Package rst.animation
Contains types to describe animations to be performed. Character
animation is a specific application.
Messages
digraph message_graph {
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"5" [label=<<TABLE BORDER="0"><TR><TD COLSPAN="2" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression" TITLE="Structure rst.animation.EmotionExpression" TARGET="_parent"><TABLE BORDER="0"><TR><TD ALIGN="right"><IMG SRC="../_static/message.svg"></IMG></TD><TD ALIGN="left">EmotionExpression</TD></TR></TABLE></TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion" TITLE="Enum rst.animation.EmotionExpression.Emotion" TARGET="_parent">Emotion</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.emotion" TITLE="Field rst.animation.EmotionExpression.emotion" TARGET="_parent" PORT="emotion">emotion</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-__rosetta-UINT32.html#UINT32" TITLE="Fundamental UINT32" TARGET="_parent">UINT32</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.duration" TITLE="Field rst.animation.EmotionExpression.duration" TARGET="_parent" PORT="duration">duration</TD></TR></TABLE>>,shape=box,style=filled,fillcolor="white"];
"6" [label=<<TABLE BORDER="0"><TR><TD COLSPAN="2" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion" TITLE="Enum rst.animation.EmotionExpression.Emotion" TARGET="_parent"><TABLE BORDER="0"><TR><TD ALIGN="right"><IMG SRC="../_static/enum.svg"></IMG></TD><TD ALIGN="left">Emotion</TD></TR></TABLE></TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.NEUTRAL" TITLE="Value rst.animation.EmotionExpression.Emotion.NEUTRAL" TARGET="_parent">NEUTRAL</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.NEUTRAL" TITLE="Value rst.animation.EmotionExpression.Emotion.NEUTRAL" TARGET="_parent">0</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.HAPPY" TITLE="Value rst.animation.EmotionExpression.Emotion.HAPPY" TARGET="_parent">HAPPY</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.HAPPY" TITLE="Value rst.animation.EmotionExpression.Emotion.HAPPY" TARGET="_parent">1</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.SAD" TITLE="Value rst.animation.EmotionExpression.Emotion.SAD" TARGET="_parent">SAD</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.SAD" TITLE="Value rst.animation.EmotionExpression.Emotion.SAD" TARGET="_parent">2</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.ANGRY" TITLE="Value rst.animation.EmotionExpression.Emotion.ANGRY" TARGET="_parent">ANGRY</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.ANGRY" TITLE="Value rst.animation.EmotionExpression.Emotion.ANGRY" TARGET="_parent">3</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.SURPRISED" TITLE="Value rst.animation.EmotionExpression.Emotion.SURPRISED" TARGET="_parent">SURPRISED</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.SURPRISED" TITLE="Value rst.animation.EmotionExpression.Emotion.SURPRISED" TARGET="_parent">4</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.FEAR" TITLE="Value rst.animation.EmotionExpression.Emotion.FEAR" TARGET="_parent">FEAR</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.EmotionExpression.Emotion.FEAR" TITLE="Value rst.animation.EmotionExpression.Emotion.FEAR" TARGET="_parent">5</TD></TR></TABLE>>,shape=box,style=filled,fillcolor="white"];
"3" [label=<<TABLE BORDER="0"><TR><TD COLSPAN="2" HREF="../generated/stable/package-rst-animation.html#rst.animation.BinocularHeadGaze" TITLE="Structure rst.animation.BinocularHeadGaze" TARGET="_parent"><TABLE BORDER="0"><TR><TD ALIGN="right"><IMG SRC="../_static/message.svg"></IMG></TD><TD ALIGN="left">BinocularHeadGaze</TD></TR></TABLE></TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-geometry.html#rst.geometry.SphericalDirectionFloat" TITLE="Structure rst.geometry.SphericalDirectionFloat" TARGET="_parent">SphericalDirectionFloat</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.BinocularHeadGaze.target" TITLE="Field rst.animation.BinocularHeadGaze.target" TARGET="_parent" PORT="target">target</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-__rosetta-FLOAT32.html#FLOAT32" TITLE="Fundamental