overte-JulianGro/plugins/hifiNeuron/src/NeuronPlugin.cpp
2016-05-20 14:50:24 -07:00

478 lines
18 KiB
C++

//
// NeuronPlugin.cpp
// input-plugins/src/input-plugins
//
// Created by Anthony Thibault on 12/18/2015.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "NeuronPlugin.h"
#include <controllers/UserInputMapper.h>
#include <QLoggingCategory>
#include <PathUtils.h>
#include <DebugDraw.h>
#include <cassert>
#include <NumericalConstants.h>
#include <StreamUtils.h>
Q_DECLARE_LOGGING_CATEGORY(inputplugins)
Q_LOGGING_CATEGORY(inputplugins, "hifi.inputplugins")
#define __OS_XUN__ 1
#define BOOL int
#include <NeuronDataReader.h>
const QString NeuronPlugin::NAME = "Neuron";
const QString NeuronPlugin::NEURON_ID_STRING = "Perception Neuron";
// indices of joints of the Neuron standard skeleton.
// This is 'almost' the same as the High Fidelity standard skeleton.
// It is missing a thumb joint.
enum NeuronJointIndex {
Hips = 0,
RightUpLeg,
RightLeg,
RightFoot,
LeftUpLeg,
LeftLeg,
LeftFoot,
Spine,
Spine1,
Spine2,
Spine3,
Neck,
Head,
RightShoulder,
RightArm,
RightForeArm,
RightHand,
RightHandThumb1,
RightHandThumb2,
RightHandThumb3,
RightInHandIndex,
RightHandIndex1,
RightHandIndex2,
RightHandIndex3,
RightInHandMiddle,
RightHandMiddle1,
RightHandMiddle2,
RightHandMiddle3,
RightInHandRing,
RightHandRing1,
RightHandRing2,
RightHandRing3,
RightInHandPinky,
RightHandPinky1,
RightHandPinky2,
RightHandPinky3,
LeftShoulder,
LeftArm,
LeftForeArm,
LeftHand,
LeftHandThumb1,
LeftHandThumb2,
LeftHandThumb3,
LeftInHandIndex,
LeftHandIndex1,
LeftHandIndex2,
LeftHandIndex3,
LeftInHandMiddle,
LeftHandMiddle1,
LeftHandMiddle2,
LeftHandMiddle3,
LeftInHandRing,
LeftHandRing1,
LeftHandRing2,
LeftHandRing3,
LeftInHandPinky,
LeftHandPinky1,
LeftHandPinky2,
LeftHandPinky3,
Size
};
// Almost a direct mapping except for LEFT_HAND_THUMB1 and RIGHT_HAND_THUMB1,
// which are not present in the Neuron standard skeleton.
static controller::StandardPoseChannel neuronJointIndexToPoseIndexMap[NeuronJointIndex::Size] = {
controller::HIPS,
controller::RIGHT_UP_LEG,
controller::RIGHT_LEG,
controller::RIGHT_FOOT,
controller::LEFT_UP_LEG,
controller::LEFT_LEG,
controller::LEFT_FOOT,
controller::SPINE,
controller::SPINE1,
controller::SPINE2,
controller::SPINE3,
controller::NECK,
controller::HEAD,
controller::RIGHT_SHOULDER,
controller::RIGHT_ARM,
controller::RIGHT_FORE_ARM,
controller::RIGHT_HAND,
controller::RIGHT_HAND_THUMB2,
controller::RIGHT_HAND_THUMB3,
controller::RIGHT_HAND_THUMB4,
controller::RIGHT_HAND_INDEX1,
controller::RIGHT_HAND_INDEX2,
controller::RIGHT_HAND_INDEX3,
controller::RIGHT_HAND_INDEX4,
controller::RIGHT_HAND_MIDDLE1,
controller::RIGHT_HAND_MIDDLE2,
controller::RIGHT_HAND_MIDDLE3,
controller::RIGHT_HAND_MIDDLE4,
controller::RIGHT_HAND_RING1,
controller::RIGHT_HAND_RING2,
controller::RIGHT_HAND_RING3,
controller::RIGHT_HAND_RING4,
controller::RIGHT_HAND_PINKY1,
controller::RIGHT_HAND_PINKY2,
controller::RIGHT_HAND_PINKY3,
controller::RIGHT_HAND_PINKY4,
controller::LEFT_SHOULDER,
controller::LEFT_ARM,
controller::LEFT_FORE_ARM,
controller::LEFT_HAND,
controller::LEFT_HAND_THUMB2,
controller::LEFT_HAND_THUMB3,
controller::LEFT_HAND_THUMB4,
