Exemplo n.º 1
0
        private void ParseRigidBody(NatNetPacket_In packet, List <Actor> actors)
        {
            string name = packet.GetString();             // name, TODO: No name in major version < 2
            int    id   = packet.GetInt32();              // ID

            // rigid body name should be equal to actor name: search
            Actor actor = null;

            foreach (Actor a in actors)
            {
                if (a.name.CompareTo(name) == 0)
                {
                    actor = a;
                }
            }
            if (actor == null)
            {
                Debug.LogWarning("Rigid Body " + name + " could not be matched to an actor.");
                actor = new Actor(scene, id, name);
                actors.Add(actor);
            }

            Bone bone = new Bone(actor, name, id);

            packet.GetInt32();                // Parent ID (ignore for rigid body)
            bone.parent = null;               // rigid bodies should not have a parent
            bone.ox     = packet.GetFloat();  // X offset
            bone.oy     = packet.GetFloat();  // Y offset
            bone.oz     = -packet.GetFloat(); // Z offset

            actor.bones    = new Bone[1];
            actor.bones[0] = bone;
        }
Exemplo n.º 2
0
        private void ParseForcePlate(NatNetPacket_In packet, List <Device> devices)
        {
            int    id     = packet.GetInt32();                       // force plate ID
            String name   = packet.GetString();                      // force plate serial #
            Device device = new Device(scene, name, id);             // create device

            // skip next 652 bytes
            // (SDK 2.9 sample code does not explain what this is about)
            packet.Skip(652);

            int nChannels = packet.GetInt32();             // channel count

            device.channels = new Channel[nChannels];
            for (int channelIdx = 0; channelIdx < nChannels; channelIdx++)
            {
                name = packet.GetString();
                Channel channel = new Channel(device, name);
                device.channels[channelIdx] = channel;
            }
            devices.Add(device);
        }
Exemplo n.º 3
0
        private bool ParseModelDefinition(NatNetPacket_In packet)
        {
            int numDescriptions = packet.GetInt32();

            List <Actor>  actors  = new List <Actor>();
            List <Device> devices = new List <Device>();

            for (int dIdx = 0; dIdx < numDescriptions; dIdx++)
            {
                int datasetType = packet.GetInt32();
                switch (datasetType)
                {
                case DATASET_TYPE_MARKERSET: ParseMarkerset(packet, actors); break;

                case DATASET_TYPE_RIGIDBODY: ParseRigidBody(packet, actors); break;

                case DATASET_TYPE_SKELETON: ParseSkeleton(packet, actors); break;

                case DATASET_TYPE_FORCEPLATE: ParseForcePlate(packet, devices); break;

                default:
                {
                    Debug.LogWarning("Invalid dataset type " + datasetType + " in model definition respose.");
                    break;
                }
                }
            }

            scene.actors  = actors.ToArray();
            scene.devices = devices.ToArray();

            // scene description has possibly changed > update device and actor listeners
            RefreshListeners();

            return(true);
        }
Exemplo n.º 4
0
        private void ParseMarkerset(NatNetPacket_In packet, List <Actor> actors)
        {
            int    id    = 0;                             // no ID for markersets
            string name  = packet.GetString();            // markerset name
            Actor  actor = new Actor(scene, id, name);

