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3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 | #include "SDKClient.hpp"
#include "ManusSDKTypes.h"
#include "ClientLogging.hpp"
#include <fstream>
#include <iostream>
#include <thread>
#include <map>
#include <vector>
#include <algorithm>
#include "ClientPlatformSpecific.hpp"
#define GO_TO_DISPLAY(p_Key,p_Function) if (GetKeyDown(p_Key)) { ClearConsole();\
m_CurrentInteraction = std::bind(&SDKClient::p_Function, this); return ClientReturnCode::ClientReturnCode_Success;}
#define GO_TO_MENU_IF_REQUESTED() if (GetKeyDown('Q')) { ClearConsole();\
m_CurrentInteraction = nullptr; return ClientReturnCode::ClientReturnCode_Success;}
using ManusSDK::ClientLog;
std::map<std::string, std::vector<double>> output_map;
SDKClient* SDKClient::s_Instance = nullptr;
std::vector<long int> idleft={3822396207, 3998055887};
std::vector<long int> idright={3762867141, 831307785};
SDKClient::SDKClient()
{
s_Instance = this;
// using initializers like these ensure that the data is set to its default values.
ErgonomicsData_Init(&m_LeftGloveErgoData);
ErgonomicsData_Init(&m_RightGloveErgoData);
TestTimestamp();
}
SDKClient::~SDKClient()
{
s_Instance = nullptr;
}
/// @brief Initialize the sample console and the SDK.
/// This function attempts to resize the console window and then proceeds to initialize the SDK's interface.
ClientReturnCode SDKClient::Initialize()
{
// if (!PlatformSpecificInitialization())
// {
// return ClientReturnCode::ClientReturnCode_FailedPlatformSpecificInitialization;
// }
const ClientReturnCode t_IntializeResult = InitializeSDK();
if (t_IntializeResult != ClientReturnCode::ClientReturnCode_Success)
{
ClientLog::error("Failed to initialize the SDK. Are you sure the correct ManusSDKLibary is used?");
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief The main SDKClient loop.
/// This is a simple state machine which switches between different substates.
ClientReturnCode SDKClient::Run()
{
ConnectingToCore();
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief When you are done with the SDK, don't forget to nicely shut it down
/// this will close all connections to the host, close any threads and clean up after itself
/// after this is called it is expected to exit the client program. If not it needs to call initialize again.
ClientReturnCode SDKClient::ShutDown()
{
const SDKReturnCode t_Result = CoreSdk_ShutDown();
if (t_Result != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to shut down the SDK wrapper. The value returned was {}.", (int32_t)t_Result);
return ClientReturnCode::ClientReturnCode_FailedToShutDownSDK;
}
if (!PlatformSpecificShutdown())
{
return ClientReturnCode::ClientReturnCode_FailedPlatformSpecificShutdown;
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief Gets called when the client is connects to manus core
/// Using this callback is optional.
/// In this sample we use this callback to change the client's state and switch to another screen
void SDKClient::OnConnectedCallback(const ManusHost* const p_Host)
{
ClientLog::print("Connected to manus core.");
//No need to initialize these as they get filled in the CoreSdk_GetVersionsAndCheckCompatibility
ManusVersion t_SdkVersion;
ManusVersion t_CoreVersion;
bool t_IsCompatible;
const SDKReturnCode t_Result = CoreSdk_GetVersionsAndCheckCompatibility(&t_SdkVersion, &t_CoreVersion, &t_IsCompatible);
if (t_Result == SDKReturnCode::SDKReturnCode_Success)
{
const std::string t_Versions = "Sdk version : " + std::string(t_SdkVersion.versionInfo) + ", Core version : " + std::string(t_CoreVersion.versionInfo) + ".";
if (t_IsCompatible)
{
ClientLog::print("Versions are compatible.{}", t_Versions);
}
else
{
ClientLog::warn("Versions are not compatible with each other.{}", t_Versions);
}
}
else
{
ClientLog::error("Failed to get the versions from the SDK. The value returned was {}.", (int32_t)t_Result);
}
uint32_t t_SessionId;
const SDKReturnCode t_SessionIdResult = CoreSdk_GetSessionId(&t_SessionId);
if (t_SessionIdResult == SDKReturnCode::SDKReturnCode_Success && t_SessionId != 0)
{
ClientLog::print("Session Id: {}", t_SessionId);
s_Instance->m_SessionId = t_SessionId;
}
else
{
ClientLog::print("Failed to get the Session ID from Core. The value returned was{}.", (int32_t)t_SessionIdResult);
}
ManusHost t_Host(*p_Host);
s_Instance->m_Host = std::make_unique<ManusHost>(t_Host);
// Set the hand motion mode of the RawSkeletonStream. This is optional and can be set to any of the HandMotion enum values. Default = None
const SDKReturnCode t_HandMotionResult = CoreSdk_SetRawSkeletonHandMotion(HandMotion_Auto);
if (t_HandMotionResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::print("Failed to set the hand motion mode. The value returned was {}.", (int32_t)t_HandMotionResult);
}
// Only setting state to displaying data on automatic reconnect
if (s_Instance->m_State == ClientState::ClientState_Disconnected)
{
s_Instance->m_State = ClientState::ClientState_DisplayingData;
}
}
/// @brief Gets called when the client disconnects from manus core.
/// This callback is optional and in the sample changes the client's state.
void SDKClient::OnDisconnectedCallback(const ManusHost* const p_Host)
{
ClientLog::print("Disconnected from manus core.");
s_Instance->m_TimeSinceLastDisconnect = std::chrono::high_resolution_clock::now();
ManusHost t_Host(*p_Host);
s_Instance->m_Host = std::make_unique<ManusHost>(t_Host);
s_Instance->m_State = ClientState::ClientState_Disconnected;
}
void SDKClient::OnLogCallback(LogSeverity p_Severity, const char* const p_Log, uint32_t p_Length)
{
if (!s_Instance)return;
auto t_Log = new SDKLog();
t_Log->severity = p_Severity;
t_Log->string = std::string(p_Log);
s_Instance->m_LogMutex.lock();
s_Instance->m_Logs.push_back(t_Log);
s_Instance->m_LogMutex.unlock();
}
/// @brief This gets called when the client is connected to manus core
/// @param p_SkeletonStreamInfo contains the meta data on how much data regarding the skeleton we need to get from the SDK.
void SDKClient::OnSkeletonStreamCallback(const SkeletonStreamInfo* const p_SkeletonStreamInfo)
{
if (s_Instance)
{
ClientSkeletonCollection* t_NxtClientSkeleton = new ClientSkeletonCollection();
t_NxtClientSkeleton->skeletons.resize(p_SkeletonStreamInfo->skeletonsCount);
for (uint32_t i = 0; i < p_SkeletonStreamInfo->skeletonsCount; i++)
{
CoreSdk_GetSkeletonInfo(i, &t_NxtClientSkeleton->skeletons[i].info);
t_NxtClientSkeleton->skeletons[i].nodes.resize(t_NxtClientSkeleton->skeletons[i].info.nodesCount);
t_NxtClientSkeleton->skeletons[i].info.publishTime = p_SkeletonStreamInfo->publishTime;
CoreSdk_GetSkeletonData(i, t_NxtClientSkeleton->skeletons[i].nodes.data(), t_NxtClientSkeleton->skeletons[i].info.nodesCount);
}
s_Instance->m_SkeletonMutex.lock();
if (s_Instance->m_NextSkeleton != nullptr) delete s_Instance->m_NextSkeleton;
s_Instance->m_NextSkeleton = t_NxtClientSkeleton;
s_Instance->m_SkeletonMutex.unlock();
}
}
/// @brief This gets called when the client is connected to manus core. It sends the skeleton data coming from the estimation system, before the retargeting to the client skeleton model.
/// @param p_RawSkeletonStreamInfo contains the meta data on how much data regarding the raw skeleton we need to get from the SDK.
