Пример #1
0
        //UI更新线程
        private void UpdateUI()
        {
            m_UIUpdateTimer.Stop();                                 //UI数据时间更新停止
            double interframeDuration = m_UIUpdateTimer.Duration(); //定义持续时间

            QueryPerfCounter uiIntraFrameTimer = new QueryPerfCounter();

            uiIntraFrameTimer.Start();         //UI数据时间更新开始

            // the frame queue is a shared resource with the FrameOfMocap delivery thread, so lock it while reading
            // note this can block the frame delivery thread.  In a production application frame queue management would be optimized.
            //帧队列是一个共享资源的frameofmocap输送线,所以把它锁在阅读
            //注意,这可以阻止帧传递线程。在生产应用程序框架中,队列管理将得到优化。
            //当我们使用线程的时候,效率最高的方式当然是异步,即各个线程同时运行,其间不相互依赖和等待。
            //但当不同的线程都需要访问某个资源的时候,就需要同步机制了,也就是说当对同一个资源进行读写的时候,我们要使该资源在同一时刻只能被一个线程操作,以确保每个操作都是有效即时的,也即保证其操作的原子性。lock是C#中最常用的同步方式
            lock (syncLock)
            {
                while (m_FrameQueue.Count > 0)              //如果帧队列数据个数大于0
                {
                    m_FrameOfData = m_FrameQueue.Dequeue(); //帧队列赋值

                    if (m_FrameQueue.Count > 0)
                    {
                        continue;
                    }

                    if (m_FrameOfData != null)
                    {
                        // for servers that only use timestamps, not frame numbers, calculate a
                        // frame number from the time delta between frames
                        if (desc.HostApp.Contains("TrackingTools"))
                        {
                            m_fCurrentMocapFrameTimestamp = m_FrameOfData.fLatency;
                            if (m_fCurrentMocapFrameTimestamp == m_fLastFrameTimestamp)
                            {
                                continue;
                            }
                            if (m_fFirstMocapFrameTimestamp == 0.0f)
                            {
                                m_fFirstMocapFrameTimestamp = m_fCurrentMocapFrameTimestamp;
                            }
                            m_FrameOfData.iFrame = (int)((m_fCurrentMocapFrameTimestamp - m_fFirstMocapFrameTimestamp) * m_ServerFramerate);
                        }

                        // update the data grid
                        UpdateDataGrid();  //更新数据
                        // Mocap server timestamp (in seconds)
                        //m_fLastFrameTimestamp = m_FrameOfData.fTimestamp;
                        TimestampValue.Text         = m_FrameOfData.fTimestamp.ToString("F3"); //帧数据中的时间赋值给TimestampValue
                        DroppedFrameCountLabel.Text = mDroppedFrames.ToString();               //丢帧
                    }
                }
            }

            uiIntraFrameTimer.Stop();                                   //UI帧数据时间停止
            double uiIntraFrameDuration = uiIntraFrameTimer.Duration(); //持续时间赋值

            m_UIUpdateTimer.Start();                                    //UI更新时间计数
        }
        /// <summary>
        /// [NatNet] m_NatNet_OnFrameReady will be called when a frame of Mocap
        /// data has is received from the server application.
        ///
        /// Note: This callback is on the network service thread, so it is
        /// important to return from this function quickly as possible
        /// to prevent incoming frames of data from buffering up on the
        /// network socket.
        ///
        /// Note: "data" is a reference structure to the current frame of data.
        /// NatNet re-uses this same instance for each incoming frame, so it should
        /// not be kept (the values contained in "data" will become replaced after
        /// this callback function has exited).
        /// </summary>
        /// <param name="data">The actual frame of mocap data</param>
        /// <param name="client">The NatNet client instance</param>
        void m_NatNet_OnFrameReady(NatNetML.FrameOfMocapData data, NatNetML.NatNetClientML client)
        {
            double           elapsedIntraMS = 0.0f;
            QueryPerfCounter intraTimer     = new QueryPerfCounter();

            intraTimer.Start();