            int nMarkers = packet.GetInt32();              // marker count

            // TODO: Sanity check on the number before allocating that much space
            actor.markers = new Marker[nMarkers];
            for (int markerIdx = 0; markerIdx < nMarkers; markerIdx++)
            {
                name = packet.GetString();
                Marker marker = new Marker(actor, name);
                actor.markers[markerIdx] = marker;
            }
            actors.Add(actor);
        }
Exemplo n.º 5
0
        private bool ParseFrameOfData(NatNetPacket_In packet)
        {
            // determine special datasets depending on NatNet version
            bool includesMarkerIDsAndSizes =        // starting at v2.0
                                             (serverInfo.versionNatNet[0] >= 2);
            bool includesSkeletonData =             // starting at v2.1
                                        ((serverInfo.versionNatNet[0] == 2) &&
                                         (serverInfo.versionNatNet[1] >= 1)) ||
                                        (serverInfo.versionNatNet[0] > 2);
            bool includesTrackingState =             //  starting at v2.6
                                         ((serverInfo.versionNatNet[0] == 2) &&
                                          (serverInfo.versionNatNet[1] >= 6)) ||
                                         (serverInfo.versionNatNet[0] > 2);
            bool includesLabelledMarkers =             //  starting at v2.3
                                           ((serverInfo.versionNatNet[0] == 2) &&
                                            (serverInfo.versionNatNet[1] >= 3)) ||
                                           (serverInfo.versionNatNet[0] > 2);
            bool includesLabelledMarkerFlags =             //  starting at v2.6
                                               ((serverInfo.versionNatNet[0] == 2) &&
                                                (serverInfo.versionNatNet[1] >= 6)) ||
                                               (serverInfo.versionNatNet[0] > 2);
            bool includesForcePlateData =             // starting at v2.9
                                          ((serverInfo.versionNatNet[0] == 2) &&
                                           (serverInfo.versionNatNet[1] >= 9)) ||
                                          (serverInfo.versionNatNet[0] > 2);

            int frameNumber = packet.GetInt32();             // frame number

            // is this an actual update? Or did we receive an older frame
            // delta < 10: but do consider looping playback
            // when frame numbers suddenly differ significantly
            int deltaFrame = frameNumber - scene.frameNumber;

            if ((deltaFrame < 0) && (deltaFrame > -10))
            {
                return(true);                                                      // old frame, get out
            }
            scene.frameNumber = frameNumber;

            // Read actor data
            int nActors = packet.GetInt32();             // actor count

            for (int actorIdx = 0; actorIdx < nActors; actorIdx++)
            {
                string actorName = packet.GetString();
                // find the corresponding actor
                Actor actor = scene.FindActor(actorName);

                int nMarkers = packet.GetInt32();
                for (int markerIdx = 0; markerIdx < nMarkers; markerIdx++)
                {
                    Marker marker = (actor != null) ? actor.markers[markerIdx] : DUMMY_MARKER;
                    // Read position
                    marker.px = packet.GetFloat();
                    marker.py = packet.GetFloat();
                    marker.pz = packet.GetFloat();
                    TransformToUnity(ref marker);

                    // marker is tracked when at least one coordinate is not 0
                    marker.tracked = (marker.px != 0) ||
                                     (marker.py != 0) ||
                                     (marker.pz != 0);
                }
            }

            // skip unidentified markers
            int nUnidentifiedMarkers       = packet.GetInt32();
            int unidentifiedMarkerDataSize = 3 * 4;             // 3 floats

            packet.Skip(unidentifiedMarkerDataSize * nUnidentifiedMarkers);

            // Read rigid body data
            int nRigidBodies = packet.GetInt32();             // bone count

            for (int rigidBodyIdx = 0; rigidBodyIdx < nRigidBodies; rigidBodyIdx++)
            {
                int rigidBodyID = packet.GetInt32();                 // get rigid body ID

                // find the corresponding actor
                Bone bone = DUMMY_BONE;
                if ((rigidBodyID >= 0) && (rigidBodyID < scene.actors.Length))
                {
                    //TODO: What if there is no bone in that actor?
                    bone = scene.actors[rigidBodyID].bones[0];
                }