void SDKClient::OnRawSkeletonStreamCallback(const SkeletonStreamInfo* const p_RawSkeletonStreamInfo)
{
// std::cout<<"OnRawSkeletonStreamCallback"<<std::endl;
if (s_Instance)
{
ClientRawSkeletonCollection* t_NxtClientRawSkeleton = new ClientRawSkeletonCollection();
t_NxtClientRawSkeleton->skeletons.resize(p_RawSkeletonStreamInfo->skeletonsCount);
for (uint32_t i = 0; i < p_RawSkeletonStreamInfo->skeletonsCount; i++)
{
CoreSdk_GetRawSkeletonInfo(i, &t_NxtClientRawSkeleton->skeletons[i].info);
t_NxtClientRawSkeleton->skeletons[i].nodes.resize(t_NxtClientRawSkeleton->skeletons[i].info.nodesCount);
t_NxtClientRawSkeleton->skeletons[i].info.publishTime = p_RawSkeletonStreamInfo->publishTime;
CoreSdk_GetRawSkeletonData(i, t_NxtClientRawSkeleton->skeletons[i].nodes.data(), t_NxtClientRawSkeleton->skeletons[i].info.nodesCount);
std::string glove_id = std::to_string(t_NxtClientRawSkeleton->skeletons[i].info.gloveId);
std::vector<double> positions;
std::vector<double> orientations;
for (uint32_t j = 0; j < t_NxtClientRawSkeleton->skeletons[i].info.nodesCount; j++){
positions.push_back(t_NxtClientRawSkeleton->skeletons[i].nodes[j].transform.position.x);
positions.push_back(t_NxtClientRawSkeleton->skeletons[i].nodes[j].transform.position.y);
positions.push_back(t_NxtClientRawSkeleton->skeletons[i].nodes[j].transform.position.z);
orientations.push_back(t_NxtClientRawSkeleton->skeletons[i].nodes[j].transform.rotation.w);
orientations.push_back(t_NxtClientRawSkeleton->skeletons[i].nodes[j].transform.rotation.x);
orientations.push_back(t_NxtClientRawSkeleton->skeletons[i].nodes[j].transform.rotation.y);
orientations.push_back(t_NxtClientRawSkeleton->skeletons[i].nodes[j].transform.rotation.z);
}
output_map[glove_id +"_position"] = positions;
output_map[glove_id +"_orientation"] = orientations;
}
s_Instance->m_RawSkeletonMutex.lock();
if (s_Instance->m_NextRawSkeleton != nullptr) delete s_Instance->m_NextRawSkeleton;
s_Instance->m_NextRawSkeleton = t_NxtClientRawSkeleton;
s_Instance->m_RawSkeletonMutex.unlock();
}
}
/// @brief This gets called when receiving tracker information from core
/// @param p_TrackerStreamInfo contains the meta data on how much data regarding the trackers we need to get from the SDK.
void SDKClient::OnTrackerStreamCallback(const TrackerStreamInfo* const p_TrackerStreamInfo)
{
if (s_Instance)
{
TrackerDataCollection* t_TrackerData = new TrackerDataCollection();
t_TrackerData->trackerData.resize(p_TrackerStreamInfo->trackerCount);
for (uint32_t i = 0; i < p_TrackerStreamInfo->trackerCount; i++)
{
CoreSdk_GetTrackerData(i, &t_TrackerData->trackerData[i]);
}
s_Instance->m_TrackerMutex.lock();
if (s_Instance->m_NextTrackerData != nullptr) delete s_Instance->m_NextTrackerData;
s_Instance->m_NextTrackerData = t_TrackerData;
s_Instance->m_TrackerMutex.unlock();
}
}
/// @brief This gets called when receiving gesture data from Manus Core
/// In our sample we only save the first glove's gesture data.
/// Gesture data gets generated and sent when glove data changes, this means that the stream
/// does not always contain ALL of the devices, because some may not have had new data since
/// the last time the gesture data was sent.
/// @param p_GestureStream contains the basic info to retrieve gesture data.
void SDKClient::OnGestureStreamCallback(const GestureStreamInfo* const p_GestureStream)
{
if (s_Instance)
{
for (uint32_t i = 0; i < p_GestureStream->gestureProbabilitiesCount; i++)
{
GestureProbabilities t_Probs;
CoreSdk_GetGestureStreamData(i, 0, &t_Probs);
if (t_Probs.isUserID)continue;
if (t_Probs.id != s_Instance->m_FirstLeftGloveID && t_Probs.id != s_Instance->m_FirstRightGloveID)continue;
ClientGestures* t_Gest = new ClientGestures();
t_Gest->info = t_Probs;
t_Gest->probabilities.reserve(t_Gest->info.totalGestureCount);
uint32_t t_BatchCount = (t_Gest->info.totalGestureCount / MAX_GESTURE_DATA_CHUNK_SIZE) + 1;
uint32_t t_ProbabilityIdx = 0;
for (uint32_t b = 0; b < t_BatchCount; b++)
{
for (uint32_t j = 0; j < t_Probs.gestureCount; j++)
{
t_Gest->probabilities.push_back(t_Probs.gestureData[j]);
}
t_ProbabilityIdx += t_Probs.gestureCount;
CoreSdk_GetGestureStreamData(i, t_ProbabilityIdx, &t_Probs); //this will get more data, if needed for the next iteration.
}
s_Instance->m_GestureMutex.lock();
if (t_Probs.id == s_Instance->m_FirstLeftGloveID)
{
if (s_Instance->m_NewFirstLeftGloveGestures != nullptr) delete s_Instance->m_NewFirstLeftGloveGestures;
s_Instance->m_NewFirstLeftGloveGestures = t_Gest;
}
else
{
if (s_Instance->m_NewFirstRightGloveGestures != nullptr) delete s_Instance->m_NewFirstRightGloveGestures;
s_Instance->m_NewFirstRightGloveGestures = t_Gest;
}
s_Instance->m_GestureMutex.unlock();
}
}
}
/// @brief This gets called when receiving landscape information from core
/// @param p_Landscape contains the new landscape from core.
void SDKClient::OnLandscapeCallback(const Landscape* const p_Landscape)
{
if (s_Instance == nullptr)return;
Landscape* t_Landscape = new Landscape(*p_Landscape);
s_Instance->m_LandscapeMutex.lock();
if (s_Instance->m_NewLandscape != nullptr) delete s_Instance->m_NewLandscape;
s_Instance->m_NewLandscape = t_Landscape;
s_Instance->m_NewGestureLandscapeData.resize(t_Landscape->gestureCount);
CoreSdk_GetGestureLandscapeData(s_Instance->m_NewGestureLandscapeData.data(), (uint32_t)s_Instance->m_NewGestureLandscapeData.size());
s_Instance->m_LandscapeMutex.unlock();
}
/// @brief This gets called when receiving a system message from Core.
/// @param p_SystemMessage contains the system message received from core.
void SDKClient::OnSystemCallback(const SystemMessage* const p_SystemMessage)
{
if (s_Instance)
{
s_Instance->m_SystemMessageMutex.lock();
switch (p_SystemMessage->type)
{
case SystemMessageType::SystemMessageType_TemporarySkeletonModified:
// if the message was triggered by a temporary skeleton being modified then save the skeleton index,
// this information will be used to get and load the skeleton into core
s_Instance->m_ModifiedSkeletonIndex = p_SystemMessage->infoUInt;
break;
default:
s_Instance->m_SystemMessageCode = p_SystemMessage->type;
s_Instance->m_SystemMessage = p_SystemMessage->infoString;
break;
}
s_Instance->m_SystemMessageMutex.unlock();
}
}
/// @brief This gets called when receiving ergonomics data from Manus Core
/// In our sample we only save the first left and first right glove's latests ergonomics data.
/// Ergonomics data gets generated and sent when glove data changes, this means that the stream
/// does not always contain ALL of the devices, because some may not have had new data since
/// the last time the ergonomics data was sent.
/// @param p_Ergo contains the ergonomics data for each glove connected to Core.
void SDKClient::OnErgonomicsCallback(const ErgonomicsStream* const p_Ergo)
{
if (s_Instance)
{
long int left_glove_id = 0;
long int right_glove_id = 0;
for (uint32_t i = 0; i < p_Ergo->dataCount; i++)
{
if (p_Ergo->data[i].isUserID)continue;
ErgonomicsData* t_Ergo = nullptr;
if (std::find(idleft.begin(), idleft.end(), p_Ergo->data[i].id) != idleft.end())
{
t_Ergo = &s_Instance->m_LeftGloveErgoData;
left_glove_id = p_Ergo->data[i].id;
}
if (std::find(idright.begin(), idright.end(), p_Ergo->data[i].id) != idright.end())
{
t_Ergo = &s_Instance->m_RightGloveErgoData;
right_glove_id = p_Ergo->data[i].id;
}
if (t_Ergo == nullptr)continue;
CoreSdk_GetTimestampInfo(p_Ergo->publishTime, &s_Instance->m_ErgoTimestampInfo);
t_Ergo->id = p_Ergo->data[i].id;
t_Ergo->isUserID = p_Ergo->data[i].isUserID;
// Create a vector to store the angles of the hand
std::vector<double> orientations_left;
std::vector<double> orientations_right;
for (int j = 0; j < ErgonomicsDataType::ErgonomicsDataType_MAX_SIZE; j++)
{
t_Ergo->data[j] = p_Ergo->data[i].data[j];
double roundedValue = s_Instance->RoundFloatValue(t_Ergo->data[j], 2);
if (t_Ergo == &s_Instance->m_LeftGloveErgoData)
{
orientations_left.push_back(roundedValue);
}
else if (t_Ergo == &s_Instance->m_RightGloveErgoData)
{
orientations_right.push_back(roundedValue);
}
}
if(left_glove_id!=0){
output_map[std::to_string(left_glove_id)+"_angle"] = orientations_left;
}
if(right_glove_id!=0){
output_map[std::to_string(right_glove_id)+"_angle"] = orientations_right;
}
}
}
}
/// @brief Round the given float value so that it has no more than the given number of decimals.
float SDKClient::RoundFloatValue(float p_Value, int p_NumDecimalsToKeep)
{
// Since C++11, powf is supposed to be declared in <cmath>.
// Unfortunately, gcc decided to be non-compliant on this for no apparent
// reason, so now we have to do this.
