Revision fdb6f148 src/server/gaze_motion_generator.cpp

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src/server/gaze_motion_generator.cpp
74 74
    }
75 75

  
76 76
    //check for eye getting close to ocolomotor range
77
    float eye_pos_l = joint_interface->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value();
78
    float eye_pos_r = joint_interface->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value();
79
    float eye_pos_ud = joint_interface->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_newest_value();
77
    //float eye_pos_l = joint_interface->get_ts_position(JointInterface::ID_EYES_LEFT_LR).get_newest_value();
78
    //float eye_pos_r = joint_interface->get_ts_position(JointInterface::ID_EYES_RIGHT_LR).get_newest_value();
79
    //float eye_pos_ud = joint_interface->get_ts_position(JointInterface::ID_EYES_BOTH_UD).get_newest_value();
80
    //actually it makes more sense to trigger the neck saccade based on the target getting out of the OMR
81
    float eye_target_l  = joint_interface->get_target_position(JointInterface::ID_EYES_LEFT_LR);
82
    float eye_target_r  = joint_interface->get_target_position(JointInterface::ID_EYES_RIGHT_LR);
83
    float eye_target_ud = joint_interface->get_target_position(JointInterface::ID_EYES_BOTH_UD);
80 84

  
81 85
    //min/max bounds:
82 86
    float left_min  = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_min(JointInterface::ID_EYES_LEFT_LR);
......
87 91
    float ud_max    = OMR_LIMIT_TRIGGERS_NECK_SACCADE * joint_interface->get_joint_max(JointInterface::ID_EYES_BOTH_UD);
88 92

  
89 93
    if (
90
        (eye_pos_l < left_min) || (eye_pos_l > left_max) ||
91
        (eye_pos_r < right_min) || (eye_pos_r > right_max) ||
92
        (eye_pos_ud < ud_min) || (eye_pos_ud > ud_max)){
94
        (eye_target_l < left_min) || (eye_target_l > left_max) ||
95
        (eye_target_r < right_min) || (eye_target_r > right_max) ||
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        (eye_target_ud < ud_min) || (eye_target_ud > ud_max)){
93 97
        //the eyeball gets close to OMR, activate a neck compensation motion:
94 98
        neck_saccade_omr = true;
95 99
    }else{

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