    //eyeblinks override position target (if necessary)
105
    override_lids_for_eyeblink();
106
}
107

    
108
//! process any external blink requests
109
void EyelidMotionGenerator::start_external_eyeblinks(int duration_left, int duration_right){
110
    //manual eyeblinks will ALWAYs get executed as we use a negative block timeout (=timout has already passed)
111
    if ((duration_left != 0) || (duration_right != 0)){
112
        eyeblink_blocked_timeout = get_system_time() - posix_time::seconds(100);
113
    }
114

    
115

    
116
    if (duration_left == 0){
117
        //nothing to do
118
    }else if (duration_left < 0){
119
        //infinite sleep -> close
120
        eyelid_closed[LEFT] = true;
121
    }else{
122
        //timeout sleep
123
        start_eyeblink(LEFT, duration_left);
124
        eyelid_closed[LEFT] = false;
125
    }
126

    
127
    if (duration_right == 0){
128
        //nothing to do
129
    }else if (duration_right < 0){
130
        //infinite sleep -> close
131
        eyelid_closed[RIGHT] = true;
132
    }else{
133
        //timeout sleep
134
        start_eyeblink(RIGHT, duration_right);
135
        eyelid_closed[RIGHT] = false;
136
    }
137
}
138

    
139
//! process saccadic blink requests
140
//! -> when we do a saccade, the chances to blink are much higher
141
void EyelidMotionGenerator::process_saccadic_eyeblinks(){
142
    if (saccade_blink_requested){
143
        //every n-th's saccade requests an eyeblink
144
        //here: use 0.3 even though humans use bigger prob value (but that looks stupid on robot)
145
        if ((rand()%3) == 0){
146
            ///printf("> saccadic eyeblink:\n");
147
            start_eyeblink(LEFT);
148
            start_eyeblink(RIGHT);
149
        }
150
        saccade_blink_requested = false;
151
    }
152
}
153

    
154
//! process periodic blink requests
155
//! -> we want to have an eyeblink every n...m seconds
156
void EyelidMotionGenerator::process_periodic_eyeblinks(){
157
    if((eyeblink_active[LEFT]) || eyeblink_active[RIGHT]){
158
        //calculate next timeout for a new periodic eyeblink
159
        int milliseconds_to_next_blink = EYEBLINK_EYERY_MS_MIN + (rand()%(int)(EYEBLINK_EYERY_MS_MAX-EYEBLINK_EYERY_MS_MIN));
160
        periodic_blink_start_time = get_system_time() +   posix_time::milliseconds(milliseconds_to_next_blink);
161
    }
162

    
163
    if (get_system_time() > periodic_blink_start_time){
164
        ///printf("> periodic eyeblink:\n");
165
        start_eyeblink(LEFT);
166
        start_eyeblink(RIGHT);
167
    }
168
}
169

    
170
//! handle eyeblink timeouts.
171
//! this function will actually re-open the eyes after a predefined time
172
void EyelidMotionGenerator::handle_eyeblink_timeout(){
173
    boost::system_time now = get_system_time();
174

    
175
    //take care of re-opening eye timeout:
176
    for(int i=LEFT; i<=RIGHT; i++){
177
        if (eyeblink_active[i]){
178
            if (now >= eyeblink_timeout[i]){
179
                eyeblink_active[i] = false;
180
            }
181
        }
182
    }
183

    
184
    //take care of blocking time
185
    if (eyeblink_active[LEFT] || eyeblink_active[RIGHT]){
186
        eyeblink_blocked_timeout = get_system_time() + posix_time::milliseconds(EYEBLINK_BLOCKING_TIME);
187
    }
188

    
189

    
190
}
191

    
192
//! override eyelid positions
193
//! this will override (=close) the eyelids for all possible eyeblink requests
194
void EyelidMotionGenerator::override_lids_for_eyeblink(){
195
    //close the requested eyelids
196
    if (eyeblink_active[LEFT] || eyelid_closed[LEFT]){
197
        close_eyelid(JointInterface::ID_EYES_LEFT_LID_UPPER);
198
        close_eyelid(JointInterface::ID_EYES_LEFT_LID_LOWER);
199
    }
200
    if(eyeblink_active[RIGHT] || eyelid_closed[RIGHT]){
201
        close_eyelid(JointInterface::ID_EYES_RIGHT_LID_UPPER);
202
        close_eyelid(JointInterface::ID_EYES_RIGHT_LID_LOWER);
203
    }
204
}
205

    
206

    
207

    
208
//! overwrite the intermediate target to close the given eyelid:
209
void EyelidMotionGenerator::close_eyelid(int joint_id){
210
    float value = 0.0;
211

    
212
    //set upper to minimal allowed value (=as closed as possible) + a small offset
213
    //set lower to the same value (instead of max) in order to avoid collisions
214
    switch(joint_id){
215
    default:
216
        //no eyelid -> return
217
        return;
218

    
219
    case(JointInterface::ID_EYES_LEFT_LID_UPPER):
220
    case(JointInterface::ID_EYES_LEFT_LID_LOWER):
221
        //use the upper value + 10 deg as close state:
222
        value = joint_interface->get_joint_min(JointInterface::ID_EYES_LEFT_LID_UPPER) + 10.0;
223
        //overwrite last target_
224
        joint_interface->set_target(joint_id, value, 0.0);
225
        break;
226

    
227
    case(JointInterface::ID_EYES_RIGHT_LID_UPPER):
228
    case(JointInterface::ID_EYES_RIGHT_LID_LOWER):
229
        //use the upper value + 10 deg as close state:
230
        value = joint_interface->get_joint_min(JointInterface::ID_EYES_RIGHT_LID_UPPER) + 10.0;
231
        //overwrite last target_
232
        joint_interface->set_target(joint_id, value, 0.0);
233
        break;
234
    }
235
}
236

    
237
//! start an eyeblink request
238
//! this will actually set a flag and a timeout for reopening the given eyelid pair again
239
//! \param int id of side (LEFT or RIGHT)
240
void EyelidMotionGenerator::start_eyeblink(int side, int duration){
241
    //cout << "BLOCKED UNTIL " << eyeblink_blocked_timeout << "\n";
242
    if (get_system_time() < eyeblink_blocked_timeout){
243
        //return if we are still in the block time
244
        return;
245
    }
246
    //request for n ms eyeblink:
247
    eyeblink_timeout[side] = get_system_time() + posix_time::milliseconds(duration);
248

    
249
    eyeblink_active[side] = true;
250
}
251

    
252
//! check if there is an ongoing saccade:
253
void EyelidMotionGenerator::check_for_saccade(){
254
    if (get_eye_saccade_active()){
255
        //this is a saccade, check if not already in saccade:
256
        if (!saccade_blink_active){
257
            //this is a new saccade! restart blink timer
258
            saccade_blink_requested = true;
259
            saccade_blink_active = true;
260
        }
261
    }else{
262
        saccade_blink_active = false;
263
    }
264
}
265

    
266

    
267
//! publish targets to motor boards:
268
void EyelidMotionGenerator::publish_targets(){
269
    //publish values if there is an active gaze input within the last timerange
270
    if (gaze_target_input_active()){
271
        joint_interface->publish_target(JointInterface::ID_EYES_LEFT_LID_UPPER);
272
        joint_interface->publish_target(JointInterface::ID_EYES_LEFT_LID_LOWER);
273
        joint_interface->publish_target(JointInterface::ID_EYES_RIGHT_LID_UPPER);
274
        joint_interface->publish_target(JointInterface::ID_EYES_RIGHT_LID_LOWER);
275
    }
276
}