// https://stackoverflow.com/questions/5483930/powf-is-not-a-member-of-std
float t_Power = static_cast<float>(std::pow(
10.0,
static_cast<double>(p_NumDecimalsToKeep)));
return std::round(p_Value * t_Power) / t_Power;
}
/// @brief Set the position that the next log message will appear at.
/// Using this allows us to have somewhat of a static, yet flexible layout of logging.
void SDKClient::AdvanceConsolePosition(short int p_Y)
{
if (p_Y < 0)
{
m_ConsoleCurrentOffset = 0;
}
else
{
m_ConsoleCurrentOffset += p_Y;
}
ApplyConsolePosition(m_ConsoleCurrentOffset);
}
/// @brief Initialize the sdk, register the callbacks and set the coordinate system.
/// This needs to be done before any of the other SDK functions can be used.
ClientReturnCode SDKClient::InitializeSDK()
{
// ClientLog::print("Select what mode you would like to start in (and press enter to submit)");
// ClientLog::print("[1] Core Integrated - This will run standalone without the need for a MANUS Core connection");
// ClientLog::print("[2] Core Local - This will connect to a MANUS Core running locally on your machine");
// ClientLog::print("[3] Core Remote - This will search for a MANUS Core running locally on your network");
// std::string t_ConnectionTypeInput;
// std::cin >> t_ConnectionTypeInput;
std::string t_ConnectionTypeInput = "1";
switch (t_ConnectionTypeInput[0])
{
case '1':
m_ConnectionType = ConnectionType::ConnectionType_Integrated;
m_State = ClientState::ClientState_ConnectingToCore;
break;
case '2':
m_ConnectionType = ConnectionType::ConnectionType_Local;
m_State = ClientState::ClientState_LookingForHosts;
break;
case '3':
m_ConnectionType = ConnectionType::ConnectionType_Remote;
m_State = ClientState::ClientState_LookingForHosts;
break;
default:
m_ConnectionType = ConnectionType::ConnectionType_Invalid;
m_State = ClientState::ClientState_Starting;
ClientLog::print("Invalid input, try again");
return InitializeSDK();
}
// Invalid connection type detected
if (m_ConnectionType == ConnectionType::ConnectionType_Invalid
|| m_ConnectionType == ConnectionType::ClientState_MAX_CLIENT_STATE_SIZE)
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
// before we can use the SDK, some internal SDK bits need to be initialized.
// however after initializing, the SDK is not yet connected to a host or doing anything network related just yet.
bool t_Remote = m_ConnectionType != ConnectionType::ConnectionType_Integrated;
const SDKReturnCode t_InitializeResult = CoreSdk_Initialize(m_ClientType, t_Remote);
if (t_InitializeResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to initialize the Manus Core SDK. The value returned was {}.", (int32_t)t_InitializeResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
const ClientReturnCode t_CallBackResults = RegisterAllCallbacks();
if (t_CallBackResults != ::ClientReturnCode::ClientReturnCode_Success)
{
ClientLog::error("Failed to initialize callbacks.");
return t_CallBackResults;
}
// after everything is registered and initialized as seen above
// we must also set the coordinate system being used for the data in this client.
// (each client can have their own settings. unreal and unity for instance use different coordinate systems)
// if this is not set, the SDK will not connect to any Manus core host.
// The coordinate system used for this example is z-up, x-positive, right-handed and in meter scale.
CoordinateSystemVUH t_VUH;
CoordinateSystemVUH_Init(&t_VUH);
t_VUH.handedness = Side::Side_Right;
t_VUH.up = AxisPolarity::AxisPolarity_PositiveZ;
t_VUH.view = AxisView::AxisView_XFromViewer;
t_VUH.unitScale = 1.0f; //1.0 is meters, 0.01 is cm, 0.001 is mm.
// The above specified coordinate system is used to initialize and the coordinate space is specified (world/local).
const SDKReturnCode t_CoordinateResult = CoreSdk_InitializeCoordinateSystemWithVUH(t_VUH, true);
/* this is an example if you want to use the other coordinate system instead of VUH (view, up, handedness)
CoordinateSystemDirection t_Direction;
t_Direction.x = AxisDirection::AD_Right;
t_Direction.y = AxisDirection::AD_Up;
t_Direction.z = AxisDirection::AD_Forward;
const SDKReturnCode t_InitializeResult = CoreSdk_InitializeCoordinateSystemWithDirection(t_Direction, true);
*/
if (t_CoordinateResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to initialize the Manus Core SDK coordinate system. The value returned was {}.", (int32_t)t_InitializeResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief Used to restart and initialize the SDK to make sure a new connection can be set up.
/// This function is used by the client to shutdown the SDK and any connections it has.
/// After that it reinitializes the SDK so that it is ready to connect to a new Manus Core.
ClientReturnCode SDKClient::RestartSDK()
{
const SDKReturnCode t_ShutDownResult = CoreSdk_ShutDown();
if (t_ShutDownResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to shutdown the SDK. The value returned was {}.", (int32_t)t_ShutDownResult);
return ClientReturnCode::ClientReturnCode_FailedToShutDownSDK;
}
const ClientReturnCode t_IntializeResult = InitializeSDK();
if (t_IntializeResult != ClientReturnCode::ClientReturnCode_Success)
{
ClientLog::error("Failed to initialize the SDK functionality. The value returned was {}.", (int32_t)t_IntializeResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief Used to register the callbacks between sdk and core.
/// Callbacks that are registered functions that get called when a certain 'event' happens, such as data coming in from Manus Core.
/// All of these are optional, but depending on what data you require you may or may not need all of them.
ClientReturnCode SDKClient::RegisterAllCallbacks()
{
// Register the callback for when manus core is connected to the SDK
// it is optional, but helps trigger your client nicely if needed.
// see the function OnConnectedCallback for more details
const SDKReturnCode t_RegisterConnectCallbackResult = CoreSdk_RegisterCallbackForOnConnect(*OnConnectedCallback);
if (t_RegisterConnectCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for after connecting to Manus Core. The value returned was {}.", (int32_t)t_RegisterConnectCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is disconnected to the SDK
// it is optional, but helps trigger your client nicely if needed.
// see OnDisconnectedCallback for more details.
const SDKReturnCode t_RegisterDisconnectCallbackResult = CoreSdk_RegisterCallbackForOnDisconnect(*OnDisconnectedCallback);
if (t_RegisterDisconnectCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for after disconnecting from Manus Core. The value returned was {}.", (int32_t)t_RegisterDisconnectCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for logging from the SDK
// it is optional, but it might help display the logs at the right time/place
const SDKReturnCode t_RegisterLogCallbackResult = CoreSdk_RegisterCallbackForOnLog(*OnLogCallback);
if (t_RegisterLogCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for logging from the SDK. The value returned was {}.", (int32_t)t_RegisterLogCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is sending Skeleton data
// it is optional, but without it you can not see any resulting skeleton data.
// see OnSkeletonStreamCallback for more details.
const SDKReturnCode t_RegisterSkeletonCallbackResult = CoreSdk_RegisterCallbackForSkeletonStream(*OnSkeletonStreamCallback);
if (t_RegisterSkeletonCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for processing skeletal data from Manus Core. The value returned was {}.", (int32_t)t_RegisterSkeletonCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is sending landscape data
// it is optional, but this allows for a reactive adjustment of device information.
const SDKReturnCode t_RegisterLandscapeCallbackResult = CoreSdk_RegisterCallbackForLandscapeStream(*OnLandscapeCallback);
if (t_RegisterLandscapeCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback for landscape from Manus Core. The value returned was {}.", (int32_t)t_RegisterLandscapeCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is sending System messages
// This is usually not used by client applications unless they want to show errors/events from core.
// see OnSystemCallback for more details.
const SDKReturnCode t_RegisterSystemCallbackResult = CoreSdk_RegisterCallbackForSystemStream(*OnSystemCallback);
if (t_RegisterSystemCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for system feedback from Manus Core. The value returned was {}.", (int32_t)t_RegisterSystemCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is sending Ergonomics data
// it is optional, but helps trigger your client nicely if needed.
// see OnErgonomicsCallback for more details.
const SDKReturnCode t_RegisterErgonomicsCallbackResult = CoreSdk_RegisterCallbackForErgonomicsStream(*OnErgonomicsCallback);
if (t_RegisterErgonomicsCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for ergonomics data from Manus Core. The value returned was {}.", (int32_t)t_RegisterErgonomicsCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is sending Raw Skeleton data
// it is optional, but without it you can not see any resulting skeleton data.
// see OnSkeletonStreamCallback for more details.
const SDKReturnCode t_RegisterRawSkeletonCallbackResult = CoreSdk_RegisterCallbackForRawSkeletonStream(*OnRawSkeletonStreamCallback);
if (t_RegisterRawSkeletonCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for processing raw skeletal data from Manus Core. The value returned was {}.", (int32_t)t_RegisterRawSkeletonCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is sending Tracker data
// it is optional, but without it you can not see any resulting tracker data.
