Merge pull request #6745 from hyperlogic/tony/neuron-plugin

Support for Perception Neuron
This commit is contained in:
Brad Davis 2015-12-30 11:39:32 -05:00
commit 76eba89f7d
13 changed files with 1116 additions and 6 deletions

56
cmake/externals/neuron/CMakeLists.txt vendored Normal file
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@ -0,0 +1,56 @@
include(ExternalProject)
set(EXTERNAL_NAME neuron)
string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
set(NEURON_URL "https://s3.amazonaws.com/hifi-public/dependencies/neuron_datareader_b.12.zip")
set(NEURON_URL_MD5 "0ab54ca04c9cc8094e0fa046c226e574")
ExternalProject_Add(${EXTERNAL_NAME}
URL ${NEURON_URL}
URL_MD5 ${NEURON_URL_MD5}
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""
LOG_DOWNLOAD 1)
ExternalProject_Get_Property(${EXTERNAL_NAME} SOURCE_DIR)
set_target_properties(${EXTERNAL_NAME} PROPERTIES FOLDER "hidden/externals")
# set include dir
if(WIN32)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS "${SOURCE_DIR}/NeuronDataReader_Windows/include" CACHE TYPE INTERNAL)
elseif(APPLE)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS "${SOURCE_DIR}/NeuronDataReader_Mac/include" CACHE TYPE INTERNAL)
else()
# Unsupported
endif()
if(WIN32)
if("${CMAKE_SIZEOF_VOID_P}" EQUAL "8")
set(ARCH_DIR "x64")
else()
set(ARCH_DIR "x86")
endif()
set(${EXTERNAL_NAME_UPPER}_LIB_PATH "${SOURCE_DIR}/NeuronDataReader_Windows/lib/${ARCH_DIR}")
set(${EXTERNAL_NAME_UPPER}_LIBRARY_RELEASE "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.lib" CACHE TYPE INTERNAL)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.lib" CACHE TYPE INTERNAL)
add_paths_to_fixup_libs("${${EXTERNAL_NAME_UPPER}_LIB_PATH}")
elseif(APPLE)
set(${EXTERNAL_NAME_UPPER}_LIB_PATH "${SOURCE_DIR}/NeuronDataReader_Mac/dylib")
set(${EXTERNAL_NAME_UPPER}_LIBRARY_RELEASE "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.dylib" CACHE TYPE INTERNAL)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.dylib" CACHE TYPE INTERNAL)
add_paths_to_fixup_libs("${${EXTERNAL_NAME_UPPER}_LIB_PATH}")
else()
# UNSUPPORTED
endif()

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#
# Copyright 2015 High Fidelity, Inc.
# Created by Anthony J. Thibault on 2015/12/21
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
macro(TARGET_NEURON)
# Neuron data reader is only available on these platforms
if (WIN32 OR APPLE)
add_dependency_external_projects(neuron)
find_package(Neuron REQUIRED)
target_include_directories(${TARGET_NAME} PRIVATE ${NEURON_INCLUDE_DIRS})
target_link_libraries(${TARGET_NAME} ${NEURON_LIBRARIES})
add_definitions(-DHAVE_NEURON)
endif(WIN32 OR APPLE)
endmacro()

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@ -0,0 +1,28 @@
#
# FindNeuron.cmake
#
# Try to find the Perception Neuron SDK
#
# You must provide a NEURON_ROOT_DIR which contains lib and include directories
#
# Once done this will define
#
# NEURON_FOUND - system found Neuron SDK
# NEURON_INCLUDE_DIRS - the Neuron SDK include directory
# NEURON_LIBRARIES - Link this to use Neuron
#
# Created on 12/21/2015 by Anthony J. Thibault
# 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(SelectLibraryConfigurations)
select_library_configurations(NEURON)
set(NEURON_REQUIREMENTS NEURON_INCLUDE_DIRS NEURON_LIBRARIES)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Neuron DEFAULT_MSG NEURON_INCLUDE_DIRS NEURON_LIBRARIES)
mark_as_advanced(NEURON_LIBRARIES NEURON_INCLUDE_DIRS NEURON_SEARCH_DIRS)

