diff --git a/proto/sandbox/rst/animation/HeadAnimation.proto b/proto/sandbox/rst/animation/HeadAnimation.proto deleted file mode 100644 index 55896ae..0000000 --- a/proto/sandbox/rst/animation/HeadAnimation.proto +++ /dev/null @@ -1,57 +0,0 @@ -package rst.animation; - -option java_outer_classname = "HeadAnimationType"; - -/** - * This type describes a set of simple Headanimations to be executed - * on a humanoid robotic head. - * - * @author Simon Schulz - */ -message HeadAnimation { - - /** - * some predefined animations (stupid: we have to use AnimationType_t because of java outer classname conflict) - */ - enum HeadAnimationID { - IDLE = 0; //no animation, idle - HEAD_NOD = 1; //nod - HEAD_SHAKE = 2; //shake - EYEBLINK_L = 3; //blink with the left eye - EYEBLINK_R = 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 - } - - /** - * Requested Headanimation - */ - required HeadAnimationID target = 1; - - /** - * Number of repetitions, defaults to one repetition - */ - required uint32 repetitions = 2 [default = 1]; - - /** - * The duration of each animation. This scales how long one animation takes - * - * The duration is given in milliseconds. - */ - // @unit(millisecond) - required uint32 duration_each = 3; - - /** - * How to scale the animation. The default of 1.0 executes the animation 1:1 - * - * given as a float value: - * ]0, 1[ => less pronounced - * [1, 1] => normal version - * ]1, n] => over pronounced - * [-n, 0] => undefined / ignored - */ - required float scale = 4 [default = 1.0]; -} diff --git a/proto/sandbox/rst/robot/EmotionExpression.proto b/proto/sandbox/rst/robot/EmotionExpression.proto deleted file mode 100644 index dd916c6..0000000 --- a/proto/sandbox/rst/robot/EmotionExpression.proto +++ /dev/null @@ -1,37 +0,0 @@ -package rst.robot; - -option java_outer_classname = "EmotionExpression"; - -/** - * Emotional expressions for humanoid robotic heads - * - * @author Simon Schulz - */ -message EmotionExpression { - - /** - * for now we just use fixed, simple basic emotion states - */ - enum EmotionID { - NEUTRAL = 0; - HAPPY = 1; - SAD = 2; - ANGRY = 3; - SURPRISED = 4; - FEAR = 5; - } - - /** - * which expression to show - */ - required EmotionID value = 1; - - /** - * The duration how long this emotion should be displayed. - * - * The duration is given in milliseconds. - */ - // @unit(millisecond) - required uint32 duration = 2; - -} diff --git a/proto/sandbox/rst/robot/GazeDirection.proto b/proto/sandbox/rst/robot/GazeDirection.proto deleted file mode 100644 index 796e3ae..0000000 --- a/proto/sandbox/rst/robot/GazeDirection.proto +++ /dev/null @@ -1,41 +0,0 @@ -package rst.robot; - -option java_outer_classname = "GazeDirection"; - -import "rst/math/Vec3DFloat.proto"; - -/** - * Gaze direction target for robotic head - * - * @author Simon Schulz - */ -message GazeDirection { - /** - * Gaze target direction: - * @ref .x -> pan : head pan rotation angle. positive = person looks to his right side - * @ref .y -> tilt: head tilt rotation angle. positive = person looks up - * @ref .z -> roll: head roll rotation angle. positive = person's head rolled to his right shoulder - * Angles are given in degrees - */ - required math.Vec3DFloat direction = 1; - - /** - * Vergence angle. This describes how both eyes deviate from a straight view. - * The default of 0.0 describes a straight, parallel gaze. - * Angle is given in degrees - */ - required float eye_vergence = 2 [default = 0.0]; - - - /** - * Offset angles describing how much the angular Head deflection is offset - * from the gaze target while the overall gaze (Head + Eyes) will still point to the requested - * target - * @ref .x -> pan offset : head pan rotation angle offset. positive = person looks to his right side - * @ref .y -> tilt offset: head tilt rotation angle offset. positive = person looks up - * @ref .z -> roll offset: head roll rotation angle offset. positive = person's head rolled to his right shoulder - * Default of Vec3DFloat is [0,0,0], this corresponds to no offset. - * Angles are given in degrees - */ - required float math.Vec3DFloat offset = 3; -}