// see OnTrackerStreamCallback for more details.
const SDKReturnCode t_RegisterTrackerCallbackResult = CoreSdk_RegisterCallbackForTrackerStream(*OnTrackerStreamCallback);
if (t_RegisterTrackerCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for processing tracker data from Manus Core. The value returned was {}.", (int32_t)t_RegisterTrackerCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
// Register the callback for when manus core is sending Raw Skeleton data
// it is optional, but without it you can not see any resulting skeleton data.
// see OnGestureStreamCallback for more details.
const SDKReturnCode t_RegisterGestureCallbackResult = CoreSdk_RegisterCallbackForGestureStream(*OnGestureStreamCallback);
if (t_RegisterGestureCallbackResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to register callback function for processing gesture data from Manus Core. The value returned was {}.", (int32_t)t_RegisterGestureCallbackResult);
return ClientReturnCode::ClientReturnCode_FailedToInitialize;
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief Simple example of the SDK looking for manus core hosts on the network
/// and display them on screen.
ClientReturnCode SDKClient::LookingForHosts()
{
ClientLog::print("Looking for hosts...");
// Underlying function will sleep for m_SecondsToFindHosts to allow servers to reply.
bool t_ConnectLocally = m_ConnectionType == ConnectionType::ConnectionType_Local;
const SDKReturnCode t_StartResult = CoreSdk_LookForHosts(m_SecondsToFindHosts, t_ConnectLocally);
if (t_StartResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to look for hosts. The error given was {}.", (int32_t)t_StartResult);
return ClientReturnCode::ClientReturnCode_FailedToFindHosts;
}
m_NumberOfHostsFound = 0;
const SDKReturnCode t_NumberResult = CoreSdk_GetNumberOfAvailableHostsFound(&m_NumberOfHostsFound);
if (t_NumberResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get the number of available hosts. The error given was {}.", (int32_t)t_NumberResult);
return ClientReturnCode::ClientReturnCode_FailedToFindHosts;
}
if (m_NumberOfHostsFound == 0)
{
ClientLog::warn("No hosts found.");
m_State = ClientState::ClientState_NoHostsFound;
return ClientReturnCode::ClientReturnCode_FailedToFindHosts;
}
m_AvailableHosts.reset(new ManusHost[m_NumberOfHostsFound]);
const SDKReturnCode t_HostsResult = CoreSdk_GetAvailableHostsFound(m_AvailableHosts.get(), m_NumberOfHostsFound);
if (t_HostsResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get the available hosts. The error given was {}.", (int32_t)t_HostsResult);
return ClientReturnCode::ClientReturnCode_FailedToFindHosts;
}
if (t_ConnectLocally)
{
m_State = ClientState::ClientState_ConnectingToCore;
return ClientReturnCode::ClientReturnCode_Success;
}
m_State = ClientState::ClientState_PickingHost;
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief When no available hosts are found the user can either retry or exit.
ClientReturnCode SDKClient::NoHostsFound()
{
if (m_ConsoleClearTickCount == 0)
{
AdvanceConsolePosition(-1);
ClientLog::print("No hosts were found. Retry?");
ClientLog::print("[R] retry");
ClientLog::print("[ESC] exit");
}
if (GetKeyDown('R'))
{
ClientLog::print("Retrying.");
m_State = ClientState::ClientState_LookingForHosts;
}
// Note: escape is handled by default below.
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief Print the found hosts and give the user the option to select one.
ClientReturnCode SDKClient::PickingHost()
{
if (m_ConsoleClearTickCount == 0)
{
AdvanceConsolePosition(-1);
ClientLog::print("[R] retry [ESC] exit");
ClientLog::print("Pick a host to connect to.");
ClientLog::print("Found the following hosts:");
// Note: only 10 hosts are shown, to match the number of number keys, for easy selection.
for (unsigned int t_HostNumber = 0; t_HostNumber < 10 && t_HostNumber < m_NumberOfHostsFound; t_HostNumber++)
{
ClientLog::print(
"[{}] hostname \"{}\", IP address \"{}\" Version {}.{}.{}",
t_HostNumber,
m_AvailableHosts[t_HostNumber].hostName,
m_AvailableHosts[t_HostNumber].ipAddress,
m_AvailableHosts[t_HostNumber].manusCoreVersion.major,
m_AvailableHosts[t_HostNumber].manusCoreVersion.minor,
m_AvailableHosts[t_HostNumber].manusCoreVersion.patch);
}
}
for (unsigned int t_HostNumber = 0; t_HostNumber < 10 && t_HostNumber < m_NumberOfHostsFound; t_HostNumber++)
{
if (GetKeyDown('0' + t_HostNumber))
{
ClientLog::print("Selected host {}.", t_HostNumber);
m_HostToConnectTo = t_HostNumber;
m_State = ClientState::ClientState_ConnectingToCore;
break;
}
}
if (GetKeyDown('R'))
{
ClientLog::print("Retrying.");
m_State = ClientState::ClientState_LookingForHosts;
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief After a connection option was selected, the client will now try to connect to manus core via the SDK.
ClientReturnCode SDKClient::ConnectingToCore()
{
SDKReturnCode t_ConnectResult = SDKReturnCode::SDKReturnCode_Error;
switch (m_ConnectionType)
{
case ConnectionType::ConnectionType_Integrated:
{
ManusHost t_Empty;
ManusHost_Init(&t_Empty);
t_ConnectResult = CoreSdk_ConnectToHost(t_Empty);
break;
}
case ConnectionType::ConnectionType_Local:
{
t_ConnectResult = CoreSdk_ConnectToHost(m_AvailableHosts[0]);
break;
}
case ConnectionType::ConnectionType_Remote:
{
t_ConnectResult = CoreSdk_ConnectToHost(m_AvailableHosts[m_HostToConnectTo]);
break;
}
}
if (t_ConnectResult == SDKReturnCode::SDKReturnCode_NotConnected)
{
m_State = ClientState::ClientState_NoHostsFound;
return ClientReturnCode::ClientReturnCode_Success; // Differentiating between error and no connect
}
if (t_ConnectResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to connect to Core. The error given was {}.", (int32_t)t_ConnectResult);
return ClientReturnCode::ClientReturnCode_FailedToConnect;
}
m_State = ClientState::ClientState_DisplayingData;
// Note: a log message from somewhere in the SDK during the connection process can cause text
// to permanently turn green after this step. Adding a sleep here of 2+ seconds "fixes" the
// issue. It seems to be caused by a threading issue somewhere, resulting in a log call being
// interrupted while it is printing the green [info] text. The log output then gets stuck in
// green mode.
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief Some things happen before every display update, no matter what state.
/// They happen here, such as the updating of the landscape and the generated tracker
/// @return
ClientReturnCode SDKClient::UpdateBeforeDisplayingData()
{
AdvanceConsolePosition(-1);
m_SkeletonMutex.lock();
if (m_NextSkeleton != nullptr)
{
if (m_Skeleton != nullptr)delete m_Skeleton;
m_Skeleton = m_NextSkeleton;
m_NextSkeleton = nullptr;
}
m_SkeletonMutex.unlock();
m_RawSkeletonMutex.lock();
if (m_NextRawSkeleton != nullptr)
{
if (m_RawSkeleton != nullptr)delete m_RawSkeleton;
m_RawSkeleton = m_NextRawSkeleton;
m_NextRawSkeleton = nullptr;
}
m_RawSkeletonMutex.unlock();
m_TrackerMutex.lock();
if (m_NextTrackerData != nullptr)
{
if (m_TrackerData != nullptr)delete m_TrackerData;
m_TrackerData = m_NextTrackerData;
m_NextTrackerData = nullptr;
}
m_TrackerMutex.unlock();
m_GestureMutex.lock();
if (m_NewFirstLeftGloveGestures != nullptr)
{
if (m_FirstLeftGloveGestures != nullptr) delete m_FirstLeftGloveGestures;
m_FirstLeftGloveGestures = m_NewFirstLeftGloveGestures;
m_NewFirstLeftGloveGestures = nullptr;
}
if (m_NewFirstRightGloveGestures != nullptr)
{
if (m_FirstRightGloveGestures != nullptr) delete m_FirstRightGloveGestures;
m_FirstRightGloveGestures = m_NewFirstRightGloveGestures;
m_NewFirstRightGloveGestures = nullptr;
}
m_GestureMutex.unlock();
m_LandscapeMutex.lock();
if (m_NewLandscape != nullptr)
{
if (m_Landscape != nullptr)
{
delete m_Landscape;
}
m_Landscape = m_NewLandscape;
m_NewLandscape = nullptr;
m_GestureLandscapeData.swap(m_NewGestureLandscapeData);
}
m_LandscapeMutex.unlock();
m_FirstLeftGloveID = 0;
m_FirstRightGloveID = 0;
if (m_Landscape == nullptr)return ClientReturnCode::ClientReturnCode_Success;
for (size_t i = 0; i < m_Landscape->gloveDevices.gloveCount; i++)
{
if (m_FirstLeftGloveID == 0 && m_Landscape->gloveDevices.gloves[i].side == Side::Side_Left)
{
m_FirstLeftGloveID = m_Landscape->gloveDevices.gloves[i].id;
continue;
}
if (m_FirstRightGloveID == 0 && m_Landscape->gloveDevices.gloves[i].side == Side::Side_Right)
{
m_FirstRightGloveID = m_Landscape->gloveDevices.gloves[i].id;
continue;
}
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief Once the connections are made we loop this function
/// it calls all the input handlers for different aspects of the SDK
/// and then prints any relevant data of it.
