humotion / src / server / gaze_motion_generator.cpp @ ea068cf1
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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/gaze_motion_generator.h" |
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#include "humotion/server/server.h" |
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using humotion::server::GazeMotionGenerator;
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// saccade detection threshold in deg/s
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// const float GazeMotionGenerator::SACCADE_SPEED_THRESHOLD = 15.0;
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// some constants to decide if the requested move will trigger a neck or eye saccade
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const float GazeMotionGenerator::NECK_SACCADE_THRESHOLD = 15.0; // deg |
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const float GazeMotionGenerator::EYE_SACCADE_SPEED_THRESHOLD = 15.0; // deg/s |
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// close to ocolumotor-range?
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// 0.95 = reaching 95% of OMR will trigger a correction
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const float GazeMotionGenerator::OMR_LIMIT_TRIGGERS_NECK_SACCADE = 0.95; |
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//! constructor
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GazeMotionGenerator::GazeMotionGenerator(JointInterface *j, int dof, float t) |
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: ReflexxesMotionGenerator(j, dof, t) { |
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} |
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//! destructor
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GazeMotionGenerator::~GazeMotionGenerator() { |
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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 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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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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// 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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// 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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// the next saccade has to use neck motion as well
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if (speed > EYE_SACCADE_SPEED_THRESHOLD) {
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neck_saccade_requested = true;
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} |
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} else {
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neck_saccade_requested = false;
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} |
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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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// 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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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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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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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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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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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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if (
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(eye_target_l < left_min) || (eye_target_l > left_max) || |
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(eye_target_r < right_min) || (eye_target_r > right_max) || |
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(eye_target_ud < ud_min) || (eye_target_ud > ud_max)) { |
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// the eyeball gets close to OMR, activate a neck compensation motion
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neck_saccade_omr = true;
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} else {
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neck_saccade_omr = false;
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} |
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// use base class set method
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MotionGenerator::set_gaze_target(new_gaze_target); |
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} |
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//! check if an eye saccade is active:
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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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JointInterface::ID_EYES_LEFT_LR).get_newest_value(); |
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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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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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float speed_total_r = sqrt(speed_right*speed_right + speed_tilt*speed_tilt);
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// thresholding
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if ((speed_total_l > EYE_SACCADE_SPEED_THRESHOLD) ||
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(speed_total_r > EYE_SACCADE_SPEED_THRESHOLD)) { |
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// this is a saccade
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saccade_active = true;
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} else {
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saccade_active = false;
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} |
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return saccade_active;
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} |
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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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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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+ j->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value())/2.0; |
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gaze.tilt = j->get_ts_position(JointInterface::ID_NECK_TILT).get_newest_value() |
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+ j->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_newest_value(); |
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gaze.roll = j->get_ts_position(JointInterface::ID_NECK_ROLL).get_newest_value(); |
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gaze.vergence = j->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value() |
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- j->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value(); |
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return gaze;
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} |