controller::LEFT_HAND_INDEX1,
controller::LEFT_HAND_INDEX2,
controller::LEFT_HAND_INDEX3,
controller::LEFT_HAND_INDEX4,
controller::LEFT_HAND_MIDDLE1,
controller::LEFT_HAND_MIDDLE2,
controller::LEFT_HAND_MIDDLE3,
controller::LEFT_HAND_MIDDLE4,
controller::LEFT_HAND_RING1,
controller::LEFT_HAND_RING2,
controller::LEFT_HAND_RING3,
controller::LEFT_HAND_RING4,
controller::LEFT_HAND_PINKY1,
controller::LEFT_HAND_PINKY2,
controller::LEFT_HAND_PINKY3,
controller::LEFT_HAND_PINKY4
};
// in rig frame
static glm::vec3 rightHandThumb1DefaultAbsTranslation(-2.155500650405884, -0.7610001564025879, 2.685631036758423);
static glm::vec3 leftHandThumb1DefaultAbsTranslation(2.1555817127227783, -0.7603635787963867, 2.6856393814086914);
static controller::StandardPoseChannel neuronJointIndexToPoseIndex(NeuronJointIndex i) {
assert(i >= 0 && i < NeuronJointIndex::Size);
if (i >= 0 && i < NeuronJointIndex::Size) {
return neuronJointIndexToPoseIndexMap[i];
} else {
return (controller::StandardPoseChannel)0; // not sure what to do here, but don't crash!
}
}
static const char* controllerJointName(controller::StandardPoseChannel i) {
switch (i) {
case controller::HIPS: return "Hips";
case controller::RIGHT_UP_LEG: return "RightUpLeg";
case controller::RIGHT_LEG: return "RightLeg";
case controller::RIGHT_FOOT: return "RightFoot";
case controller::LEFT_UP_LEG: return "LeftUpLeg";
case controller::LEFT_LEG: return "LeftLeg";
case controller::LEFT_FOOT: return "LeftFoot";
case controller::SPINE: return "Spine";
case controller::SPINE1: return "Spine1";
case controller::SPINE2: return "Spine2";
case controller::SPINE3: return "Spine3";
case controller::NECK: return "Neck";
case controller::HEAD: return "Head";
case controller::RIGHT_SHOULDER: return "RightShoulder";
case controller::RIGHT_ARM: return "RightArm";
case controller::RIGHT_FORE_ARM: return "RightForeArm";
case controller::RIGHT_HAND: return "RightHand";
case controller::RIGHT_HAND_THUMB1: return "RightHandThumb1";
case controller::RIGHT_HAND_THUMB2: return "RightHandThumb2";
case controller::RIGHT_HAND_THUMB3: return "RightHandThumb3";
case controller::RIGHT_HAND_THUMB4: return "RightHandThumb4";
case controller::RIGHT_HAND_INDEX1: return "RightHandIndex1";
case controller::RIGHT_HAND_INDEX2: return "RightHandIndex2";
case controller::RIGHT_HAND_INDEX3: return "RightHandIndex3";
case controller::RIGHT_HAND_INDEX4: return "RightHandIndex4";
case controller::RIGHT_HAND_MIDDLE1: return "RightHandMiddle1";
case controller::RIGHT_HAND_MIDDLE2: return "RightHandMiddle2";
case controller::RIGHT_HAND_MIDDLE3: return "RightHandMiddle3";
case controller::RIGHT_HAND_MIDDLE4: return "RightHandMiddle4";
case controller::RIGHT_HAND_RING1: return "RightHandRing1";
case controller::RIGHT_HAND_RING2: return "RightHandRing2";
case controller::RIGHT_HAND_RING3: return "RightHandRing3";
case controller::RIGHT_HAND_RING4: return "RightHandRing4";
case controller::RIGHT_HAND_PINKY1: return "RightHandPinky1";
case controller::RIGHT_HAND_PINKY2: return "RightHandPinky2";
case controller::RIGHT_HAND_PINKY3: return "RightHandPinky3";
case controller::RIGHT_HAND_PINKY4: return "RightHandPinky4";