            // check and report frame arrival period (time elapsed since previous frame arrived)
            m_FramePeriodTimer.Stop();
            double elapsedMS = m_FramePeriodTimer.Duration();

            if ((mLastFrame % 100) == 0)
            {
                OutputMessage("FrameID:" + data.iFrame + "   Timestamp: " + data.fTimestamp + "   Period:" + elapsedMS);
            }

            // check and report frame drop
            if ((mLastFrame != 0) && ((data.iFrame - mLastFrame) != 1))
            {
                OutputMessage("Frame Drop: ( ThisFrame: " + data.iFrame.ToString() + "  LastFrame: " + mLastFrame.ToString() + " )");
            }

            // [NatNet] Add the incoming frame of mocap data to our frame queue,
            // Note: the frame queue is a shared resource with the UI thread, so lock it while writing
            lock (syncLock)
            {
                // [optional] clear the frame queue before adding a new frame
                m_FrameQueue.Clear();
                FrameOfMocapData deepCopy = new FrameOfMocapData(data);
                m_FrameQueue.Enqueue(deepCopy);
            }

            intraTimer.Stop();
            elapsedIntraMS = intraTimer.Duration();
            if (elapsedIntraMS > 5.0f)
            {
                OutputMessage("Warning : Frame handler taking too long: " + elapsedIntraMS.ToString("F2"));
            }

            mLastFrame = data.iFrame;
            m_FramePeriodTimer.Start();
        }
Пример #3
0
        /// <summary>
        /// [NatNet] m_NatNet_OnFrameReady will be called when a frame of Mocap
        /// data has is received from the server application.
        ///
        /// Note: This callback is on the network service thread, so it is
        /// important to return from this function quickly as possible
        /// to prevent incoming frames of data from buffering up on the
        /// network socket.
        ///
        /// Note: "data" is a reference structure to the current frame of data.
        /// NatNet re-uses this same instance for each incoming frame, so it should
        /// not be kept (the values contained in "data" will become replaced after
        /// this callback function has exited).
        /// </summary>
        /// <param name="data">The actual frame of mocap data</param>
        /// <param name="client">The NatNet client instance</param>
        void m_NatNet_OnFrameReady(NatNetML.FrameOfMocapData data, NatNetML.NatNetClientML client)
        {
            double           elapsedIntraMS = 0.0f;
            QueryPerfCounter intraTimer     = new QueryPerfCounter();

            intraTimer.Start();

            // detect and report and 'measured' frame drop (as measured by client)
            m_FramePeriodTimer.Stop();
            double elapsedMS = m_FramePeriodTimer.Duration();

            ProcessFrameOfData(ref data);

            // report if we are taking too long, which blocks packet receiving, which if long enough would result in socket buffer drop
            intraTimer.Stop();
            elapsedIntraMS = intraTimer.Duration();
            if (elapsedIntraMS > 5.0f)
            {
                OutputMessage("Warning : Frame handler taking too long: " + elapsedIntraMS.ToString("F2"));
            }
            m_FramePeriodTimer.Start();
        }
        /// <summary>
        /// Refresh the UI at a fixed period specified by the timer
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void UpdateUITimer_Tick(object sender, EventArgs e)
        {
            m_UIUpdateTimer.Stop();
            double interframeDuration = m_UIUpdateTimer.Duration();

            QueryPerfCounter uiIntraFrameTimer = new QueryPerfCounter();

            uiIntraFrameTimer.Start();