                // Read position/rotation
                bone.px = packet.GetFloat();                 // position
                bone.py = packet.GetFloat();
                bone.pz = packet.GetFloat();
                bone.qx = packet.GetFloat();                 // rotation
                bone.qy = packet.GetFloat();
                bone.qz = packet.GetFloat();
                bone.qw = packet.GetFloat();
                TransformToUnity(ref bone);

                int nMarkers = packet.GetInt32();
                for (int i = 0; i < nMarkers; i++)
                {
                    packet.GetFloat();                     // Marker X
                    packet.GetFloat();                     // Marker Y
                    packet.GetFloat();                     // Marker Z
                }

                if (includesMarkerIDsAndSizes)
                {
                    // also, marker IDs and sizes
                    for (int i = 0; i < nMarkers; i++)
                    {
                        packet.GetInt32();                         // Marker ID
                    }
                    // and sizes
                    for (int i = 0; i < nMarkers; i++)
                    {
                        packet.GetFloat();                         // Marker size
                    }

                    packet.GetFloat();                     // Mean error
                }

                // Tracking state
                if (includesTrackingState)
                {
                    int state = packet.GetInt16();
                    // 0x01 : rigid body was successfully tracked in this frame
                    bone.tracked = (state & 0x01) != 0;
                }
                else
                {
                    // tracking state not sent separately,
                    // but position = (0,0,0) used as "not tracked" indicator
                    bone.tracked = (bone.px != 0) ||
                                   (bone.py != 0) ||
                                   (bone.pz != 0);
                }
            }

            // Read skeleton data
            if (includesSkeletonData)
            {
                int nSkeletons = packet.GetInt32();
                for (int skeletonIdx = 0; skeletonIdx < nSkeletons; skeletonIdx++)
                {
                    int skeletonId = packet.GetInt32();

                    // match skeleton and actor ID
                    Actor actor = scene.FindActor(skeletonId);
                    if (actor == null)
                    {
                        Debug.LogWarning("Could not find actor " + skeletonId);
                        return(false);
                    }

                    // # of bones in skeleton
                    int nBones = packet.GetInt32();
                    // TODO: Number sanity check
                    for (int nBodyIdx = 0; nBodyIdx < nBones; nBodyIdx++)
                    {
                        int  boneId = packet.GetInt32();
                        Bone bone   = actor.FindBone(boneId);
                        if (bone == null)
                        {
                            bone = DUMMY_BONE;
                        }

                        // Read position/rotation
                        bone.px = packet.GetFloat();                         // position
                        bone.py = packet.GetFloat();
                        bone.pz = packet.GetFloat();
                        bone.qx = packet.GetFloat();                         // rotation
                        bone.qy = packet.GetFloat();
                        bone.qz = packet.GetFloat();
                        bone.qw = packet.GetFloat();
                        TransformToUnity(ref bone);

                        // read/skip rigid marker data
                        int nMarkers = packet.GetInt32();
                        for (int i = 0; i < nMarkers; i++)
                        {
                            packet.GetFloat();                             // X/Y/Z position
                            packet.GetFloat();
                            packet.GetFloat();
                        }
                        for (int i = 0; i < nMarkers; i++)
                        {
                            packet.GetInt32();                             // Marker IDs
                        }
                        for (int i = 0; i < nMarkers; i++)
                        {
                            packet.GetFloat();                             // Marker size
                        }

                        // ATTENTION: actually "Mean marker error", but used as bone length
                        bone.length = packet.GetFloat();

                        // Tracking state
                        if (includesTrackingState)
                        {
                            int state = packet.GetInt16();
                            // 0x01 : rigid body was successfully tracked in this frame
                            bone.tracked = (state & 0x01) != 0;
                        }
                        else
                        {
                            // tracking state not sent separately,
                            // but position = (0,0,0) used as "not tracked" indicator
                            bone.tracked = (bone.px != 0) ||
                                           (bone.py != 0) ||
                                           (bone.pz != 0);
                        }
                    }             // next rigid body
                }                 // next skeleton