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var JOINT_PARENT_MAP = {
Hips: "",
RightUpLeg: "Hips",
RightLeg: "RightUpLeg",
RightFoot: "RightLeg",
LeftUpLeg: "Hips",
LeftLeg: "LeftUpLeg",
LeftFoot: "LeftLeg",
Spine: "Hips",
Spine1: "Spine",
Spine2: "Spine1",
Spine3: "Spine2",
Neck: "Spine3",
Head: "Neck",
RightShoulder: "Spine3",
RightArm: "RightShoulder",
RightForeArm: "RightArm",
RightHand: "RightForeArm",
RightHandThumb1: "RightHand",
RightHandThumb2: "RightHandThumb1",
RightHandThumb3: "RightHandThumb2",
RightHandThumb4: "RightHandThumb3",
RightHandIndex1: "RightHand",
RightHandIndex2: "RightHandIndex1",
RightHandIndex3: "RightHandIndex2",
RightHandIndex4: "RightHandIndex3",
RightHandMiddle1: "RightHand",
RightHandMiddle2: "RightHandMiddle1",
RightHandMiddle3: "RightHandMiddle2",
RightHandMiddle4: "RightHandMiddle3",
RightHandRing1: "RightHand",
RightHandRing2: "RightHandRing1",
RightHandRing3: "RightHandRing2",
RightHandRing4: "RightHandRing3",
RightHandPinky1: "RightHand",
RightHandPinky2: "RightHandPinky1",
RightHandPinky3: "RightHandPinky2",
RightHandPinky4: "RightHandPinky3",
LeftShoulder: "Spine3",
LeftArm: "LeftShoulder",
LeftForeArm: "LeftArm",
LeftHand: "LeftForeArm",
LeftHandThumb1: "LeftHand",
LeftHandThumb2: "LeftHandThumb1",
LeftHandThumb3: "LeftHandThumb2",
LeftHandThumb4: "LeftHandThumb3",
LeftHandIndex1: "LeftHand",
LeftHandIndex2: "LeftHandIndex1",
LeftHandIndex3: "LeftHandIndex2",
LeftHandIndex4: "LeftHandIndex3",
LeftHandMiddle1: "LeftHand",
LeftHandMiddle2: "LeftHandMiddle1",
LeftHandMiddle3: "LeftHandMiddle2",
LeftHandMiddle4: "LeftHandMiddle3",
LeftHandRing1: "LeftHand",
LeftHandRing2: "LeftHandRing1",
LeftHandRing3: "LeftHandRing2",
LeftHandRing4: "LeftHandRing3",
LeftHandPinky1: "LeftHand",
LeftHandPinky2: "LeftHandPinky1",
LeftHandPinky3: "LeftHandPinky2",
LeftHandPinky: "LeftHandPinky3",
};
var USE_TRANSLATIONS = false;
// ctor
function Xform(rot, pos) {
this.rot = rot;
this.pos = pos;
};
Xform.mul = function (lhs, rhs) {
var rot = Quat.multiply(lhs.rot, rhs.rot);
var pos = Vec3.sum(lhs.pos, Vec3.multiplyQbyV(lhs.rot, rhs.pos));
return new Xform(rot, pos);
};
Xform.prototype.inv = function () {
var invRot = Quat.inverse(this.rot);
var invPos = Vec3.multiply(-1, this.pos);
return new Xform(invRot, Vec3.multiplyQbyV(invRot, invPos));
};
Xform.prototype.toString = function () {
var rot = this.rot;
var pos = this.pos;
return "Xform rot = (" + rot.x + ", " + rot.y + ", " + rot.z + ", " + rot.w + "), pos = (" + pos.x + ", " + pos.y + ", " + pos.z + ")";
};
function dumpHardwareMapping() {
Object.keys(Controller.Hardware).forEach(function (deviceName) {