case controller::LEFT_SHOULDER: return "LeftShoulder";
case controller::LEFT_ARM: return "LeftArm";
case controller::LEFT_FORE_ARM: return "LeftForeArm";
case controller::LEFT_HAND: return "LeftHand";
case controller::LEFT_HAND_THUMB1: return "LeftHandThumb1";
case controller::LEFT_HAND_THUMB2: return "LeftHandThumb2";
case controller::LEFT_HAND_THUMB3: return "LeftHandThumb3";
case controller::LEFT_HAND_THUMB4: return "LeftHandThumb4";
case controller::LEFT_HAND_INDEX1: return "LeftHandIndex1";
case controller::LEFT_HAND_INDEX2: return "LeftHandIndex2";
case controller::LEFT_HAND_INDEX3: return "LeftHandIndex3";
case controller::LEFT_HAND_INDEX4: return "LeftHandIndex4";
case controller::LEFT_HAND_MIDDLE1: return "LeftHandMiddle1";
case controller::LEFT_HAND_MIDDLE2: return "LeftHandMiddle2";
case controller::LEFT_HAND_MIDDLE3: return "LeftHandMiddle3";
case controller::LEFT_HAND_MIDDLE4: return "LeftHandMiddle4";
case controller::LEFT_HAND_RING1: return "LeftHandRing1";
case controller::LEFT_HAND_RING2: return "LeftHandRing2";
case controller::LEFT_HAND_RING3: return "LeftHandRing3";
case controller::LEFT_HAND_RING4: return "LeftHandRing4";
case controller::LEFT_HAND_PINKY1: return "LeftHandPinky1";
case controller::LEFT_HAND_PINKY2: return "LeftHandPinky2";
case controller::LEFT_HAND_PINKY3: return "LeftHandPinky3";
case controller::LEFT_HAND_PINKY4: return "LeftHandPinky4";
default: return "???";
}
}
// convert between YXZ neuron euler angles in degrees to quaternion
// this is the default setting in the Axis Neuron server.
static quat eulerToQuat(const vec3& e) {
// euler.x and euler.y are swaped, WTF.
return (glm::angleAxis(e.x * RADIANS_PER_DEGREE, Vectors::UNIT_Y) *
glm::angleAxis(e.y * RADIANS_PER_DEGREE, Vectors::UNIT_X) *
glm::angleAxis(e.z * RADIANS_PER_DEGREE, Vectors::UNIT_Z));
}
//
// neuronDataReader SDK callback functions
//
// NOTE: must be thread-safe
void FrameDataReceivedCallback(void* context, SOCKET_REF sender, BvhDataHeaderEx* header, float* data) {
auto neuronPlugin = reinterpret_cast<NeuronPlugin*>(context);
// version 1.0
if (header->DataVersion.Major == 1 && header->DataVersion.Minor == 0) {
// skip reference joint if present
if (header->WithReference && header->WithDisp) {
data += 6;
} else if (header->WithReference && !header->WithDisp) {
data += 3;
}
if (header->WithDisp) {
// enter mutex
std::lock_guard<std::mutex> guard(neuronPlugin->_jointsMutex);
//
// Data is 6 floats per joint: 3 position values, 3 rotation euler angles (degrees)
//
// resize vector if necessary
const size_t NUM_FLOATS_PER_JOINT = 6;
const size_t NUM_JOINTS = header->DataCount / NUM_FLOATS_PER_JOINT;
if (neuronPlugin->_joints.size() != NUM_JOINTS) {
neuronPlugin->_joints.resize(NUM_JOINTS, { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } });
}
assert(sizeof(NeuronPlugin::NeuronJoint) == (NUM_FLOATS_PER_JOINT * sizeof(float)));
// copy the data
memcpy(&(neuronPlugin->_joints[0]), data, sizeof(NeuronPlugin::NeuronJoint) * NUM_JOINTS);
}
} else {
static bool ONCE = false;
if (!ONCE) {
qCCritical(inputplugins) << "NeuronPlugin: bad frame version number, expected 1.0";
ONCE = true;
}
}
}
// I can't even get the SDK to send me a callback.