            // the frame queue is a shared resource with the FrameOfMocap delivery thread, so lock it while reading
            // note this can block the frame delivery thread.  In a production application frame queue management would be optimized.
            lock (syncLock)
            {
                while (m_FrameQueue.Count > 0)
                {
                    m_FrameOfData = m_FrameQueue.Dequeue();

                    if (m_FrameQueue.Count > 0)
                    {
                        continue;
                    }

                    if (m_FrameOfData != null)
                    {
                        // for servers that only use timestamps, not frame numbers, calculate a
                        // frame number from the time delta between frames
                        if (desc.HostApp.Contains("TrackingTools"))
                        {
                            m_fCurrentMocapFrameTimestamp = m_FrameOfData.fLatency;
                            if (m_fCurrentMocapFrameTimestamp == m_fLastFrameTimestamp)
                            {
                                continue;
                            }
                            if (m_fFirstMocapFrameTimestamp == 0.0f)
                            {
                                m_fFirstMocapFrameTimestamp = m_fCurrentMocapFrameTimestamp;
                            }
                            m_FrameOfData.iFrame = (int)((m_fCurrentMocapFrameTimestamp - m_fFirstMocapFrameTimestamp) * m_ServerFramerate);
                        }

                        // update the data grid
                        UpdateDataGrid();

                        // update the chart
                        UpdateChart(m_FrameOfData.iFrame);

                        // only redraw chart when necessary, not for every frame
                        if (m_FrameQueue.Count == 0)
                        {
                            chart1.ChartAreas[0].RecalculateAxesScale();
                            chart1.ChartAreas[0].AxisX.Minimum = 0;
                            chart1.ChartAreas[0].AxisX.Maximum = GraphFrames;
                            chart1.Invalidate();
                        }

                        // Mocap server timestamp (in seconds)
                        m_fLastFrameTimestamp = m_FrameOfData.fTimestamp;
                        TimestampValue.Text   = m_FrameOfData.fTimestamp.ToString("F3");

                        // SMPTE timecode (if timecode generator present)
                        int  hour, minute, second, frame, subframe;
                        bool bSuccess = m_NatNet.DecodeTimecode(m_FrameOfData.Timecode, m_FrameOfData.TimecodeSubframe, out hour, out minute, out second, out frame, out subframe);
                        if (bSuccess)
                        {
                            TimecodeValue.Text = string.Format("{0:D2}:{1:D2}:{2:D2}:{3:D2}.{4:D2}", hour, minute, second, frame, subframe);
                        }

                        if (m_FrameOfData.bRecording)
                        {
                            chart1.BackColor = Color.Red;
                        }
                        else
                        {
                            chart1.BackColor = Color.White;
                        }
                    }
                }
            }

            uiIntraFrameTimer.Stop();
            double uiIntraFrameDuration = uiIntraFrameTimer.Duration();

            m_UIUpdateTimer.Start();
        }
        /// <summary>
        /// Refresh the UI at a fixed period specified by the timer
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void UpdateUITimer_Tick(object sender, EventArgs e)
        {
            m_UIUpdateTimer.Stop();
            double interframeDuration = m_UIUpdateTimer.Duration();

            QueryPerfCounter uiIntraFrameTimer = new QueryPerfCounter();
            uiIntraFrameTimer.Start();

            // the frame queue is a shared resource with the FrameOfMocap delivery thread, so lock it while reading
            // note this can block the frame delivery thread.  In a production application frame queue management would be optimized.
            lock (syncLock)
            {
                while (m_FrameQueue.Count > 0)
                {
                    m_FrameOfData = m_FrameQueue.Dequeue();

                    if (m_FrameQueue.Count > 0)
                        continue;

                    if (m_FrameOfData != null)
                    {
                        // for servers that only use timestamps, not frame numbers, calculate a
                        // frame number from the time delta between frames
                        if (desc.HostApp.Contains("TrackingTools"))
                        {
                            m_fCurrentMocapFrameTimestamp = m_FrameOfData.fLatency;
                            if (m_fCurrentMocapFrameTimestamp == m_fLastFrameTimestamp)
                            {
                                continue;
                            }
                            if (m_fFirstMocapFrameTimestamp == 0.0f)
                            {
                                m_fFirstMocapFrameTimestamp = m_fCurrentMocapFrameTimestamp;
                            }
                            m_FrameOfData.iFrame = (int)((m_fCurrentMocapFrameTimestamp - m_fFirstMocapFrameTimestamp) * m_ServerFramerate);