ClientReturnCode SDKClient::DisplayingData()
{
ClientLog::print("<<Main Menu>> [ESC] quit");
ClientLog::print("[G] Go To Gloves & Dongle Menu");
ClientLog::print("[S] Go To Skeleton Menu");
ClientLog::print("[X] Go To Temporary Skeleton Menu");
ClientLog::print("[T] Go To Tracker Menu");
ClientLog::print("[D] Go To Landscape Time Info");
ClientLog::print("[J] Go To Gestures Menu");
ClientLog::print("[C] Go To Glove Calibration Menu");
ClientLog::print("[P] Go To Pairing Menu");
AdvanceConsolePosition(10);
GO_TO_DISPLAY('G', DisplayingDataGlove)
GO_TO_DISPLAY('S', DisplayingDataSkeleton)
GO_TO_DISPLAY('X', DisplayingDataTemporarySkeleton)
GO_TO_DISPLAY('T', DisplayingDataTracker)
GO_TO_DISPLAY('D', DisplayingLandscapeTimeData)
GO_TO_DISPLAY('J', DisplayingDataGestures)
GO_TO_DISPLAY('C', DisplayingGloveCalibration)
GO_TO_DISPLAY('P', DisplayingPairing)
PrintSystemMessage();
// AdvanceConsolePosition(10);
// GO_TO_DISPLAY('G', DisplayingDataGlove)
// PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief display the ergonomics data of the gloves, and handles haptic commands.
/// @return
ClientReturnCode SDKClient::DisplayingDataGlove()
{
ClientLog::print("[Q] Back <<Gloves & Dongles>> [ESC] quit");
ClientLog::print("Haptic keys: left:([1]-[5] = pinky-thumb.) right:([6]-[0] = thumb-pinky.)");
AdvanceConsolePosition(3);
GO_TO_MENU_IF_REQUESTED()
HandleHapticCommands();
PrintErgonomicsData();
PrintDongleData();
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
ClientReturnCode SDKClient::DisplayingDataSkeleton()
{
ClientLog::print("[Q] Back <<Skeleton>> [ESC] quit");
ClientLog::print("<Skeleton> [B] Load Left Hand Skeleton [N] Load Right Hand Skeleton [M] Unload Skeleton");
ClientLog::print("<Skeleton> [D] Toggle Send to DevTools ({})", m_SendToDevTools);
ClientLog::print("<Skeleton Haptics> left:([1]-[5] = pinky-thumb) right:([6]-[0] = thumb-pinky)");
AdvanceConsolePosition(4);
GO_TO_MENU_IF_REQUESTED()
HandleSkeletonCommands();
HandleSkeletonHapticCommands();
PrintSkeletonData();
AdvanceConsolePosition(1);
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
ClientReturnCode SDKClient::DisplayingDataTracker()
{
ClientLog::print("[Q] Back <<Tracker>> [ESC] quit");
ClientLog::print("[O] Toggle Test Tracker [G] Toggle per user tracker display [T] Set Tracker Offset to Left Wrist");
AdvanceConsolePosition(3);
GO_TO_MENU_IF_REQUESTED()
HandleTrackerCommands();
PrintRawSkeletonData();
PrintTrackerData();
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
ClientReturnCode SDKClient::DisplayingDataTemporarySkeleton()
{
ClientLog::print("[Q] Back <<Temporary Skeleton>> [ESC] quit");
ClientLog::print("<Skeleton>[A] Auto allocate chains and load skeleton");
ClientLog::print("<Skeleton>[B] Build Temporary Skeleton [C] Clear Temporary Skeleton [D] Clear All Temporary Skeletons For The Current Session");
ClientLog::print("<Skeleton>[E] Save Temporary Skeleton To File, [F] Get Temporary Skeleton From File");
AdvanceConsolePosition(5);
GO_TO_MENU_IF_REQUESTED()
HandleTemporarySkeletonCommands();
PrintTemporarySkeletonInfo();
GetTemporarySkeletonIfModified();
AdvanceConsolePosition(3);
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
ClientReturnCode SDKClient::DisplayingLandscapeTimeData()
{
ClientLog::print("[Q] Back <<Landscape Time Data>> [ESC] quit");
AdvanceConsolePosition(2);
GO_TO_MENU_IF_REQUESTED()
PrintLandscapeTimeData();
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
ClientReturnCode SDKClient::DisplayingDataGestures()
{
ClientLog::print("[Q] Back <<Gesture Data>> [ESC] quit");
ClientLog::print("<Gestures>[H] Show other Hand");
AdvanceConsolePosition(3);
GO_TO_MENU_IF_REQUESTED()
HandleGesturesCommands();
PrintGestureData();
AdvanceConsolePosition(1);
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
ClientReturnCode SDKClient::DisplayingGloveCalibration()
{
ClientLog::print("[Q] Back <<Glove Calibration>> [ESC] quit");
ClientLog::print("<Glove Calibration>[H] Toggle other Hand [P] Add 1 to the calibration step [M] Remove 1 from the calibration step");
ClientLog::print("<Glove Calibration>[S] Start glove calibration [C] Cancel glove calibration [F] Finish glove calibration");
ClientLog::print("<Glove Calibration>[E] Execute calibration step");
AdvanceConsolePosition(5);
GO_TO_MENU_IF_REQUESTED()
HandleGloveCalibrationCommands();
PrintGloveCalibrationData();
AdvanceConsolePosition(3);
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
ClientReturnCode SDKClient::DisplayingPairing()
{
ClientLog::print("[Q] Back <<Glove Pairing>> [ESC] quit");
ClientLog::print("<<Glove Pairing>> [P] Pair first available Glove");
ClientLog::print("<<Glove Pairing>> [U] Unpair first available Glove");
GO_TO_MENU_IF_REQUESTED()
HandlePairingCommands();
AdvanceConsolePosition(4);
PrintSystemMessage();
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief When the SDK loses the connection with Core the user can either
/// close the sdk or try to reconnect to a local or to a remote host.
ClientReturnCode SDKClient::DisconnectedFromCore()
{
if (m_Host == nullptr) { return ClientReturnCode::ClientReturnCode_FailedToConnect; }
AdvanceConsolePosition(-1);
auto t_Duration = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::high_resolution_clock::now() - m_TimeSinceLastDisconnect).count();
ClientLog::print("The SDK lost connection with Manus Core {} seconds ago.", t_Duration);
ClientLog::print("[P] Pick a new host. [ESC] exit");
AdvanceConsolePosition(3);
bool t_ConnectLocally = m_ConnectionType == ConnectionType::ConnectionType_Local;
if (t_ConnectLocally)
{
ClientLog::print("Automatically trying to reconnect to local host.");
ClientReturnCode t_ReconnectResult = ReconnectingToCore();
if (t_ReconnectResult != ClientReturnCode::ClientReturnCode_FailedToConnect)
{
return t_ReconnectResult;
}
}
else
{
ClientLog::print("[R] Try to reconnect to the last host {} at {}.", m_Host->hostName, m_Host->ipAddress);
if (GetKeyDown('R'))
{
ClientLog::print("Reconnecting");
ClientReturnCode t_ReconnectResult = ReconnectingToCore(m_SecondsToAttemptReconnecting, m_MaxReconnectionAttempts);
if (t_ReconnectResult != ClientReturnCode::ClientReturnCode_FailedToConnect)
{
return t_ReconnectResult;
}
}
}
AdvanceConsolePosition(10);
if (GetKeyDown('P'))
{
ClientLog::print("Picking new host.");
// Restarting and initializing CoreConnection to make sure a new connection can be set up
const ClientReturnCode t_RestartResult = RestartSDK();
if (t_RestartResult != ClientReturnCode::ClientReturnCode_Success)
{
ClientLog::error("Failed to Restart CoreConnection.");
return ClientReturnCode::ClientReturnCode_FailedToRestart;
}
m_State = ClientState::ClientState_LookingForHosts;
}
return ClientReturnCode::ClientReturnCode_Success;
}
/// @brief It is called when the sdk is disconnected from Core and the user select one of the options to reconnect.
