/**
	     * @brief Reads an fsb file and returns a clip constructed from the the content of the fsb file.
	     * @param[in] data  The binary data from the fsb file.
	     * @return A clip with the track data imported from the fsb file, null if there was some error during loading.
	     */
	    public static Clip Read(byte[] data) {
	
	        DataParser parser = new DataParser();
	        parser.ExtractData(data, false, 0.0);
	
	        if (parser.Valid()) {
	
	            Rig rig = new Rig();
	
	            // add hardcoded bone names of fsb file
	            rig.AddBone("Neck");
	            rig.AddBone("EyeLeft");
	            rig.AddBone("EyeRight");
	
	            for (int i = 0; i < parser.fsBlendShapeNames.Length; i++) {
	                rig.AddShape(parser.fsBlendShapeNames[i]);
	            }
	
	            Clip clip = new Clip(rig);
	
	            while (parser.CountAvailableTracks() > 0) {
	                TrackData track_data = parser.Dequeue();
	
	                if (!track_data.TrackSuccess) {
	                    // do not save the state if the tracking data is not valid
	                    Debug.LogWarning("this frame doesn't contain valid tracking data");
	                    continue;
	                }
	
	                RigState state = clip.NewState(track_data.TimeStamp);
	                
					state.SetTrackingSuccessful(track_data.TrackSuccess);
	
	                if (rig.NumShapes() != track_data.n_coefficients()) {
	                    Debug.LogError("num blendshapes do not agree in file with " + rig.NumShapes() +
	                                   " in rig and " + track_data.n_coefficients() + " in state");
	                    return null;
	                }
	
	                // Assume the head translation to be joint 0 (Neck)
	                state.SetBoneTranslation(0, track_data.HeadTranslation());
	
	                // bone indices same as the order when added to the rig
	                state.SetBoneRotation(0, track_data.HeadRotation());
	                state.SetBoneRotation(1, track_data.LeftEyeRotation());
	                state.SetBoneRotation(2, track_data.RightEyeRotation());
	
	                for (int i = 0; i < track_data.n_coefficients(); i++) {
	                    state.SetBlendshapeCoefficient(i, track_data.Coefficient[i]);
	                }
	            }
	
	            return clip;
	        } else {
	            Debug.LogError("cannot parse fsb file");
	        }
	
	        return null;
	    }
		void Start () {
			m_mutex = new Mutex();
			
			m_data_parser = new DataParser();
			m_current_track = new TrackData();
			
			m_connection = new NetworkConnection(this);
				if( !m_connection.Start(hostName,port,true) ) {
				Debug.LogError("could not access faceshift over the network on " + hostName + ":" + port + " using the TCP/IP protocol");
			}
	
			// get the blendshapes from fs studio
			AskForBlendshapeNames ();
	
			Init();
		}
Beispiel #3
0
        void Start()
        {
            m_mutex = new Mutex();

            m_data_parser   = new DataParser();
            m_current_track = new TrackData();

            m_connection = new NetworkConnection(this);
            if (!m_connection.Start(hostName, port, true))
            {
                Debug.LogError("could not access faceshift over the network on " + hostName + ":" + port + " using the TCP/IP protocol");
            }

            // get the blendshapes from fs studio
            askForBlendshapeNames();

            if (RetargetingAsset != null)
            {
                m_retargeting = ClipRetargeting.load(RetargetingAsset.bytes);
                if (m_retargeting == null)
                {
                    Debug.LogError("could not load retargeting from asset");
                }
            }

            if (TPoseAsset != null)
            {
                m_tpose = new TPose();
                if (!m_tpose.loadFromBytes(TPoseAsset.bytes))
                {
                    Debug.LogError("could not load tpose from asset");
                }
            }

            // get game object blendshapes and transformations
            Utils.getGameObjectBlendshapes(gameObject, m_game_object_blendshapes);
            Utils.getGameObjectTransformations(gameObject, m_game_object_transformations);
        }
Beispiel #4
0
        /**
         * @brief Reads an fsb file and returns a clip constructed from the the content of the fsb file.
         * @param[in] filename  The filename of the fsb file.
         * @return A clip with the track data imported from the fsb file, null if there was some error during loading.
         */
        public static Clip read(string filename)
        {
            if (!File.Exists(filename))
            {
                return(null);
            }

