Revision ea068cf1 src/server/gaze_motion_generator.cpp
src/server/gaze_motion_generator.cpp | ||
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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 GazeMotionGenerator::set_gaze_target(GazeState new_gaze_target) { |
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if (requested_gaze_state.gaze_type == GazeState::GAZETYPE_RELATIVE) { |
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if (requested_gaze_state_.gaze_type == GazeState::GAZETYPE_RELATIVE) {
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printf("> ERROR: gaze targets should be converted to absolute before calling this\n"); |
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exit(EXIT_FAILURE); |
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} |
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// check magnitude of gaze change to detect eye-neck saccades |
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float dist = fabs(requested_gaze_state.distance_pt_abs(new_gaze_target)); |
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float dist = fabs(requested_gaze_state_.distance_pt_abs(new_gaze_target));
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// check requested speed |
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float speed = fabs(requested_gaze_state.distance_pt_abs(new_gaze_target)) |
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/ (new_gaze_target.timestamp.to_seconds()-requested_gaze_state.timestamp.to_seconds()); |
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float speed = fabs(requested_gaze_state_.distance_pt_abs(new_gaze_target))
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/ (new_gaze_target.timestamp.to_seconds()-requested_gaze_state_.timestamp.to_seconds());
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// check magnitude and speed of gaze change to detect eye-neck saccades |
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if (dist > NECK_SACCADE_THRESHOLD) { |
... | ... | |
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// check for eye getting close to ocolomotor range |
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// actually it makes more sense to trigger the neck saccade based on |
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// the target getting out of the OMR |
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float eye_target_l = joint_interface->get_target_position(JointInterface::ID_EYES_LEFT_LR); |
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float eye_target_r = joint_interface->get_target_position(JointInterface::ID_EYES_RIGHT_LR); |
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float eye_target_ud = joint_interface->get_target_position(JointInterface::ID_EYES_BOTH_UD); |
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float eye_target_l = joint_interface_->get_target_position(JointInterface::ID_EYES_LEFT_LR);
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float eye_target_r = joint_interface_->get_target_position(JointInterface::ID_EYES_RIGHT_LR);
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float eye_target_ud = joint_interface_->get_target_position(JointInterface::ID_EYES_BOTH_UD);
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// min/max bounds |
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float left_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_min(JointInterface::ID_EYES_LEFT_LR); |
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joint_interface_->get_joint_min(JointInterface::ID_EYES_LEFT_LR);
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float left_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_max(JointInterface::ID_EYES_LEFT_LR); |
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joint_interface_->get_joint_max(JointInterface::ID_EYES_LEFT_LR);
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float right_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_min(JointInterface::ID_EYES_RIGHT_LR); |
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joint_interface_->get_joint_min(JointInterface::ID_EYES_RIGHT_LR);
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float right_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_max(JointInterface::ID_EYES_RIGHT_LR); |
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joint_interface_->get_joint_max(JointInterface::ID_EYES_RIGHT_LR);
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float ud_min = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_min(JointInterface::ID_EYES_BOTH_UD); |
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joint_interface_->get_joint_min(JointInterface::ID_EYES_BOTH_UD);
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float ud_max = OMR_LIMIT_TRIGGERS_NECK_SACCADE * |
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joint_interface->get_joint_max(JointInterface::ID_EYES_BOTH_UD); |
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joint_interface_->get_joint_max(JointInterface::ID_EYES_BOTH_UD);
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if ( |
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(eye_target_l < left_min) || (eye_target_l > left_max) || |
... | ... | |
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bool GazeMotionGenerator::get_eye_saccade_active() { |
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bool saccade_active; |
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float speed_left = joint_interface->get_ts_speed( |
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float speed_left = joint_interface_->get_ts_speed(
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JointInterface::ID_EYES_LEFT_LR).get_newest_value(); |
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float speed_right = joint_interface->get_ts_speed( |
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float speed_right = joint_interface_->get_ts_speed(
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JointInterface::ID_EYES_RIGHT_LR).get_newest_value(); |
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float speed_tilt = joint_interface->get_ts_speed( |
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float speed_tilt = joint_interface_->get_ts_speed(
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JointInterface::ID_EYES_BOTH_UD).get_newest_value(); |
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float speed_total_l = sqrt(speed_left*speed_left + speed_tilt*speed_tilt); |
... | ... | |
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//! get overall gaze |
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humotion::GazeState GazeMotionGenerator::get_current_gaze() { |
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// shortcut, makes the following easier to read |
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JointInterface *j = joint_interface; |
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JointInterface *j = joint_interface_;
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GazeState gaze = requested_gaze_state; |
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GazeState gaze = requested_gaze_state_;
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gaze.pan = j->get_ts_position(JointInterface::ID_NECK_PAN).get_newest_value() + |
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(j->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value() |
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