FLOAT32" TARGET="_parent">FLOAT32</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.BinocularHeadGaze.eye_vergence" TITLE="Field rst.animation.BinocularHeadGaze.eye_vergence" TARGET="_parent" PORT="eye_vergence">eye_vergence</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-geometry.html#rst.geometry.SphericalDirectionFloat" TITLE="Structure rst.geometry.SphericalDirectionFloat" TARGET="_parent">SphericalDirectionFloat</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.BinocularHeadGaze.offset" TITLE="Field rst.animation.BinocularHeadGaze.offset" TARGET="_parent" PORT="offset">offset</TD></TR></TABLE>>,shape=box,style=filled,fillcolor="white"];
"4" [label=<<TABLE BORDER="0"><TR><TD COLSPAN="2" HREF="../generated/stable/package-rst-geometry.html#rst.geometry.SphericalDirectionFloat" TITLE="Structure rst.geometry.SphericalDirectionFloat" TARGET="_parent"><TABLE BORDER="0"><TR><TD ALIGN="right"><IMG SRC="../_static/message.svg"></IMG></TD><TD ALIGN="left">SphericalDirectionFloat</TD></TR></TABLE></TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-__rosetta-FLOAT32.html#FLOAT32" TITLE="Fundamental FLOAT32" TARGET="_parent">FLOAT32</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-geometry.html#rst.geometry.SphericalDirectionFloat.azimuth" TITLE="Field rst.geometry.SphericalDirectionFloat.azimuth" TARGET="_parent" PORT="azimuth">azimuth</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-__rosetta-FLOAT32.html#FLOAT32" TITLE="Fundamental FLOAT32" TARGET="_parent">FLOAT32</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-geometry.html#rst.geometry.SphericalDirectionFloat.elevation" TITLE="Field rst.geometry.SphericalDirectionFloat.elevation" TARGET="_parent" PORT="elevation">elevation</TD></TR></TABLE>>,shape=box,style=filled,fillcolor="white"];
"1" [label=<<TABLE BORDER="0"><TR><TD COLSPAN="2" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation" TITLE="Structure rst.animation.HeadAnimation" TARGET="_parent"><TABLE BORDER="0"><TR><TD ALIGN="right"><IMG SRC="../_static/message.svg"></IMG></TD><TD ALIGN="left">HeadAnimation</TD></TR></TABLE></TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation" TITLE="Enum rst.animation.HeadAnimation.Animation" TARGET="_parent">Animation</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.animation" TITLE="Field rst.animation.HeadAnimation.animation" TARGET="_parent" PORT="animation">animation</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-__rosetta-UINT32.html#UINT32" TITLE="Fundamental UINT32" TARGET="_parent">UINT32</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.repetitions" TITLE="Field rst.animation.HeadAnimation.repetitions" TARGET="_parent" PORT="repetitions">repetitions</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-__rosetta-UINT32.html#UINT32" TITLE="Fundamental UINT32" TARGET="_parent">UINT32</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.duration_each" TITLE="Field rst.animation.HeadAnimation.duration_each" TARGET="_parent" PORT="duration_each">duration_each</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-__rosetta-FLOAT32.html#FLOAT32" TITLE="Fundamental FLOAT32" TARGET="_parent">FLOAT32</TD><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.emphasis_scale" TITLE="Field rst.animation.HeadAnimation.emphasis_scale" TARGET="_parent" PORT="emphasis_scale">emphasis_scale</TD></TR></TABLE>>,shape=box,style=filled,fillcolor="white"];