                        }

                        // update the data grid
                        UpdateDataGrid();

                        // update the chart
                        UpdateChart(m_FrameOfData.iFrame);

                        // only redraw chart when necessary, not for every frame
                        if (m_FrameQueue.Count == 0)
                        {
                            chart1.ChartAreas[0].RecalculateAxesScale();
                            chart1.ChartAreas[0].AxisX.Minimum = 0;
                            chart1.ChartAreas[0].AxisX.Maximum = GraphFrames;
                            chart1.Invalidate();
                        }

                        // Mocap server timestamp (in seconds)
                        m_fLastFrameTimestamp = m_FrameOfData.fTimestamp;
                        TimestampValue.Text = m_FrameOfData.fTimestamp.ToString("F3");

                        // SMPTE timecode (if timecode generator present)
                        int hour, minute, second, frame, subframe;
                        bool bSuccess = m_NatNet.DecodeTimecode(m_FrameOfData.Timecode, m_FrameOfData.TimecodeSubframe, out hour, out minute, out second, out frame, out subframe);
                        if (bSuccess)
                            TimecodeValue.Text = string.Format("{0:D2}:{1:D2}:{2:D2}:{3:D2}.{4:D2}", hour, minute, second, frame, subframe);

                        if (m_FrameOfData.bRecording)
                            chart1.BackColor = Color.Red;
                        else
                            chart1.BackColor = Color.White;
                    }
                }
            }

            uiIntraFrameTimer.Stop();
            double uiIntraFrameDuration = uiIntraFrameTimer.Duration();
            m_UIUpdateTimer.Start();
        }
        /// <summary>
        /// [NatNet] m_NatNet_OnFrameReady will be called when a frame of Mocap
        /// data has is received from the server application.
        ///
        /// Note: This callback is on the network service thread, so it is
        /// important to return from this function quickly as possible 
        /// to prevent incoming frames of data from buffering up on the
        /// network socket.
        ///
        /// Note: "data" is a reference structure to the current frame of data.
        /// NatNet re-uses this same instance for each incoming frame, so it should
        /// not be kept (the values contained in "data" will become replaced after
        /// this callback function has exited).
        /// </summary>
        /// <param name="data">The actual frame of mocap data</param>
        /// <param name="client">The NatNet client instance</param>
        void m_NatNet_OnFrameReady(NatNetML.FrameOfMocapData data, NatNetML.NatNetClientML client)
        {
            double elapsedIntraMS = 0.0f;
            QueryPerfCounter intraTimer = new QueryPerfCounter();
            intraTimer.Start();

            // check and report frame arrival period (time elapsed since previous frame arrived)
            m_FramePeriodTimer.Stop();
            double elapsedMS = m_FramePeriodTimer.Duration();
            if ( (mLastFrame % 100) == 0)
            {
                OutputMessage("FrameID:" + data.iFrame + "   Timestamp: " + data.fTimestamp + "   Period:" + elapsedMS);
            }

            // check and report frame drop
            if ((mLastFrame != 0) && ((data.iFrame - mLastFrame) != 1))
            {
                OutputMessage("Frame Drop: ( ThisFrame: " + data.iFrame.ToString() + "  LastFrame: " + mLastFrame.ToString() + " )");
            }

            // [NatNet] Add the incoming frame of mocap data to our frame queue,
            // Note: the frame queue is a shared resource with the UI thread, so lock it while writing
            lock (syncLock)
            {
                // [optional] clear the frame queue before adding a new frame
                m_FrameQueue.Clear();
                FrameOfMocapData deepCopy = new FrameOfMocapData(data);
                m_FrameQueue.Enqueue(deepCopy);
            }

            intraTimer.Stop();
            elapsedIntraMS = intraTimer.Duration();
            if (elapsedIntraMS > 5.0f)
            {
                OutputMessage("Warning : Frame handler taking too long: " + elapsedIntraMS.ToString("F2"));
            }

            mLastFrame = data.iFrame;
            m_FramePeriodTimer.Start();
        }