Object.keys(Controller.Hardware[deviceName]).forEach(function (input) {
print("Controller.Hardware." + deviceName + "." + input + ":" + Controller.Hardware[deviceName][input]);
});
});
}
// ctor
function NeuronAvatar() {
var self = this;
Script.scriptEnding.connect(function () {
self.shutdown();
});
Controller.hardwareChanged.connect(function () {
self.hardwareChanged();
});
if (Controller.Hardware.Neuron) {
this.activate();
} else {
this.deactivate();
}
}
NeuronAvatar.prototype.shutdown = function () {
this.deactivate();
};
NeuronAvatar.prototype.hardwareChanged = function () {
if (Controller.Hardware.Neuron) {
this.activate();
} else {
this.deactivate();
}
};
NeuronAvatar.prototype.activate = function () {
if (!this._active) {
Script.update.connect(updateCallback);
}
this._active = true;
// build absDefaultPoseMap
this._defaultAbsRotMap = {};
this._defaultAbsPosMap = {};
this._defaultAbsRotMap[""] = {x: 0, y: 0, z: 0, w: 1};
this._defaultAbsPosMap[""] = {x: 0, y: 0, z: 0};
var keys = Object.keys(JOINT_PARENT_MAP);
var i, l = keys.length;
for (i = 0; i < l; i++) {
var jointName = keys[i];
var j = MyAvatar.getJointIndex(jointName);
var parentJointName = JOINT_PARENT_MAP[jointName];
this._defaultAbsRotMap[jointName] = Quat.multiply(this._defaultAbsRotMap[parentJointName], MyAvatar.getDefaultJointRotation(j));
this._defaultAbsPosMap[jointName] = Vec3.sum(this._defaultAbsPosMap[parentJointName],
Quat.multiply(this._defaultAbsRotMap[parentJointName], MyAvatar.getDefaultJointTranslation(j)));
}
};
NeuronAvatar.prototype.deactivate = function () {
if (this._active) {
var self = this;
Script.update.disconnect(updateCallback);
}
this._active = false;
MyAvatar.clearJointsData();
};
NeuronAvatar.prototype.update = function (deltaTime) {
var hmdActive = HMD.active;
var keys = Object.keys(JOINT_PARENT_MAP);
var i, l = keys.length;
var absDefaultRot = {};
var jointName, channel, pose, parentJointName, j, parentDefaultAbsRot;
var localRotations = {};
var localTranslations = {};
for (i = 0; i < l; i++) {
var jointName = keys[i];
var channel = Controller.Hardware.Neuron[jointName];
if (channel) {
pose = Controller.getPoseValue(channel);
parentJointName = JOINT_PARENT_MAP[jointName];
j = MyAvatar.getJointIndex(jointName);
defaultAbsRot = this._defaultAbsRotMap[jointName];
parentDefaultAbsRot = this._defaultAbsRotMap[parentJointName];
// Rotations from the neuron controller are in world orientation but are delta's from the default pose.
// So first we build the absolute rotation of the default pose (local into world).
// Then apply the rotation from the controller, in world space.
// Then we transform back into joint local by multiplying by the inverse of the parents absolute rotation.