"2" [label=<<TABLE BORDER="0"><TR><TD COLSPAN="2" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation" TITLE="Enum rst.animation.HeadAnimation.Animation" TARGET="_parent"><TABLE BORDER="0"><TR><TD ALIGN="right"><IMG SRC="../_static/enum.svg"></IMG></TD><TD ALIGN="left">Animation</TD></TR></TABLE></TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.IDLE" TITLE="Value rst.animation.HeadAnimation.Animation.IDLE" TARGET="_parent">IDLE</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.IDLE" TITLE="Value rst.animation.HeadAnimation.Animation.IDLE" TARGET="_parent">0</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.HEAD_NOD" TITLE="Value rst.animation.HeadAnimation.Animation.HEAD_NOD" TARGET="_parent">HEAD_NOD</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.HEAD_NOD" TITLE="Value rst.animation.HeadAnimation.Animation.HEAD_NOD" TARGET="_parent">1</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.HEAD_SHAKE" TITLE="Value rst.animation.HeadAnimation.Animation.HEAD_SHAKE" TARGET="_parent">HEAD_SHAKE</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.HEAD_SHAKE" TITLE="Value rst.animation.HeadAnimation.Animation.HEAD_SHAKE" TARGET="_parent">2</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBLINK_LEFT" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBLINK_LEFT" TARGET="_parent">EYEBLINK_LEFT</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBLINK_LEFT" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBLINK_LEFT" TARGET="_parent">3</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBLINK_RIGHT" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBLINK_RIGHT" TARGET="_parent">EYEBLINK_RIGHT</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBLINK_RIGHT" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBLINK_RIGHT" TARGET="_parent">4</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBLINK_BOTH" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBLINK_BOTH" TARGET="_parent">EYEBLINK_BOTH</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBLINK_BOTH" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBLINK_BOTH" TARGET="_parent">5</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBROWS_RAISE" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBROWS_RAISE" TARGET="_parent">EYEBROWS_RAISE</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBROWS_RAISE" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBROWS_RAISE" TARGET="_parent">6</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBROWS_LOWER" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBROWS_LOWER" TARGET="_parent">EYEBROWS_LOWER</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.EYEBROWS_LOWER" TITLE="Value rst.animation.HeadAnimation.Animation.EYEBROWS_LOWER" TARGET="_parent">7</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.ENGAGEMENT_LEFT" TITLE="Value rst.animation.HeadAnimation.Animation.ENGAGEMENT_LEFT" TARGET="_parent">ENGAGEMENT_LEFT</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.ENGAGEMENT_LEFT" TITLE="Value rst.animation.HeadAnimation.Animation.ENGAGEMENT_LEFT" TARGET="_parent">8</TD></TR><TR><TD ALIGN="left" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.ENGAGEMENT_RIGHT" TITLE="Value rst.animation.HeadAnimation.Animation.ENGAGEMENT_RIGHT" TARGET="_parent">ENGAGEMENT_RIGHT</TD><TD ALIGN="right" HREF="../generated/stable/package-rst-animation.html#rst.animation.HeadAnimation.Animation.ENGAGEMENT_RIGHT" TITLE="Value rst.animation.HeadAnimation.Animation.ENGAGEMENT_RIGHT" TARGET="_parent">9</TD></TR></TABLE>>,shape=box,style=filled,fillcolor="white"];
"5" -> "6" [];
"5":emotion -> "6" [];
"3":offset -> "4" [];
"3":target -> "4" [];
"1" -> "2" [];
"1":animation -> "2" [];
}
clearer: should be made invisible via css
Message HeadAnimation
class rst.animation.
HeadAnimation
This type describes a set of simple (predefined) animations to be
executed on a humanoid robotic head.
Code author: Simon Schulz <sschulz@ techfak. uni-bielefeld. de >
animation
Requested animation to perform.
repetitions
Constraint : value > 0
Number of repetitions.
Defaults to one repetition
duration_each
Constraint : value > 0
Unit : millisecond
The duration of each execution of the defined animation.
The duration is given in milliseconds.
emphasis_scale
Constraint : value > 0
How to scale the animation with respect to the expressed emphasis.
Given as a float value. Different value ranges express the
following meanings:
]0, 1[
: less pronounced
[1, 1]
: as designed, no special emphasis
]1, n]
: over pronounced
Download this file
message HeadAnimation {
/**
* Predefined animation to execute by the head.
*/
enum Animation {
/**
* No animation, idle.
