Пример #1
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);
        }
Пример #2
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);
        }