예제 #1
0
        private void ExecuteMotionTimeLine(MotionTimeline mtl)
        {
            if (mtl.PoseRecover)
            {
                //Debug.WriteLine("Initial poses are about to be stored for: " + mtl.BehaviorsDesp);
                StorePoses(mtl.BehaviorsDesp, mtl.ContainedJointChainNames);
            }

            // Hold for "PreDelay" time before execute the behavior
            Thread.Sleep(mtl.PreMotionHold);

            while (mtl.OrderedMFSeq.Count > 0 && MotionRunning == true)
            {
                MotionFrame mf = mtl.OrderedMFSeq[0];
                mtl.OrderedMFSeq.RemoveAt(0);

                // execute
                threadAngleInterpolation(mf);

                // hold time
                int t = (int)Math.Round(1000 * mf.HoldTime);
                Thread.Sleep(t);

                // for safety
                // Thread.Sleep(100);
            }

            // Hold the last pose for "PostDelay" time
            Thread.Sleep(mtl.PostMotionHold);
            
            // Recover initial pose
            if (mtl.PoseRecover)
            {
                //Debug.WriteLine("NaoClient: Pose is about to decay for: " + mtl.BehaviorsDesp);
                RecoverPoses(mtl.BehaviorsDesp, (float)mtl.RecovSpd);
            }

            // Behavior finished
            MotionRunning = false;
            CurMtl = null;
            

            //Debug.WriteLine("NaoClient: Behavior finished: " + mtl.BehaviorsDesp);
            // inform outer context
            // Event to inform the behavior is finished
            if (evBehaviorFinished != null)
            {
                evBehaviorFinished(mtl.BehaviorsDesp);
            }
        }
예제 #2
0
 /// <summary>
 /// This is a background worker
 /// </summary>
 /// <param name="mtl"></param>
 public void ExecuteBehaviorInQueue(MotionTimeline mtl)
 {
     if (proxyMotion != null)
     {
         /// doesn't work with 1.10.52
         //WaitAndKillPreviousBehavior(2000);
         CurMtl = mtl;
         ThreadPool.QueueUserWorkItem(new WaitCallback(queueMotionDoWork), mtl);
     }
     else
     {
         Debug.WriteLine("{0}: {1}", "NaoClient", "Proxy is NULL!");
         evBehaviorFinished(mtl.BehaviorsDesp);
     }
 }
예제 #3
0
 /// <summary>
 /// This is a background worker
 /// </summary>
 /// <param name="mtl"></param>
 public void ExecuteBehaviorAsync(MotionTimeline mtl)
 {
     if (proxyMotion != null)
     {
         /// doesn't work with 1.10.52
         //WaitAndKillPreviousBehavior(2000);
         BackgroundWorker bgwMotion = new BackgroundWorker();
         bgwMotion.DoWork += new DoWorkEventHandler(bgwMotionDoWork);
         bgwMotion.RunWorkerAsync(mtl);
     }
     else
     {
         Debug.WriteLine("{0}: {1}", "NaoClient", "Proxy is NULL!");
         evBehaviorFinished(mtl.BehaviorsDesp);
     }
 }
        // motion parameters
        protected override MotionTimeline CoreParameterToMotion(bool right = true)
        {
            double pointingspeed = Parameters["MotionSpeed"].Value;
            double decayspeed = Parameters["DecaySpeed"].Value;
            double holdtime = Parameters["HoldTime"].Value;
            double repetition = Parameters["Repetition"].Value;

            // end pose parameters
            List<double> jointVals = CoreParameterToJoint();
            double shoulderPitch = jointVals[0];
            double shoulderRoll = jointVals[1];
            double elbowYaw = jointVals[2];
            double elbowRoll = jointVals[3];
            double wristYaw = jointVals[4];
            double hand = jointVals[5];
            double headpitch = jointVals[6];
            double headyaw = jointVals[7];

            //////////////////////////////////////////////////////////////////////////
            // initial pose that prepares to point
            double initHoldTime = 0.5;
            //double initSpeed = 0.3;
            // pose
            double shoulderPitch_1 = 20;
            double shoulderRoll_1 = -10;
            double elbowYaw_1 = 60;
            double elbowRoll_1 = 88;
            double wristYaw_1 = -20;
            double hand_1 = 0.6; // *180 / (double)Math.PI;
            //double headpitch_1 = 0;
            //double headyaw_1 = 0;
            //////////////////////////////////////////////////////////////////////////