*/
IDLE = 0 ;
/**
* Nodding.
*/
HEAD_NOD = 1 ;
/**
* Shake.
*/
HEAD_SHAKE = 2 ;
/**
* Blink with the left eye.
*/
EYEBLINK_LEFT = 3 ;
/**
* Blink with the right eye.
*/
EYEBLINK_RIGHT = 4 ;
/**
* Blink with both eyes.
*/
EYEBLINK_BOTH = 5 ;
/**
* Raise both eyebrows
*/
EYEBROWS_RAISE = 6 ;
/**
* Lower the eyebrows.
*/
EYEBROWS_LOWER = 7 ;
/**
* Shift the head orientation to the left.
*/
ENGAGEMENT_LEFT = 8 ;
/**
* Shift the head orientation to the right.
*/
ENGAGEMENT_RIGHT = 9 ;
}
/**
* Requested animation to perform.
*/
required Animation animation = 1 ;
/**
* Number of repetitions.
*
* Defaults to one repetition
*
*/
// @constraint(value > 0)
required uint32 repetitions = 2 [ default = 1 ];
/**
* The duration of each execution of the defined animation.
*
* The duration is given in milliseconds.
*
*/
// @constraint(value > 0)
// @unit(millisecond)
required uint32 duration_each = 3 ;
/**
* How to scale the animation with respect to the expressed emphasis.
*
* Given as a float value. Different value ranges express the
* following meanings:
*
* * ``]0, 1[``: less pronounced
*
* * ``[1, 1]``: as designed, no special emphasis
*
* * ``]1, n]``: over pronounced
*/
// @constraint(value > 0)
required float emphasis_scale = 4 [ default = 1.0 ];
}
Message Animation
class rst.animation.HeadAnimation.
Animation
Predefined animation to execute by the head.
IDLE
= 0
No animation, idle.
HEAD_NOD
= 1
Nodding
HEAD_SHAKE
= 2
Shake
EYEBLINK_LEFT
= 3
Blink with the left eye.
EYEBLINK_RIGHT
= 4
Blink with the right eye.
EYEBLINK_BOTH
= 5
Blink with both eyes.
EYEBROWS_RAISE
= 6
Raise both eyebrows
EYEBROWS_LOWER
= 7
Lower the eyebrows.
ENGAGEMENT_LEFT
= 8
Shift the head orientation to the left.
ENGAGEMENT_RIGHT
= 9
Shift the head orientation to the right.
Download this file
enum Animation {
/**
* No animation, idle.
*/
IDLE = 0 ;
/**
* Nodding.
*/
HEAD_NOD = 1 ;
/**
* Shake.
*/
HEAD_SHAKE = 2 ;
/**
* Blink with the left eye.
*/
EYEBLINK_LEFT = 3 ;
/**
* Blink with the right eye.
*/
EYEBLINK_RIGHT = 4 ;
/**
* Blink with both eyes.
*/
EYEBLINK_BOTH = 5 ;
/**
* Raise both eyebrows
*/
EYEBROWS_RAISE = 6 ;
/**
* Lower the eyebrows.
*/
EYEBROWS_LOWER = 7 ;
/**
* Shift the head orientation to the left.
*/
ENGAGEMENT_LEFT = 8 ;
/**
* Shift the head orientation to the right.
*/
ENGAGEMENT_RIGHT = 9 ;
}
Message BinocularHeadGaze
class rst.animation.
BinocularHeadGaze
Description of a gaze configuration of a system having tow eyes
mounted on a pan-tilt joint (something like a human or robot
head).
Code author: Simon Schulz <sschulz@ techfak. uni-bielefeld. de >
target
Spherical direction of the target to gaze at with respect to a
neutral “straight-ahead” direction of the described “head”. The
direction originates from the center point between both eyes. The
underlying Cartesian coordinate system of the spherical
coordinates is as follows:
The positive X axis points towards the “straight-ahead”
direction.
The positive Y axis points to the head’s left direction.