var localRotation = Quat.multiply(Quat.inverse(parentDefaultAbsRot), Quat.multiply(pose.rotation, defaultAbsRot));
if (!hmdActive || jointName !== "Hips") {
MyAvatar.setJointRotation(j, localRotation);
}
localRotations[jointName] = localRotation;
// translation proportions might be different from the neuron avatar and the user avatar skeleton.
// so this is disabled by default
if (USE_TRANSLATIONS) {
var localTranslation = Vec3.multiplyQbyV(Quat.inverse(parentDefaultAbsRot), pose.translation);
MyAvatar.setJointTranslation(j, localTranslation);
localTranslations[jointName] = localTranslation;
} else {
localTranslations[jointName] = MyAvatar.getDefaultJointTranslation(j);
}
}
}
// it attempts to adjust the hips so that the avatar's head is at the same location & oreintation as the HMD.
// however it's fighting with the internal c++ code that also attempts to adjust the hips.
if (hmdActive) {
var UNIT_SCALE = 1 / 100;
var hmdXform = new Xform(HMD.orientation, Vec3.multiply(1 / UNIT_SCALE, HMD.position)); // convert to cm
var y180Xform = new Xform({x: 0, y: 1, z: 0, w: 0}, {x: 0, y: 0, z: 0});
var avatarXform = new Xform(MyAvatar.orientation, Vec3.multiply(1 / UNIT_SCALE, MyAvatar.position)); // convert to cm
var hipsJointIndex = MyAvatar.getJointIndex("Hips");
var modelOffsetInvXform = new Xform({x: 0, y: 0, z: 0, w: 1}, MyAvatar.getDefaultJointTranslation(hipsJointIndex));
var defaultHipsXform = new Xform(MyAvatar.getDefaultJointRotation(hipsJointIndex), MyAvatar.getDefaultJointTranslation(hipsJointIndex));
var headXform = new Xform(localRotations["Head"], localTranslations["Head"]);
// transform eyes down the heirarchy chain into avatar space.
var hierarchy = ["Neck", "Spine3", "Spine2", "Spine1", "Spine"];
var i, l = hierarchy.length;
for (i = 0; i < l; i++) {
var xform = new Xform(localRotations[hierarchy[i]], localTranslations[hierarchy[i]]);
headXform = Xform.mul(xform, headXform);
}
headXform = Xform.mul(defaultHipsXform, headXform);
var preXform = Xform.mul(headXform, y180Xform);
var postXform = Xform.mul(avatarXform, Xform.mul(y180Xform, modelOffsetInvXform.inv()));
// solve for the offset that will put the eyes at the hmd position & orientation.
var hipsOffsetXform = Xform.mul(postXform.inv(), Xform.mul(hmdXform, preXform.inv()));
// now combine it with the default hips transform
var hipsXform = Xform.mul(hipsOffsetXform, defaultHipsXform);
MyAvatar.setJointRotation("Hips", hipsXform.rot);
MyAvatar.setJointTranslation("Hips", hipsXform.pos);
}
};
var neuronAvatar = new NeuronAvatar();
function updateCallback(deltaTime) {
neuronAvatar.update(deltaTime);
}