            // Initial Frame
            PoseProfile initArmPose = new PoseProfile();
            initArmPose.Joints = new RArm(false,
                    shoulderPitch_1,
                    shoulderRoll_1,
                    elbowYaw_1,
                    elbowRoll_1,
                    wristYaw_1,
                    hand_1);
            PoseProfile initHeadPose = new PoseProfile();
            //initHeadPose.Joints = new Head(false, headpitch_1, headyaw_1);
            initHeadPose.Joints = new Head(false, headpitch, headyaw);
            MotionFrame initMF = new MotionFrame();
            initMF.PoseList.Add(initArmPose);
            initMF.PoseList.Add(initHeadPose);
            //initMF.SpeedFraction = initSpeed;
            initMF.SpeedFraction = pointingspeed;
            initMF.UsingSpeedFraction = true;
            initMF.HoldTime = initHoldTime;
            initMF.IsAbsolute = true;
            initMF.JointsToList();
            // End Frame (pointing)
            PoseProfile endArmPose = new PoseProfile();
            endArmPose.Joints = new RArm(false,
                    shoulderPitch,
                    shoulderRoll,
                    elbowYaw,
                    elbowRoll,
                    wristYaw,
                    hand);
            //PoseProfile endHeadPose = new PoseProfile();
            //endHeadPose.Joints = new Head(false, headpitch, headyaw);
            MotionFrame endMF = new MotionFrame();
            endMF.PoseList.Add(endArmPose);
            //endMF.PoseList.Add(endHeadPose);
            endMF.SpeedFraction = pointingspeed;
            endMF.UsingSpeedFraction = true;
            endMF.HoldTime = holdtime;
            endMF.IsAbsolute = true;
            endMF.JointsToList();

            // Repeat Frame (pointing)
            MotionFrame repMF = new MotionFrame();
            if (repetition > 0)
            {
                double repHoldTime = 0.0;
                //////////////////////////////////////////////////////////////////////////
                // Pose for Repeat
                /*double shoulderPitch_2, shoulderRoll_2, elbowRoll_2, elbowYaw_2, wristYaw_2, Hand_2;
                shoulderPitch_2 = 0;
                shoulderRoll_2 = 0;
                elbowYaw_2 = 80;
                elbowRoll_2 = 80;
                wristYaw_2 = 80;
                Hand_2 = 0.6 * 180 / (double)Math.PI;*/

                double percent = 0.5;
                double shoulderPitch_2 = Interpolation(shoulderPitch_1, shoulderPitch, percent);
                //double shoulderPitch_2 = shoulderPitch;
                double shoulderRoll_2 = Interpolation(shoulderRoll_1, shoulderRoll, percent);
                //double shoulderRoll_2 = shoulderRoll;
                double elbowYaw_2 = Interpolation(elbowYaw_1, elbowYaw, percent);
                //double elbowYaw_2 = elbowYaw;
                double elbowRoll_2 = Interpolation(elbowRoll_1, elbowRoll, percent);
                double wristYaw_2 = Interpolation(wristYaw_1, wristYaw, percent);
                //double wristYaw_2 = wristYaw;
                double Hand_2 = Interpolation(hand_1, hand, percent);
                //double Hand_2 = hand;

                /*
                PointingParams pp1 = new PointingParams(pp);
                pp1.Amplitude -= 0.1;
                List<double> jointVals_2 = PointingJoints(pp1);
                double shoulderPitch_2 = jointVals_2[0];
                double shoulderRoll_2 = jointVals_2[1];
                double elbowYaw_2 = jointVals_2[2];
                double elbowRoll_2 = jointVals_2[3];
                double wristYaw_2 = jointVals_2[4];
                double Hand_2 = jointVals_2[5];
                */
                //////////////////////////////////////////////////////////////////////////
                PoseProfile repArmPose = new PoseProfile();
                repArmPose.Joints = new RArm(false,
                        shoulderPitch_2,
                        shoulderRoll_2,
                        elbowYaw_2,
                        elbowRoll_2,
                        wristYaw_2,
                        Hand_2);
                //PoseProfile repHeadPose = new PoseProfile();
                //repHeadPose.Joints = new Head(false, headpitch, headyaw);
                repMF.PoseList.Add(repArmPose);
                //repMF.PoseList.Add(repHeadPose);
                repMF.SpeedFraction = pointingspeed;
                repMF.UsingSpeedFraction = true;
                repMF.HoldTime = repHoldTime;
                repMF.IsAbsolute = true;
                repMF.JointsToList();
            }