// BRCommandFetchAvatarDataFromServer & BRRegisterAutoSyncParmeter [sic] don't seem to work.
// So this is totally untested.
// NOTE: must be thread-safe
static void CommandDataReceivedCallback(void* context, SOCKET_REF sender, CommandPack* pack, void* data) {
DATA_VER version;
version._VersionMask = pack->DataVersion;
if (version.Major == 1 && version.Minor == 0) {
const char* str = "Unknown";
switch (pack->CommandId) {
case Cmd_BoneSize: // Id can be used to request bone size from server or register avatar name command.
str = "BoneSize";
break;
case Cmd_AvatarName: // Id can be used to request avatar name from server or register avatar name command.
str = "AvatarName";
break;
case Cmd_FaceDirection: // Id used to request face direction from server
str = "FaceDirection";
break;
case Cmd_DataFrequency: // Id can be used to request data frequency from server or register data frequency command.
str = "DataFrequency";
break;
case Cmd_BvhInheritanceTxt: // Id can be used to request bvh header txt from server or register bvh header txt command.
str = "BvhInheritanceTxt";
break;
case Cmd_AvatarCount: // Id can be used to request avatar count from server or register avatar count command.
str = "AvatarCount";
break;
case Cmd_CombinationMode: // Id can be used to request combination mode from server or register combination mode command.
str = "CombinationMode";
break;
case Cmd_RegisterEvent: // Id can be used to register event.
str = "RegisterEvent";
break;
case Cmd_UnRegisterEvent: // Id can be used to unregister event.
str = "UnRegisterEvent";
break;
}
qCDebug(inputplugins) << "NeuronPlugin: command data received CommandID = " << str;
} else {
static bool ONCE = false;
if (!ONCE) {
qCCritical(inputplugins) << "NeuronPlugin: bad command version number, expected 1.0";
ONCE = true;
}
}
}
// NOTE: must be thread-safe
static void SocketStatusChangedCallback(void* context, SOCKET_REF sender, SocketStatus status, char* message) {
// just dump to log, later we might want to pop up a connection lost dialog or attempt to reconnect.
qCDebug(inputplugins) << "NeuronPlugin: socket status = " << message;
}
//
// NeuronPlugin
//
bool NeuronPlugin::isSupported() const {
// Because it's a client/server network architecture, we can't tell
// if the neuron is actually connected until we connect to the server.
return true;
}
bool NeuronPlugin::activate() {
InputPlugin::activate();
// register with userInputMapper
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->registerDevice(_inputDevice);
// register c-style callbacks
BRRegisterFrameDataCallback((void*)this, FrameDataReceivedCallback);
BRRegisterCommandDataCallback((void*)this, CommandDataReceivedCallback);
BRRegisterSocketStatusCallback((void*)this, SocketStatusChangedCallback);
// TODO: Pull these from prefs dialog?
// localhost is fine for now.
_serverAddress = "localhost";
_serverPort = 7001; // default port for TCP Axis Neuron server.