ClientReturnCode SDKClient::ReconnectingToCore(int32_t p_ReconnectionTime, int32_t p_ReconnectionAttempts)
{
if (p_ReconnectionTime <= 0) { p_ReconnectionTime = std::numeric_limits<int32_t>::max(); }
if (p_ReconnectionAttempts <= 0) { p_ReconnectionAttempts = std::numeric_limits<int32_t>::max(); }
// Restarting and initializing CoreConnection to make sure a new connection can be set up
const ClientReturnCode t_RestartResult = RestartSDK();
if (t_RestartResult != ClientReturnCode::ClientReturnCode_Success)
{
ClientLog::error("Failed to Restart CoreConnection.");
return ClientReturnCode::ClientReturnCode_FailedToRestart;
}
std::chrono::high_resolution_clock::time_point t_Start = std::chrono::high_resolution_clock::now();
int t_Attempt = 0;
while ((p_ReconnectionAttempts > 0) && (p_ReconnectionTime > 0))
{
ClientLog::print("Trying to reconnect to {} at {}. Attempt {}.", m_Host->hostName, m_Host->ipAddress, t_Attempt);
ClientLog::print("Attempts remaining: {}. Seconds before time out: {}.", p_ReconnectionAttempts, p_ReconnectionTime);
bool t_ConnectLocally = m_ConnectionType == ConnectionType::ConnectionType_Local;
if (t_ConnectLocally)
{
ClientReturnCode t_ConnectionResult = LookingForHosts();
if (t_ConnectionResult == ClientReturnCode::ClientReturnCode_Success)
{
ClientLog::print("Reconnected to ManusCore.");
return ClientReturnCode::ClientReturnCode_Success;
}
}
else
{
SDKReturnCode t_ConnectionResult = CoreSdk_ConnectToHost(*m_Host.get());
if (t_ConnectionResult == SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::print("Reconnected to ManusCore.");
return ClientReturnCode::ClientReturnCode_Success;
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(m_SleepBetweenReconnectingAttemptsInMs));
p_ReconnectionTime -= static_cast<int32_t>(std::chrono::duration_cast<std::chrono::seconds>(std::chrono::high_resolution_clock::now() - t_Start).count());
--p_ReconnectionAttempts;
++t_Attempt;
}
ClientLog::print("Failed to reconnect to ManusCore.");
m_State = ClientState::ClientState_Disconnected;
return ClientReturnCode::ClientReturnCode_FailedToConnect;
}
/// @brief Prints the ergonomics data of a hand.
/// @param p_ErgoData
void SDKClient::PrintHandErgoData(ErgonomicsData& p_ErgoData, bool p_Left)
{
const std::string t_FingerNames[NUM_FINGERS_ON_HAND] = { "[thumb] ", "[index] ", "[middle]", "[ring] ", "[pinky] " };
const std::string t_FingerJointNames[NUM_FINGERS_ON_HAND] = { "mcp", "pip", "dip" };
const std::string t_ThumbJointNames[NUM_FINGERS_ON_HAND] = { "cmc", "mcp", "ip " };
int t_DataOffset = 0;
if (!p_Left)t_DataOffset = 20;
const std::string* t_JointNames = t_ThumbJointNames;
for (unsigned int t_FingerNumber = 0; t_FingerNumber < NUM_FINGERS_ON_HAND; t_FingerNumber++)
{
ClientLog::printWithPadding("{} {} spread: {}, {} stretch: {}, {} stretch: {}, {} stretch: {} ", 6,
t_FingerNames[t_FingerNumber], // Name of the finger.
t_JointNames[0],
RoundFloatValue(p_ErgoData.data[t_DataOffset], 2),
t_JointNames[0],
RoundFloatValue(p_ErgoData.data[t_DataOffset + 1], 2),
t_JointNames[1],
RoundFloatValue(p_ErgoData.data[t_DataOffset + 2], 2),
t_JointNames[2],
RoundFloatValue(p_ErgoData.data[t_DataOffset + 3], 2));
t_JointNames = t_FingerJointNames;
t_DataOffset += 4;
}
}
/// @brief Print the ergonomics data received from Core.
void SDKClient::PrintErgonomicsData()
{
// for testing purposes we only look at the first 2 gloves available
ClientLog::print(" -- Ergo Timestamp {}:{}:{}.{} ~ {}/{}/{}(D/M/Y)",
m_ErgoTimestampInfo.hour, m_ErgoTimestampInfo.minute, m_ErgoTimestampInfo.second, m_ErgoTimestampInfo.fraction,
m_ErgoTimestampInfo.day, m_ErgoTimestampInfo.month, std::to_string(m_ErgoTimestampInfo.year));
ClientLog::print(" -- Left Glove -- 0x{} - Angles in degrees", m_FirstLeftGloveID);
if (m_LeftGloveErgoData.id == m_FirstLeftGloveID)
{
PrintHandErgoData(m_LeftGloveErgoData, true);
}
else
{
ClientLog::print(" ...No Data...");
}
ClientLog::print(" -- Right Glove -- 0x{} - Angles in degrees", m_FirstRightGloveID);
if (m_RightGloveErgoData.id == m_FirstRightGloveID)
{
PrintHandErgoData(m_RightGloveErgoData, false);
}
else
{
ClientLog::print(" ...No Data...");
}
AdvanceConsolePosition(14);
}
std::string ConvertDeviceClassTypeToString(DeviceClassType p_Type)
{
switch (p_Type)
{
case DeviceClassType_Dongle:
return "Dongle";
case DeviceClassType_Glove:
return "Glove";
case DeviceClassType_Glongle:
return "Glongle (Glove Dongle)";
default:
return "Unknown";
}
}
std::string ConvertDeviceFamilyTypeToString(DeviceFamilyType p_Type)
{
switch (p_Type)
{
case DeviceFamilyType_Prime1:
return "Prime 1";
case DeviceFamilyType_Prime2:
return "Prime 2";
case DeviceFamilyType_PrimeX:
return "Prime X";
case DeviceFamilyType_Metaglove:
return "Metaglove";
case DeviceFamilyType_Prime3:
return "Prime 3";
case DeviceFamilyType_Virtual:
return "Virtual";
case DeviceFamilyType_MetaglovePro:
return "Metaglove Pro";
default:
return "Unknown";
}
}
/// @brief Print the ergonomics data received from Core.
void SDKClient::PrintDongleData()
{
// get a dongle id
uint32_t t_DongleCount = m_Landscape->gloveDevices.dongleCount;
if (t_DongleCount == 0) return; // we got no gloves to work on anyway!
DongleLandscapeData t_DongleData;
for (uint32_t i = 0; i < t_DongleCount; i++)
{
t_DongleData = m_Landscape->gloveDevices.dongles[i];
ClientLog::print(" -- Dongle -- 0x{}", t_DongleData.id);
ClientLog::print(" Type: {} - {}",
ConvertDeviceClassTypeToString(t_DongleData.classType),
ConvertDeviceFamilyTypeToString(t_DongleData.familyType));
ClientLog::print(" License: {}", t_DongleData.licenseType);
AdvanceConsolePosition(4);
}
}
/// @brief Prints the last received system messages received from Core.
void SDKClient::PrintSystemMessage()
{
m_SystemMessageMutex.lock();
ClientLog::print(""); //blank line
ClientLog::print("Received System data:{} / code:{}", m_SystemMessage, (int32_t)m_SystemMessageCode);
m_SystemMessageMutex.unlock();
}
/// @brief Prints the finalized skeleton data received from Core.
/// Since our console cannot render this data visually in 3d (its not in the scope of this client)
/// we only display a little bit of data of the skeletons we receive.
void SDKClient::PrintSkeletonData()
{
if (m_Skeleton == nullptr || m_Skeleton->skeletons.size() == 0)
{
return;
}
ClientLog::print("Received Skeleton data. skeletons:{} first skeleton id:{}", m_Skeleton->skeletons.size(), (int32_t)m_Skeleton->skeletons[0].info.id);
AdvanceConsolePosition(2);
}
void SDKClient::PrintRawSkeletonData()
{
if (m_RawSkeleton == nullptr || m_RawSkeleton->skeletons.size() == 0)
{
return;
}
ClientLog::print("Received Skeleton glove data from Core. skeletons:{} first skeleton glove id:{}", m_RawSkeleton->skeletons.size(), m_RawSkeleton->skeletons[0].info.gloveId);
if (m_FirstLeftGloveID == 0 && m_FirstRightGloveID == 0) return; // no gloves connected to core
uint32_t t_NodeCount = 0;
uint32_t t_GloveId;
if (m_FirstLeftGloveID != 0)
{
t_GloveId = m_FirstLeftGloveID;
}
else
{
t_GloveId = m_FirstRightGloveID;
}
// we need to know the number of nodes in the hierarchy, so we can initialize an array with the correct size.
SDKReturnCode t_Result = CoreSdk_GetRawSkeletonNodeCount(t_GloveId, t_NodeCount);
if (t_Result != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get Raw Skeleton Node Count. The error given was {}.", (int32_t)t_Result);
return;
}
// now get the hierarchy data, this can be used to reconstruct the positions of each node in case the user set up the system with a local coordinate system, and to know what each node is exactly.