            // Time Line
            MotionTimeline mtl = new MotionTimeline();
            mtl.BehaviorsDesp = "Pointing";
            mtl.OrderedMFSeq.Add(initMF);
            //
            MotionFrame endMF1 = new MotionFrame(endMF);
            endMF1.HoldTime = 0;
            // Repetition
            for (int i = 0; i < repetition; i++)
            {
                mtl.OrderedMFSeq.Add(endMF1);
                mtl.OrderedMFSeq.Add(repMF);
            }
            mtl.OrderedMFSeq.Add(endMF);

            // decay
            mtl.PoseRecover = true;
            mtl.RecovSpd = decayspeed;
            return mtl;
        }
        /// <summary>
        /// Behavior parameters -> MotionTimeLine
        ///   1. Initial pose
        ///   2. End pose
        /// </summary>
        /// <param name="behparams"></param>
        /// <param name="pose">TL,TR,BL,BR</param>
        /// <returns></returns>
        protected override MotionTimeline CoreParameterToMotion(bool right = true)
        {
            double motionspeed = Parameters["MotionSpeed"].Value;
            double holdtime = Parameters["HoldTime"].Value;

            List<double> jointvalues = CoreParameterToJoint(right);

            double shoulderPitch  = jointvalues[0];
            double shoulderRoll   = jointvalues[1];
            double elbowYaw       = jointvalues[2];
            double elbowRoll      = jointvalues[3];
            double wristYaw       = jointvalues[4];
            double hand           = jointvalues[5];
            double headpitch      = jointvalues[6];
            double headyaw        = jointvalues[7];

            //////////////////////////////////////////////////////////////////////////
            // Accompanying
            PoseProfile HeadPose = new PoseProfile();
            HeadPose.Joints = new Head(false, headpitch, headyaw);
            //////////////////////////////////////////////////////////////////////////

            //////////////////////////////////////////////////////////////////////////
            // initial pose that prepares to point
            double initHoldTime = 0.1;
            //double initSpeed = 0.3;
            // pose
            double shoulderPitch_1 = 70;
            double shoulderRoll_1 = -10;
            double elbowYaw_1 = 45;
            double elbowRoll_1 = 88;
            double wristYaw_1 = -20;
            double hand_1 = 0.6;
            //double headpitch_1 = 0;
            //double headyaw_1 = 0;
            //////////////////////////////////////////////////////////////////////////

            // Initial Frame
            PoseProfile initArmPose = new PoseProfile();
            if (right == true) // right
            {
	            initArmPose.Joints = new RArm(false,
	                    shoulderPitch_1,
	                    shoulderRoll_1,
	                    elbowYaw_1,
	                    elbowRoll_1,
	                    wristYaw_1,
	                    hand_1);
            } 
            else // left
            {
                initArmPose.Joints = new LArm(false,
                        shoulderPitch_1,
                        -shoulderRoll_1,
                        -elbowYaw_1,
                        -elbowRoll_1,
                        -wristYaw_1,
                        hand_1);
            }
            PoseProfile initHeadPose = new PoseProfile();
            //initHeadPose.Joints = new Head(false, headpitch_1, headyaw_1);
            initHeadPose.Joints = new Head(false, headpitch, headyaw);
            MotionFrame initMF = new MotionFrame();
            initMF.PoseList.Add(initArmPose);
            initMF.PoseList.Add(initHeadPose);
            //initMF.SpeedFraction = initSpeed;
            initMF.SpeedFraction = motionspeed;
            initMF.UsingSpeedFraction = true;
            initMF.HoldTime = initHoldTime;
            initMF.IsAbsolute = true;
            initMF.JointsToList();
            // End Frame (pointing)
            PoseProfile endArmPose = new PoseProfile();
            if (right == true) // right
            {
	            endArmPose.Joints = new RArm(false,
	                    shoulderPitch,
	                    shoulderRoll,
	                    elbowYaw,
	                    elbowRoll,
	                    wristYaw,
	                    hand);
            } 
            else // left
            {
                endArmPose.Joints = new LArm(false,
                    shoulderPitch,
                    shoulderRoll,
                    elbowYaw,
                    elbowRoll,
                    wristYaw,
                    hand);
            }
            //PoseProfile endHeadPose = new PoseProfile();
            //endHeadPose.Joints = new Head(false, headpitch, headyaw);
            MotionFrame endMF = new MotionFrame();
            endMF.PoseList.Add(endArmPose);
            //endMF.PoseList.Add(endHeadPose);
            endMF.SpeedFraction = motionspeed;
            endMF.UsingSpeedFraction = true;
            endMF.HoldTime = holdtime;
            endMF.IsAbsolute = true;
            endMF.JointsToList();