The positive Z axis points up with respect to the
“straight-ahead” direction of the head.
eye_vergence
Unit : radian
Vergence angle of both eyes. This describes how both eyes deviate
from a parallel configuration. The default of 0.0 describes a
straight, parallel gaze. The angles are expressed as a rotation
around the normal vector of a plane defined by the connecting
line between both eyes and a ray that points into the neutral
“straight-ahead” direction of the eyes. Each eye’s adjustment
angle is 0.5 times the given value where positive values
correspond to the eyes moving inwards.
offset
Offset angles describing how much the head direction deviates
from target
. The overall gaze (head + eyes) will still
point to the requested target
[0, 0] corresponds to no offset.
Download this file
message BinocularHeadGaze {
/**
* Spherical direction of the target to gaze at with respect to a
* neutral "straight-ahead" direction of the described "head". The
* direction originates from the center point between both eyes. The
* underlying Cartesian coordinate system of the spherical
* coordinates is as follows:
*
* * The positive X axis points towards the "straight-ahead"
* direction.
*
* * The positive Y axis points to the head's left direction.
*
* * The positive Z axis points up with respect to the
* "straight-ahead" direction of the head.
*/
required . rst.geometry.SphericalDirectionFloat target = 1 ;
/**
* Vergence angle of both eyes. This describes how both eyes deviate
* from a parallel configuration. The default of 0.0 describes a
* straight, parallel gaze. The angles are expressed as a rotation
* around the normal vector of a plane defined by the connecting
* line between both eyes and a ray that points into the neutral
* "straight-ahead" direction of the eyes. Each eye's adjustment
* angle is 0.5 times the given value where positive values
* correspond to the eyes moving inwards.
*/
// @unit(radian)
required float eye_vergence = 2 [ default = 0.0 ];
/**
* Offset angles describing how much the head direction deviates
* from @ref .target. The overall gaze (head + eyes) will still
* point to the requested target
*
* [0, 0] corresponds to no offset.
*/
required . rst.geometry.SphericalDirectionFloat offset = 3 ;
}
Message EmotionExpression
class rst.animation.
EmotionExpression
Description of one of a set of predefined emotions to express by a
robot for a certain time.
Code author: Simon Schulz <sschulz@ techfak. uni-bielefeld. de >
emotion
Indicates which emotion to express.
duration
Constraint : value > 0
Unit : millisecond
The duration how long this emotion should be displayed.
The duration is given in milliseconds.
Download this file
message EmotionExpression {
/**
* The available emotions to express. Apart from being neutral,
* these relate to Ekman's basic emotions.
*/
enum Emotion {
/**
* Neutral expression.
*/
NEUTRAL = 0 ;
/**
* Happiness.
*/
HAPPY = 1 ;
/**
* Sadness.
*/
SAD = 2 ;
/**
* Being angry.
*/
ANGRY = 3 ;
/**
* Being surprised.
*/
SURPRISED = 4 ;
/**
* Being feared.
*/
FEAR = 5 ;
}
/**
* Indicates which emotion to express.
*/
required Emotion emotion = 1 ;
/**
* The duration how long this emotion should be displayed.
*
* The duration is given in milliseconds.
*
*/
// @constraint(value > 0)
// @unit(millisecond)
required uint32 duration = 2 ;
}
Message Emotion
class rst.animation.EmotionExpression.
Emotion
The available emotions to express. Apart from being neutral,
these relate to Ekman’s basic emotions.
NEUTRAL
= 0
Neutral expression.
HAPPY
= 1
Happiness
SAD
= 2
Sadness
ANGRY
= 3
Being angry.
SURPRISED
= 4
Being surprised.
FEAR
= 5
Being feared.
Download this file
enum Emotion {
/**
* Neutral expression.
*/
NEUTRAL = 0 ;
/**
* Happiness.
*/
HAPPY = 1 ;
/**
* Sadness.
*/
SAD = 2 ;
/**
* Being angry.
*/
ANGRY = 3 ;
/**
* Being surprised.
*/
SURPRISED = 4 ;
/**
* Being feared.
*/
FEAR = 5 ;
}