// having a node position defined as local means that this will be related to its parent
NodeInfo* t_NodeInfo = new NodeInfo[t_NodeCount];
t_Result = CoreSdk_GetRawSkeletonNodeInfoArray(t_GloveId, t_NodeInfo, t_NodeCount);
if (t_Result != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get Raw Skeleton Hierarchy. The error given was {}.", (int32_t)t_Result);
return;
}
ClientLog::print("Fetched array with Raw Skeleton Hierarchy with {} nodes.", (int32_t)t_NodeCount);
AdvanceConsolePosition(2);
}
/// @brief Prints the tracker data
/// Since our console cannot render this data visually in 3d (its not in the scope of this client)
/// we only display a little bit of data of the trackers we receive.
void SDKClient::PrintTrackerData()
{
ClientLog::print("Tracker test active: {}.", m_TrackerTest); //To show that test tracker is being sent to core
ClientLog::print("Per user tracker display: {}.", m_TrackerDataDisplayPerUser);
AdvanceConsolePosition(2);
if (m_TrackerDataDisplayPerUser)
{
PrintTrackerDataPerUser();
AdvanceConsolePosition(10);
}
else
{
PrintTrackerDataGlobal();
AdvanceConsolePosition(3);
}
// now, as a test, print the tracker data received from the stream
if (m_TrackerData == nullptr || m_TrackerData->trackerData.size() == 0)
{
return;
}
ClientLog::print("Received Tracker data. number of received trackers:{} first tracker type:{}", m_TrackerData->trackerData.size(), (int32_t)m_TrackerData->trackerData[0].trackerType);
}
/// @brief Prints the tracker data without taking users into account.
/// This shows how one can get the tracker data that is being streamed without caring about users.
void SDKClient::PrintTrackerDataGlobal()
{
uint32_t t_NumberOfAvailabletrackers = 0;
SDKReturnCode t_TrackerResult = CoreSdk_GetNumberOfAvailableTrackers(&t_NumberOfAvailabletrackers);
if (t_TrackerResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get tracker data. The error given was {}.", (int32_t)t_TrackerResult);
return;
}
ClientLog::print("received available trackers :{} ", t_NumberOfAvailabletrackers);
if (t_NumberOfAvailabletrackers == 0) return; // nothing else to do.
TrackerId* t_TrackerId = new TrackerId[t_NumberOfAvailabletrackers];
t_TrackerResult = CoreSdk_GetIdsOfAvailableTrackers(t_TrackerId, t_NumberOfAvailabletrackers);
if (t_TrackerResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get tracker data. The error given was {}.", (int32_t)t_TrackerResult);
return;
}
}
/// @brief Prints the tracker data per user, this shows how to access this data for each user.
void SDKClient::PrintTrackerDataPerUser()
{
uint32_t t_NumberOfAvailableUsers = 0;
SDKReturnCode t_UserResult = CoreSdk_GetNumberOfAvailableUsers(&t_NumberOfAvailableUsers);
if (t_UserResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get user count. The error given was {}.", (int32_t)t_UserResult);
return;
}
if (t_NumberOfAvailableUsers == 0) return; // nothing to get yet
for (uint32_t i = 0; i < t_NumberOfAvailableUsers; i++)
{
uint32_t t_NumberOfAvailabletrackers = 0;
SDKReturnCode t_TrackerResult = CoreSdk_GetNumberOfAvailableTrackersForUserIndex(&t_NumberOfAvailabletrackers, i);
if (t_TrackerResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get tracker data. The error given was {}.", (int32_t)t_TrackerResult);
return;
}
if (t_NumberOfAvailabletrackers == 0) continue;
ClientLog::print("received available trackers for user index[{}] :{} ", i, t_NumberOfAvailabletrackers);
if (t_NumberOfAvailabletrackers == 0) return; // nothing else to do.
TrackerId* t_TrackerId = new TrackerId[t_NumberOfAvailabletrackers];
t_TrackerResult = CoreSdk_GetIdsOfAvailableTrackersForUserIndex(t_TrackerId, i, t_NumberOfAvailabletrackers);
if (t_TrackerResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get tracker data. The error given was {}.", (int32_t)t_TrackerResult);
return;
}
}
}
std::string GetFPSEnumName(TimecodeFPS p_FPS)
{
switch (p_FPS)
{
case TimecodeFPS::TimecodeFPS_23_976:
return "23.976 FPS (24 dropframe)";
case TimecodeFPS::TimecodeFPS_24:
return "24 FPS";
case TimecodeFPS::TimecodeFPS_25:
return "25 FPS";
case TimecodeFPS::TimecodeFPS_29_97:
return "29.97 FPS (30 dropframe)";
case TimecodeFPS::TimecodeFPS_30:
return "30 FPS";
case TimecodeFPS::TimecodeFPS_50:
return "50 FPS";
case TimecodeFPS::TimecodeFPS_59_94:
return "59.94 FPS (60 dropframe)";
case TimecodeFPS::TimecodeFPS_60:
return "60 FPS";
default:
return "Undefined FPS";
}
}
void SDKClient::PrintLandscapeTimeData()
{
ClientLog::print("Total count of Interfaces: {}", m_Landscape->time.interfaceCount);
ClientLog::print("Current Interface: {} {} at index {}", m_Landscape->time.currentInterface.name, m_Landscape->time.currentInterface.api, m_Landscape->time.currentInterface.index);
ClientLog::print("FPS: {}", GetFPSEnumName(m_Landscape->time.fps));
ClientLog::print("Fake signal: {} | Sync Pulse: {} | Sync Status: {}", m_Landscape->time.fakeTimecode, m_Landscape->time.useSyncPulse, m_Landscape->time.syncStatus);
ClientLog::print("Device keep alive: {} | Timecode Status: {}", m_Landscape->time.deviceKeepAlive, m_Landscape->time.timecodeStatus);
AdvanceConsolePosition(6);
}
void SDKClient::PrintGestureData()
{
ClientGestures* t_Gest = m_FirstLeftGloveGestures;
std::string t_Side = "Left";
if (!m_ShowLeftGestures)
{
t_Side = "Right";
t_Gest = m_FirstRightGloveGestures;
}
if (t_Gest == nullptr)
{
ClientLog::print("No Gesture information for first {} glove.", t_Side);
AdvanceConsolePosition(1);
return;
}
ClientLog::print("Total count of gestures for the {} glove: {}", t_Side, t_Gest->info.totalGestureCount);
uint32_t t_Max = t_Gest->info.totalGestureCount;
if (t_Max > 20) t_Max = 20;
ClientLog::print("Showing result of first {} gestures.", t_Max);
for (uint32_t i = 0; i < t_Max; i++)
{
char* t_Name = "";
for (uint32_t g = 0; g < m_GestureLandscapeData.size(); g++)
{
if (m_GestureLandscapeData[g].id == t_Gest->probabilities[i].id)
{
t_Name = m_GestureLandscapeData[g].name;
}
}
ClientLog::print("Gesture {} ({}) has a probability of {}%.", t_Name, t_Gest->probabilities[i].id, t_Gest->probabilities[i].percent * 100.0f);
}
AdvanceConsolePosition(t_Max + 2);
}
void SDKClient::PrintGloveCalibrationData()
{
std::string t_Side = "Left";
if (!m_CalibrateLeftHand)
{
t_Side = "Right";
}
ClientLog::print("Calibrating: {} - Step {} ", t_Side, m_CalibrationStep);
ClientLog::print("Glove: {}", m_CalibrationGloveId);
ClientLog::print("Number of steps: {}", m_NumberOfCalibrationSteps);
ClientLog::print("Title: {}", m_StepData.title);
ClientLog::print("Description: {}", m_StepData.description);
ClientLog::print("Time: {}", m_StepData.time);
ClientLog::print("In progress: {}", m_IsCalibrationInProgress);
ClientLog::print("Message: {}", m_CalibrationMessage);
AdvanceConsolePosition(6);
}
/// @brief Prints the type of the first chain generated by the AllocateChain function, this is used for testing.
void SDKClient::PrintSkeletonInfo()
{
switch (m_ChainType)
{
case ChainType::ChainType_FingerIndex:
{
ClientLog::print("received Skeleton chain type: ChainType_FingerIndex");
break;
}
case ChainType::ChainType_FingerMiddle:
{
ClientLog::print("received Skeleton chain type: ChainType_FingerMiddle");
break;
}
case ChainType::ChainType_FingerPinky:
{
ClientLog::print("received Skeleton chain type: ChainType_FingerPinky");
break;
}
case ChainType::ChainType_FingerRing:
{
ClientLog::print("received Skeleton chain type: ChainType_FingerRing");
break;
}
case ChainType::ChainType_FingerThumb:
{
ClientLog::print("received Skeleton chain type: ChainType_FingerThumb");
break;
}
case ChainType::ChainType_Hand:
{
ClientLog::print("received Skeleton chain type: ChainType_Hand");
break;
}
case ChainType::ChainType_Head:
{
ClientLog::print("received Skeleton chain type: ChainType_Head");
break;
}
case ChainType::ChainType_Leg:
{
ClientLog::print("received Skeleton chain type: ChainType_Leg");
break;
}
case ChainType::ChainType_Neck:
{
ClientLog::print("received Skeleton chain type: ChainType_Neck");
break;
}
case ChainType::ChainType_Pelvis:
{
ClientLog::print("received Skeleton chain type: ChainType_Pelvis");
break;
}
case ChainType::ChainType_Shoulder:
{
ClientLog::print("received Skeleton chain type: ChainType_Shoulder");
break;
}
case ChainType::ChainType_Spine:
{
ClientLog::print("received Skeleton chain type: ChainType_Spine");
break;
}
case ChainType::ChainType_Arm:
{
ClientLog::print("received Skeleton chain type: ChainType_Arm");
break;
}
case ChainType_Foot:
{
ClientLog::print("received Skeleton chain type: ChainType_Foot");
break;
}
case ChainType_Toe:
{
ClientLog::print("received Skeleton chain type: ChainType_Toe");
break;
}
case ChainType::ChainType_Invalid:
default:
{
ClientLog::print("received Skeleton chain type: ChainType_Invalid");
break;
}
}
AdvanceConsolePosition(2);
}
/// @brief This support function checks if a temporary skeleton related to the current session has been modified and gets it.