            // Time Line
            MotionTimeline mtl = new MotionTimeline();
            mtl.BehaviorsDesp = "IGBehavior";
            mtl.OrderedMFSeq.Add(initMF);
            mtl.OrderedMFSeq.Add(endMF);

            // decay
            mtl.PoseRecover = true;
            mtl.RecovSpd = motionspeed - 0.03D;
            if (mtl.RecovSpd < 0.02) mtl.RecovSpd = 0.02;
            return mtl;
        }
예제 #6
0
        public static MotionTimeline MergeLeftRight(MotionTimeline mtl_right, MotionTimeline mtl_left)
        {
            MotionTimeline mtl = new MotionTimeline();
            if (mtl_right.BehaviorsDesp == mtl_left.BehaviorsDesp)
            	mtl.BehaviorsDesp = mtl_right.BehaviorsDesp;
            else
                mtl.BehaviorsDesp = mtl_right.BehaviorsDesp + "|" + mtl_left.BehaviorsDesp;
            mtl.PoseRecover = mtl_right.PoseRecover;
            mtl.RecovSpd = mtl_right.RecovSpd;

            foreach(MotionFrame mf_r in mtl_right.OrderedMFSeq)
            {
                // looking for MotionFrame with the same TimeStamp in mtl_left
                for (int i = 0; i < mtl_left.OrderedMFSeq.Count; i++)
                {
                    MotionFrame mf_l = mtl_left.OrderedMFSeq[i];
                    if (mf_r.TimeStamp == mf_l.TimeStamp)
                    {
                        MotionFrame mf_new = MotionFrame.CombineFrame(mf_r, mf_l);
                        mtl.OrderedMFSeq.Add(mf_new);
                    }
                }
            }

            return mtl;
        }
예제 #7
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="joints"></param>
        /// <returns></returns>
        public MotionTimeline MirrorLeftRight()
        {
            MotionTimeline mtl = new MotionTimeline();
            mtl.BehaviorsDesp  = this.BehaviorsDesp;
            mtl.PoseRecover    = this.PoseRecover;
            mtl.RecovSpd       = this.RecovSpd;      

            // do not use "foreach". Keep the same order.
            for (int i = 0; i < this.OrderedMFSeq.Count; i++ )
            {
                MotionFrame mf = this.OrderedMFSeq[i];
                MotionFrame newmf = new MotionFrame();
                newmf.BehaviorName = mf.BehaviorName;
                newmf.IsAbsolute = mf.IsAbsolute;
                newmf.UsingSpeedFraction = mf.UsingSpeedFraction;
                newmf.SpeedFraction = mf.SpeedFraction;
                newmf.SpeedTime = mf.SpeedTime;
                newmf.TimeStamp = mf.TimeStamp;
                newmf.HoldTime = mf.HoldTime;
                foreach (PoseProfile pp in mf.PoseList)
                {
                    // shallow copy
                    PoseProfile newpp = new PoseProfile(pp,false);

                    JointChain jc = pp.Joints.MirrorLeftRight();
                    newpp.Joints = jc;

                    newmf.PoseList.Add(newpp);
                }
                // this must be called
                newmf.JointsToList();
                // keep the same order
                mtl.OrderedMFSeq.Add(newmf);
            }

            return mtl;
        }
        /// <summary>
        /// Form MotionTimeLine using pose list.
        /// Repetition is handled, and its fast repetition hold-time.
        /// </summary>
        /// <param name="lpp"></param>
        /// <param name="motspd"></param>
        /// <param name="decspd"></param>
        /// <param name="holdtime"></param>
        /// <param name="rep"></param>
        /// <returns></returns>
        protected MotionTimeline CreateMotionTimeline(List<MotionFrame> lmf, double decspd, double drep)
        {
            //!!! Repetition should be done in the pose level, i.e., before Joint-list-ification
            //!!! because in one frame, some poses may be repeated, but others may not.
            // repetition
            int rep = (int)drep;
            List<MotionFrame> mergedframes = lmf;

            if (rep > 0)
            {
                for (int i = 0; i < mergedframes.Count; i++)
                {
                    MotionFrame curmf = mergedframes[i];
                    // It is impossible to only repeat the last frame.
                    // A return pose is always necessary.
                    if (curmf.IsRepeated == true && i < mergedframes.Count-1)
                    {
                        List<MotionFrame> repeatedframes = new List<MotionFrame>();