                // skip labelled markers
                if (includesLabelledMarkers)
                {
                    int nLabelledMarkers       = packet.GetInt32();
                    int labelledMarkerDataSize =
                        includesLabelledMarkerFlags ?
                        5 * 4 + 1 * 2 :                                // 1 int, 4 floats, 1 short
                        5 * 4;                                         // 1 int, 4 floats
                    packet.Skip(nLabelledMarkers * labelledMarkerDataSize);
                    // without skipping:
                    // for ( int markerIdx = 0; markerIdx  < nLabeledMarkers; markerIdx++ )
                    // {
                    //     int   id   =  buf.getInt();
                    //     float x    =  buf.getFloat();
                    //     float y    =  buf.getFloat();
                    //     float z    = -buf.getFloat();
                    //     float size =  buf.getFloat();

                    //     if ( includesLabelledMarkerFlags )
                    //     {
                    //         short params = buf.getShort();
                    //     }
                    // }
                }

                // read force plate data
                if (includesForcePlateData)
                {
                    int nForcePlates = packet.GetInt32();
                    for (int forcePlateIdx = 0; forcePlateIdx < nForcePlates; forcePlateIdx++)
                    {
                        // read force plate ID and find corresponding device
                        int    forcePlateId = packet.GetInt32();
                        Device device       = scene.FindDevice(forcePlateId);
                        if (device == null)
                        {
                            device = DUMMY_DEVICE;
                        }

                        // channel count
                        int nChannels = packet.GetInt32();
                        // channel data
                        for (int chn = 0; chn < nChannels; chn++)
                        {
                            int   nFrames = packet.GetInt32();
                            float value   = 0;
                            for (int frameIdx = 0; frameIdx < nFrames; frameIdx++)
                            {
                                value = packet.GetFloat();
                            }
                            if (chn < device.channels.Length)
                            {
                                // effectively only keep the last (or only) value
                                device.channels[chn].value = value;
                            }
                        }
                    }
                }

                // read latency and convert from s to ms
                scene.latency = (int)(packet.GetFloat() * 1000);
            }

            NotifyListeners_Update();

            return(true);
        }
Exemplo n.º 6
0
        private void ParseSkeleton(NatNetPacket_In packet, List <Actor> actors)
        {
            bool includesBoneNames =             // starting at v2.0
                                     (serverInfo.versionNatNet[0] >= 2);

            String skeletonName = packet.GetString();             // name
            int    skeletonId   = packet.GetInt32();              // ID

            // rigid body name should be equal to actor name: search
            Actor actor = null;

            foreach (Actor a in actors)
            {
                if (a.name.CompareTo(skeletonName) == 0)
                {
                    actor    = a;
                    actor.id = skeletonId;                     // associate actor and skeleton
                }
            }
            if (actor == null)
            {
                // names don't match > try IDs
                if ((skeletonId >= 0) && (skeletonId < actors.Count))
                {
                    actor = actors[skeletonId];
                }
            }
            if (actor == null)
            {
                Debug.LogWarning("Skeleton " + skeletonName + " could not be matched to an actor.");
                actor = new Actor(scene, skeletonId, skeletonName);
                actors.Add(actor);
            }

            int nBones = packet.GetInt32();             // Skeleton bone count

            // TODO: Sanity check on the number before allocating that much space
            actor.bones = new Bone[nBones];
            for (int boneIdx = 0; boneIdx < nBones; boneIdx++)
            {
                String name = "";
                if (includesBoneNames)
                {
                    name = packet.GetString();              // bone name
                }
                int  id   = packet.GetInt32();              // bone ID
                Bone bone = new Bone(actor, name, id);

                bone.parent = actor.FindBone(packet.GetInt32());                 // Skeleton parent ID
                if (bone.parent != null)
                {
                    // if bone has a parent, update child list of parent
                    bone.parent.children.Add(bone);
                }
                bone.BuildChain();                 // build chain from root to this bone

                bone.ox = packet.GetFloat();       // X offset
                bone.oy = packet.GetFloat();       // Y offset
                bone.oz = -packet.GetFloat();      // Z offset

                actor.bones[boneIdx] = bone;
            }
        }