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@ -109,7 +109,9 @@ add_dependency_external_projects(sdl2)
if (WIN32)
add_dependency_external_projects(OpenVR)
endif()
if(WIN32 OR APPLE)
add_dependency_external_projects(neuron)
endif()
# disable /OPT:REF and /OPT:ICF for the Debug builds
# This will prevent the following linker warnings

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{
"name": "Neuron to Standard",
"channels": [
{ "from": "Hydra.LeftHand", "to": "Standard.LeftHand" },
{ "from": "Hydra.RightHand", "to": "Standard.RightHand" }
]
}

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@ -289,8 +289,10 @@ void Rig::clearJointState(int index) {
void Rig::clearJointStates() {
_internalPoseSet._overrideFlags.clear();
_internalPoseSet._overrideFlags.resize(_animSkeleton->getNumJoints());
_internalPoseSet._overridePoses = _animSkeleton->getRelativeDefaultPoses();
if (_animSkeleton) {
_internalPoseSet._overrideFlags.resize(_animSkeleton->getNumJoints());
_internalPoseSet._overridePoses = _animSkeleton->getRelativeDefaultPoses();
}
}
void Rig::clearJointAnimationPriority(int index) {

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@ -88,15 +88,73 @@ namespace controller {
// No correlation to SDL
enum StandardPoseChannel {
LEFT_HAND = 0,
RIGHT_HAND,
HIPS = 0,
RIGHT_UP_LEG,
RIGHT_LEG,
RIGHT_FOOT,
LEFT_UP_LEG,
LEFT_LEG,
LEFT_FOOT,
SPINE,
SPINE1,
SPINE2,
SPINE3,
NECK,
HEAD,
RIGHT_SHOULDER,
RIGHT_ARM,
RIGHT_FORE_ARM,
RIGHT_HAND,
RIGHT_HAND_THUMB1,
RIGHT_HAND_THUMB2,
RIGHT_HAND_THUMB3,
RIGHT_HAND_THUMB4,
RIGHT_HAND_INDEX1,
RIGHT_HAND_INDEX2,
RIGHT_HAND_INDEX3,
RIGHT_HAND_INDEX4,
RIGHT_HAND_MIDDLE1,
RIGHT_HAND_MIDDLE2,
RIGHT_HAND_MIDDLE3,
RIGHT_HAND_MIDDLE4,
RIGHT_HAND_RING1,
RIGHT_HAND_RING2,
RIGHT_HAND_RING3,
RIGHT_HAND_RING4,
RIGHT_HAND_PINKY1,
RIGHT_HAND_PINKY2,
RIGHT_HAND_PINKY3,
RIGHT_HAND_PINKY4,
LEFT_SHOULDER,
LEFT_ARM,
LEFT_FORE_ARM,
LEFT_HAND,
LEFT_HAND_THUMB1,
LEFT_HAND_THUMB2,
LEFT_HAND_THUMB3,
LEFT_HAND_THUMB4,
LEFT_HAND_INDEX1,
LEFT_HAND_INDEX2,
LEFT_HAND_INDEX3,
LEFT_HAND_INDEX4,
LEFT_HAND_MIDDLE1,
LEFT_HAND_MIDDLE2,
LEFT_HAND_MIDDLE3,
LEFT_HAND_MIDDLE4,
LEFT_HAND_RING1,
LEFT_HAND_RING2,
LEFT_HAND_RING3,
LEFT_HAND_RING4,
LEFT_HAND_PINKY1,
LEFT_HAND_PINKY2,
LEFT_HAND_PINKY3,
LEFT_HAND_PINKY4,
NUM_STANDARD_POSES
};
enum StandardCounts {
TRIGGERS = 2,
ANALOG_STICKS = 2,
POSES = 2, // FIXME 3? if we want to expose the head?
POSES = NUM_STANDARD_POSES
};
}

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#
# Created by Anthony Thibault on 2015/12/18
# 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
#
set(TARGET_NAME hifiNeuron)
setup_hifi_plugin(Script Qml Widgets)
link_hifi_libraries(shared controllers plugins input-plugins)
target_neuron()