                        // The 1st repeated motion frame
                        MotionFrame repmf = new MotionFrame(curmf, false);
                        foreach (PoseProfile pp in curmf.PoseList)
                        {
                            if (pp.IsRepeated==true)
                            {
                                repmf.PoseList.Add(pp);
                            }
                        }

                        repeatedframes.Add(repmf);

                        // Search next successive repeated frames
                        int k;
                        for (k = 1; k < mergedframes.Count - i; k++)
                        {
                            curmf = mergedframes[i + k];
                            if (curmf.IsRepeated == false)
                            {
                                break;
                            }
                            else
                            {
                                MotionFrame repmf1 = new MotionFrame(curmf, false);
                                foreach (PoseProfile pp in curmf.PoseList)
                                {
                                    if (pp.IsRepeated == true)
                                    {
                                        repmf1.PoseList.Add(pp);
                                    }
                                }
                                repeatedframes.Add(new MotionFrame(repmf1));
                            }
                        }

                        // Make the last non-repeated frame hold shorter
                        MotionFrame lnrf = mergedframes[i+k-1];
                        Double orighold = lnrf.HoldTime;
                        for (int u = 0; u < lnrf.PoseList.Count; u++)
                        {
                            if (!Double.IsNaN(lnrf.PoseList[u].FastRepeatHoldTime))
                            {
                                lnrf.HoldTime = lnrf.PoseList[u].FastRepeatHoldTime;
                                break;
                            }
                        }

                        // interpolation
                        if (repeatedframes.Count>=2)
                        {
                            for (int n = 0; n < repeatedframes.Count; n++)
                            {
                                MotionFrame cmf = repeatedframes[n];

                                for (int m=0; m<cmf.PoseList.Count; m++)
                                {
                                    // Interpolation
                                    PoseProfile cp = cmf.PoseList[m];
                                    // assume same order
                                    if (cp.RepeatInterpol < 1 && n + 1 < repeatedframes.Count)
                                    {
                                        MotionFrame nmf = repeatedframes[n+1];
                                        PoseProfile np = nmf.PoseList[m];
                                        cmf.PoseList[m] = cp.InterpolationPose(np, cp.RepeatInterpol);
                                    }
                                }
                            }
                        }

                        // Fast repeat
                        foreach (MotionFrame mf in repeatedframes)
                        {
                            foreach (PoseProfile pp in mf.PoseList)
                            {
                                if (!Double.IsNaN(pp.FastRepeatHoldTime))
                                {
                                    mf.HoldTime = pp.FastRepeatHoldTime;
                                    mf.SpeedFraction = 0.35;
                                }
                            }
                        }

                        // repeat these frames
                        List<MotionFrame> allrepeatedframes = new List<MotionFrame>();
                        for (int j = 0; j < rep; j++)
                        {
                            // Deep copy
                            List<MotionFrame> repeatedframes_ = repeatedframes.Select(x => new MotionFrame(x)).ToList();
                            allrepeatedframes.AddRange(repeatedframes_);
                        }

                        // Make the last repeated motion frame hold as long as the last non-repeated motion frame holds originally
                        allrepeatedframes.Last<MotionFrame>().HoldTime = orighold;

                        mergedframes.InsertRange(i + k, allrepeatedframes);

                        // skip to the next original element
                        i += k + rep * repeatedframes.Count;
                    }
                }
            }

            // Joint-list-ify
            foreach (MotionFrame mf_ in mergedframes)
            {
                mf_.JointsToList();
            }

            // Time Line
            MotionTimeline mtl = new MotionTimeline();
            mtl.BehaviorsDesp = this.BehaviorName;

            // finalize frames
            mtl.OrderedMFSeq.AddRange(mergedframes);
            // decay
            mtl.PoseRecover = this.BehaviorRecover;
            mtl.RecovSpd = decspd;

            return mtl;
        }