_socketRef = BRConnectTo((char*)_serverAddress.c_str(), _serverPort);
if (!_socketRef) {
// error
qCCritical(inputplugins) << "NeuronPlugin: error connecting to " << _serverAddress.c_str() << ":" << _serverPort << ", error = " << BRGetLastErrorMessage();
return false;
} else {
qCDebug(inputplugins) << "NeuronPlugin: success connecting to " << _serverAddress.c_str() << ":" << _serverPort;
BRRegisterAutoSyncParmeter(_socketRef, Cmd_CombinationMode);
return true;
}
}
void NeuronPlugin::deactivate() {
// unregister from userInputMapper
if (_inputDevice->_deviceID != controller::Input::INVALID_DEVICE) {
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->removeDevice(_inputDevice->_deviceID);
}
if (_socketRef) {
BRUnregisterAutoSyncParmeter(_socketRef, Cmd_CombinationMode);
BRCloseSocket(_socketRef);
}
InputPlugin::deactivate();
}
void NeuronPlugin::pluginUpdate(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {
std::vector<NeuronJoint> joints;
{
// lock and copy
std::lock_guard<std::mutex> guard(_jointsMutex);
joints = _joints;
}
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->withLock([&, this]() {
_inputDevice->update(deltaTime, inputCalibrationData, joints, _prevJoints);
});
_prevJoints = joints;
}
void NeuronPlugin::saveSettings() const {
InputPlugin::saveSettings();
}
void NeuronPlugin::loadSettings() {
InputPlugin::loadSettings();
}
//
// InputDevice
//
controller::Input::NamedVector NeuronPlugin::InputDevice::getAvailableInputs() const {
static controller::Input::NamedVector availableInputs;
if (availableInputs.size() == 0) {
for (int i = 0; i < controller::NUM_STANDARD_POSES; i++) {
auto channel = static_cast<controller::StandardPoseChannel>(i);
availableInputs.push_back(makePair(channel, controllerJointName(channel)));
}
};
return availableInputs;
}
QString NeuronPlugin::InputDevice::getDefaultMappingConfig() const {
static const QString MAPPING_JSON = PathUtils::resourcesPath() + "/controllers/neuron.json";
return MAPPING_JSON;
}
void NeuronPlugin::InputDevice::update(float deltaTime, const controller::InputCalibrationData& inputCalibrationData, const std::vector<NeuronPlugin::NeuronJoint>& joints, const std::vector<NeuronPlugin::NeuronJoint>& prevJoints) {
for (size_t i = 0; i < joints.size(); i++) {
int poseIndex = neuronJointIndexToPoseIndex((NeuronJointIndex)i);
glm::vec3 linearVel, angularVel;
const glm::vec3& pos = joints[i].pos;
const glm::vec3& rotEuler = joints[i].euler;
if (Vectors::ZERO == pos && Vectors::ZERO == rotEuler) {
_poseStateMap[poseIndex] = controller::Pose();
continue;
}
glm::quat rot = eulerToQuat(rotEuler);
if (i < prevJoints.size()) {
linearVel = (pos - (prevJoints[i].pos * METERS_PER_CENTIMETER)) / deltaTime; // m/s
// quat log imaginary part points along the axis of rotation, with length of one half the angle of rotation.
glm::quat d = glm::log(rot * glm::inverse(eulerToQuat(prevJoints[i].euler)));
angularVel = glm::vec3(d.x, d.y, d.z) / (0.5f * deltaTime); // radians/s
}
_poseStateMap[poseIndex] = controller::Pose(pos, rot, linearVel, angularVel);
}
_poseStateMap[controller::RIGHT_HAND_THUMB1] = controller::Pose(rightHandThumb1DefaultAbsTranslation, glm::quat(), glm::vec3(), glm::vec3());
_poseStateMap[controller::LEFT_HAND_THUMB1] = controller::Pose(leftHandThumb1DefaultAbsTranslation, glm::quat(), glm::vec3(), glm::vec3());
}