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@ -0,0 +1,557 @@
//
// 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
#ifdef HAVE_NEURON
#include <NeuronDataReader.h>
#endif
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);
// default translations (cm)
static glm::vec3 neuronJointTranslations[NeuronJointIndex::Size] = {
{131.901, 95.6602, -27.9815},
{-9.55907, -1.58772, 0.0760284},
{0.0144232, -41.4683, -0.105322},
{1.59348, -41.5875, -0.557237},
{9.72077, -1.68926, -0.280643},
{0.0886684, -43.1586, -0.0111596},
{-2.98473, -44.0517, 0.0694456},
{0.110967, 16.3959, 0.140463},
{0.0500451, 10.0238, 0.0731921},
{0.061568, 10.4352, 0.0583075},
{0.0500606, 10.0217, 0.0711083},
{0.0317731, 10.7176, 0.0779325},
{-0.0204253, 9.71067, 0.131734},
{-3.24245, 7.13584, 0.185638},
{-13.0885, -0.0877601, 0.176065},
{-27.2674, 0.0688724, 0.0272146},
{-26.7673, 0.0301916, 0.0102847},
{-2.56017, 0.195537, 3.20968},
{-3.78796, 0, 0},
{-2.63141, 0, 0},
{-3.31579, 0.522947, 2.03495},
{-5.36589, -0.0939789, 1.02771},
{-3.72278, 0, 0},
{-2.11074, 0, 0},
{-3.47874, 0.532042, 0.778358},
{-5.32194, -0.0864, 0.322863},
{-4.06232, 0, 0},
{-2.54653, 0, 0},
{-3.46131, 0.553263, -0.132632},
{-4.76716, -0.0227368, -0.492632},
{-3.54073, 0, 0},
{-2.45634, 0, 0},
{-3.25137, 0.482779, -1.23613},
{-4.25937, -0.0227368, -1.12168},
{-2.83528, 0, 0},
{-1.79166, 0, 0},
{3.25624, 7.13148, -0.131575},
{13.149, -0.052598, -0.125076},
{27.2903, 0.00282644, -0.0181535},
{26.6602, 0.000969969, -0.0487599},
{2.56017, 0.195537, 3.20968},
{3.78796, 0, 0},
{2.63141, 0, 0},
{3.31579, 0.522947, 2.03495},
{5.36589, -0.0939789, 1.02771},
{3.72278, 0, 0},
{2.11074, 0, 0},
{3.47874, 0.532042, 0.778358},
{5.32194, -0.0864, 0.322863},
{4.06232, 0, 0},
{2.54653, 0, 0},
{3.46131, 0.553263, -0.132632},
{4.76716, -0.0227368, -0.492632},
{3.54073, 0, 0},
{2.45634, 0, 0},
{3.25137, 0.482779, -1.23613},
{4.25937, -0.0227368, -1.12168},
{2.83528, 0, 0},
{1.79166, 0, 0}
};
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(vec3 euler) {
// euler.x and euler.y are swaped, WTF.
glm::vec3 e = glm::vec3(euler.y, euler.x, euler.z) * RADIANS_PER_DEGREE;
return (glm::angleAxis(e.y, Vectors::UNIT_Y) *
glm::angleAxis(e.x, Vectors::UNIT_X) *
glm::angleAxis(e.z, Vectors::UNIT_Z));
}
#ifdef HAVE_NEURON
//
// 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 {
qCWarning(inputplugins) << "NeuronPlugin: unsuported binary format, please enable displacements";
// enter mutex
std::lock_guard<std::mutex> guard(neuronPlugin->_jointsMutex);
if (neuronPlugin->_joints.size() != NeuronJointIndex::Size) {
neuronPlugin->_joints.resize(NeuronJointIndex::Size, { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } });
}
for (int i = 0; i < NeuronJointIndex::Size; i++) {
neuronPlugin->_joints[i].euler = glm::vec3();
neuronPlugin->_joints[i].pos = neuronJointTranslations[i];
}
}
} 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;
}
#endif // #ifdef HAVE_NEURON
//
// NeuronPlugin
//
bool NeuronPlugin::isSupported() const {
#ifdef HAVE_NEURON
// 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;
#else
return false;
#endif
}
void NeuronPlugin::activate() {
#ifdef HAVE_NEURON
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();
} else {
qCDebug(inputplugins) << "NeuronPlugin: success connecting to " << _serverAddress.c_str() << ":" << _serverPort;
BRRegisterAutoSyncParmeter(_socketRef, Cmd_CombinationMode);
}
#endif
}
void NeuronPlugin::deactivate() {
#ifdef HAVE_NEURON
// 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();
#endif
}
void NeuronPlugin::pluginUpdate(float deltaTime, bool jointsCaptured) {
std::vector<NeuronJoint> joints;
{
// lock and copy
std::lock_guard<std::mutex> guard(_jointsMutex);
joints = _joints;
}
_inputDevice->update(deltaTime, 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 std::vector<NeuronPlugin::NeuronJoint>& joints, const std::vector<NeuronPlugin::NeuronJoint>& prevJoints) {
for (size_t i = 0; i < joints.size(); i++) {
glm::vec3 linearVel, angularVel;
glm::vec3 pos = joints[i].pos;
glm::quat rot = eulerToQuat(joints[i].euler);
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
}
int poseIndex = neuronJointIndexToPoseIndex((NeuronJointIndex)i);
_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());
}