            FileStream fileReader = File.OpenRead(filename);
            int        size       = (int)fileReader.Length;

            byte [] data      = new byte[size];
            int     size_read = fileReader.Read(data, 0, size);

            if (size != size_read)
            {
                Debug.LogError("Reading file unsuccessful: read " + size_read + " bytes instead of " + size + " bytes");
                return(null);
            }

            DataParser parser = new DataParser();

            parser.ExtractData(data);

            if (parser.Valid())
            {
                Rig rig = new Rig();

                // add hardcoded bone names of fsb file
                rig.add_bone("Neck");
                rig.add_bone("EyeLeft");
                rig.add_bone("EyeRight");

                for (int i = 0; i < parser.fsBlendShapeNames.Length; i++)
                {
                    rig.add_shape(parser.fsBlendShapeNames[i]);
                }

                Clip clip = new Clip(rig);

                while (parser.CountAvailableTracks() > 0)
                {
                    TrackData track_data = parser.Dequeue();

                    if (!track_data.TrackSuccess)
                    {
                        // do not save the state if the tracking data is not valid
                        Debug.LogWarning("this frame doesn't contain valid tracking data");
                        continue;
                    }

                    RigState state = clip.new_state(track_data.TimeStamp);

                    if (rig.num_shapes() != track_data.n_coefficients())
                    {
                        Debug.LogError("num blendshapes do not agree in file with " + rig.num_shapes() +
                                       " in rig and " + track_data.n_coefficients() + " in state");
                        return(null);
                    }

                    // Assume the head translation to be joint 0 (Neck)
                    state.set_bone_translation(0, track_data.HeadTranslation());

                    // bone indices same as the order when added to the rig
                    state.set_bone_rotation(0, track_data.HeadRotation());
                    state.set_bone_rotation(1, track_data.LeftEyeRotation());
                    state.set_bone_rotation(2, track_data.RightEyeRotation());

                    for (int i = 0; i < track_data.n_coefficients(); i++)
                    {
                        state.set_blendshape_coefficient(i, track_data.Coefficient[i]);
                    }
                }

                return(clip);
            }
            else
            {
                Debug.LogError("cannot parse fsb file");
            }

            return(null);
        }
Beispiel #5
0
        /**
         * @brief Reads an fsb file and returns a clip constructed from the the content of the fsb file.
         * @param[in] data  The binary data from the fsb file.
         * @return A clip with the track data imported from the fsb file, null if there was some error during loading.
         */
        public static Clip Read(byte[] data)
        {
            DataParser parser = new DataParser();

            parser.ExtractData(data, false, 0.0);

            if (parser.Valid())
            {
                Rig rig = new Rig();

                // add hardcoded bone names of fsb file
                rig.AddBone("Neck");
                rig.AddBone("EyeLeft");
                rig.AddBone("EyeRight");

                for (int i = 0; i < parser.fsBlendShapeNames.Length; i++)
                {
                    rig.AddShape(parser.fsBlendShapeNames[i]);
                }

                Clip clip = new Clip(rig);

                while (parser.CountAvailableTracks() > 0)
                {
                    TrackData track_data = parser.Dequeue();

                    if (!track_data.TrackSuccess)
                    {
                        // do not save the state if the tracking data is not valid
                        Debug.LogWarning("this frame doesn't contain valid tracking data");
                        continue;
                    }

                    RigState state = clip.NewState(track_data.TimeStamp);

                    state.SetTrackingSuccessful(track_data.TrackSuccess);

                    if (rig.NumShapes() != track_data.n_coefficients())
                    {
                        Debug.LogError("num blendshapes do not agree in file with " + rig.NumShapes() +
                                       " in rig and " + track_data.n_coefficients() + " in state");
                        return(null);
                    }

                    // Assume the head translation to be joint 0 (Neck)
                    state.SetBoneTranslation(0, track_data.HeadTranslation());

                    // bone indices same as the order when added to the rig
                    state.SetBoneRotation(0, track_data.HeadRotation());
                    state.SetBoneRotation(1, track_data.LeftEyeRotation());
                    state.SetBoneRotation(2, track_data.RightEyeRotation());

                    for (int i = 0; i < track_data.n_coefficients(); i++)
                    {
                        state.SetBlendshapeCoefficient(i, track_data.Coefficient[i]);
                    }
                }

                return(clip);
            }
            else
            {
                Debug.LogError("cannot parse fsb file");
            }

            return(null);
        }