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//
// NeuronPlugin.h
// 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
//
#ifndef hifi_NeuronPlugin_h
#define hifi_NeuronPlugin_h
#include <controllers/InputDevice.h>
#include <controllers/StandardControls.h>
#include <plugins/InputPlugin.h>
struct _BvhDataHeaderEx;
void FrameDataReceivedCallback(void* context, void* sender, _BvhDataHeaderEx* header, float* data);
// Handles interaction with the Neuron SDK
class NeuronPlugin : public InputPlugin {
Q_OBJECT
public:
friend void FrameDataReceivedCallback(void* context, void* sender, _BvhDataHeaderEx* header, float* data);
// Plugin functions
virtual bool isSupported() const override;
virtual bool isJointController() const override { return true; }
const QString& getName() const override { return NAME; }
const QString& getID() const override { return NEURON_ID_STRING; }
virtual void activate() override;
virtual void deactivate() override;
virtual void pluginFocusOutEvent() override { _inputDevice->focusOutEvent(); }
virtual void pluginUpdate(float deltaTime, bool jointsCaptured) override;
virtual void saveSettings() const override;
virtual void loadSettings() override;
protected:
struct NeuronJoint {
glm::vec3 pos;
glm::vec3 euler;
};
class InputDevice : public controller::InputDevice {
public:
friend class NeuronPlugin;
InputDevice() : controller::InputDevice("Neuron") {}
// Device functions
virtual controller::Input::NamedVector getAvailableInputs() const override;
virtual QString getDefaultMappingConfig() const override;
virtual void update(float deltaTime, bool jointsCaptured) override {};
virtual void focusOutEvent() override {};
void update(float deltaTime, const std::vector<NeuronPlugin::NeuronJoint>& joints, const std::vector<NeuronPlugin::NeuronJoint>& prevJoints);
};
std::shared_ptr<InputDevice> _inputDevice { std::make_shared<InputDevice>() };
static const QString NAME;
static const QString NEURON_ID_STRING;
std::string _serverAddress;
int _serverPort;
void* _socketRef;
// used to guard multi-threaded access to _joints
std::mutex _jointsMutex;
// copy of data directly from the NeuronDataReader SDK
std::vector<NeuronJoint> _joints;
// one frame old copy of _joints, used to caluclate angular and linear velocity.
std::vector<NeuronJoint> _prevJoints;
};
#endif // hifi_NeuronPlugin_h

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//
// Created by Anthony Thibault on 2015/12/18
// 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 <mutex>
#include <QtCore/QObject>
#include <QtCore/QtPlugin>
#include <QtCore/QStringList>
#include <plugins/RuntimePlugin.h>
#include <plugins/InputPlugin.h>
#include "NeuronPlugin.h"
class NeuronProvider : public QObject, public InputProvider
{
Q_OBJECT
Q_PLUGIN_METADATA(IID InputProvider_iid FILE "plugin.json")
Q_INTERFACES(InputProvider)
public:
NeuronProvider(QObject* parent = nullptr) : QObject(parent) {}
virtual ~NeuronProvider() {}
virtual InputPluginList getInputPlugins() override {
static std::once_flag once;
std::call_once(once, [&] {
InputPluginPointer plugin(new NeuronPlugin());
if (plugin->isSupported()) {
_inputPlugins.push_back(plugin);
}
});
return _inputPlugins;
}
private:
InputPluginList _inputPlugins;
};
#include "NeuronProvider.moc"

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{}