/// Whenever the Dev Tools saves the changes to the skeleton, it sets the boolean t_IsSkeletonModified to true for that skeleton.
/// With callback OnSystemCallback this application can be notified when one of its temporary skeletons has been modified, so it can get it and, potentially, load it.
void SDKClient::GetTemporarySkeletonIfModified()
{
// if a temporary skeleton associated to the current session has been modified we can get it and, potentially, load it
if (m_ModifiedSkeletonIndex != UINT_MAX)
{
// get the temporary skeleton
uint32_t t_SessionId = m_SessionId;
SDKReturnCode t_Res = CoreSdk_GetTemporarySkeleton(m_ModifiedSkeletonIndex, t_SessionId);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get temporary skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
// At this point if we are satisfied with the modifications to the skeleton we can load it into Core.
// Remember to always call function CoreSdk_ClearTemporarySkeleton after loading a temporary skeleton,
// this will keep the temporary skeleton list in sync between Core and the SDK.
//uint32_t t_ID = 0;
//SDKReturnCode t_Res = CoreSdk_LoadSkeleton(m_ModifiedSkeletonIndex, &t_ID);
//if (t_Res != SDKReturnCode::SDKReturnCode_Success)
//{
// ClientLog::error("Failed to load skeleton. The error given was {}.", t_Res);
// return;
//}
//if (t_ID == 0)
//{
// ClientLog::error("Failed to give skeleton an ID.");
//}
//m_LoadedSkeletons.push_back(t_ID);
//t_Res = CoreSdk_ClearTemporarySkeleton(m_ModifiedSkeletonIndex, m_SessionId);
//if (t_Res != SDKReturnCode::SDKReturnCode_Success)
//{
// ClientLog::error("Failed to clear temporary skeleton. The error given was {}.", t_Res);
// return;
//}
m_ModifiedSkeletonIndex = UINT_MAX;
}
}
/// @brief This support function gets the temporary skeletons for all sessions connected to Core and it prints the total number of temporary skeletons associated to the current session.
/// Temporary skeletons are used for auto allocation and in the Dev Tools.
void SDKClient::PrintTemporarySkeletonInfo()
{
ClientLog::print("Number of temporary skeletons in the SDK: {} ", m_TemporarySkeletons.size());
static uint32_t t_TotalNumberOfTemporarySkeletonsInCore = 0;
auto t_TimeSinceLastTemporarySkeletonUpdate = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - m_LastTemporarySkeletonUpdate).count();
if (t_TimeSinceLastTemporarySkeletonUpdate < static_cast<unsigned int>(MILLISECONDS_BETWEEN_TEMPORARY_SKELETONS_UPDATE))
{
ClientLog::print("Total number of temporary skeletons in core: {} ", t_TotalNumberOfTemporarySkeletonsInCore);
return;
}
TemporarySkeletonCountForAllSessions t_TemporarySkeletonCountForAllSessions;
SDKReturnCode t_Res = CoreSdk_GetTemporarySkeletonCountForAllSessions(&t_TemporarySkeletonCountForAllSessions);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get all temporary skeletons. The error given was {}.", (int32_t)t_Res);
return;
}
t_TotalNumberOfTemporarySkeletonsInCore = 0;
for (uint32_t i = 0; i < t_TemporarySkeletonCountForAllSessions.sessionsCount; i++)
{
t_TotalNumberOfTemporarySkeletonsInCore += t_TemporarySkeletonCountForAllSessions.temporarySkeletonCountForSessions[i].skeletonCount;
}
// print total number of temporary skeletons:
ClientLog::print("Total number of temporary skeletons in core: {} ", t_TotalNumberOfTemporarySkeletonsInCore);
m_LastTemporarySkeletonUpdate = std::chrono::high_resolution_clock::now();
}
void SDKClient::HandlePairingCommands()
{
if (GetKeyDown('P')) // press P to pair
{
PairGlove();
}
if (GetKeyDown('U')) // press U to Unpair
{
UnpairGlove();
}
}
/// @brief This showcases haptics support on gloves.
/// Send haptics commands to connected gloves if specific keys were pressed.
/// We have two ways of sending the vibration commands, based on the dongle id or based on the skeleton id.
void SDKClient::HandleHapticCommands()
{
const int t_LeftHand = 0;
const int t_RightHand = 1;
uint32_t t_GloveIDs[2] = { 0, 0 };
for (size_t i = 0; i < m_Landscape->gloveDevices.gloveCount; i++)
{
GloveLandscapeData t_GloveLandscapeData = m_Landscape->gloveDevices.gloves[i];
if (t_GloveLandscapeData.side == Side_Left && t_GloveLandscapeData.isHaptics)
{
t_GloveIDs[t_LeftHand] = t_GloveLandscapeData.id;
break;
}
}
for (size_t i = 0; i < m_Landscape->gloveDevices.gloveCount; i++)
{
GloveLandscapeData t_GloveLandscapeData = m_Landscape->gloveDevices.gloves[i];
if (t_GloveLandscapeData.side == Side_Right && t_GloveLandscapeData.isHaptics)
{
t_GloveIDs[t_RightHand] = t_GloveLandscapeData.id;
break;
}
}
ClientHapticSettings t_HapticState[NUMBER_OF_HANDS_SUPPORTED]{};
// The strange key number sequence here results from having gloves lie in front of you, and have the keys and haptics in the same order.
t_HapticState[t_LeftHand].shouldHapticFinger[0] = GetKey('5'); // left thumb
t_HapticState[t_LeftHand].shouldHapticFinger[1] = GetKey('4'); // left index
t_HapticState[t_LeftHand].shouldHapticFinger[2] = GetKey('3'); // left middle
t_HapticState[t_LeftHand].shouldHapticFinger[3] = GetKey('2'); // left ring
t_HapticState[t_LeftHand].shouldHapticFinger[4] = GetKey('1'); // left pinky
t_HapticState[t_RightHand].shouldHapticFinger[0] = GetKey('6'); // right thumb
t_HapticState[t_RightHand].shouldHapticFinger[1] = GetKey('7'); // right index
t_HapticState[t_RightHand].shouldHapticFinger[2] = GetKey('8'); // right middle
t_HapticState[t_RightHand].shouldHapticFinger[3] = GetKey('9'); // right ring
t_HapticState[t_RightHand].shouldHapticFinger[4] = GetKey('0'); // right pinky
const float s_FullPower = 1.0f;
for (unsigned int t_HandNumber = 0; t_HandNumber < NUMBER_OF_HANDS_SUPPORTED; t_HandNumber++)
{
//If the Glove ID is 0, no glove was found for that side
if (t_GloveIDs[t_HandNumber] == 0)
{
continue;
}
float t_HapticsPowers[NUM_FINGERS_ON_HAND]{};
for (unsigned int t_FingerNumber = 0; t_FingerNumber < NUM_FINGERS_ON_HAND; t_FingerNumber++)
{
t_HapticsPowers[t_FingerNumber] = t_HapticState[t_HandNumber].shouldHapticFinger[t_FingerNumber] ? s_FullPower : 0.0f;
}
CoreSdk_VibrateFingersForGlove(t_GloveIDs[t_HandNumber], t_HapticsPowers);
}
}
/// @brief Handles the console commands for the skeletons.
void SDKClient::HandleSkeletonCommands()
{
if (GetKeyDown('B'))
{
LoadTestSkeleton(Side_Left);
}
if (GetKeyDown('N'))
{
LoadTestSkeleton(Side_Right);
}
if (GetKeyDown('M'))
{
UnloadTestSkeleton();
}
if (GetKeyDown('D'))
{
//Toggle send to DevTools
m_SendToDevTools = !m_SendToDevTools;
}
}
/// @brief This showcases haptics support on the skeletons.
/// Send haptics commands to the gloves connected to a skeleton if specific keys were pressed.
/// We have two ways of sending the vibration commands, based on the dongle id or based on the skeleton id.
void SDKClient::HandleSkeletonHapticCommands()
{
if (m_Skeleton == nullptr || m_Skeleton->skeletons.size() == 0)
{
return;
}
ClientHapticSettings t_HapticState[NUMBER_OF_HANDS_SUPPORTED]{};
const int t_LeftHand = 0;
const int t_RightHand = 1;
// The strange key number sequence here results from having gloves lie in front of you, and have the keys and haptics in the same order.
t_HapticState[t_LeftHand].shouldHapticFinger[0] = GetKey('5'); // left thumb
t_HapticState[t_LeftHand].shouldHapticFinger[1] = GetKey('4'); // left index
t_HapticState[t_LeftHand].shouldHapticFinger[2] = GetKey('3'); // left middle
t_HapticState[t_LeftHand].shouldHapticFinger[3] = GetKey('2'); // left ring
t_HapticState[t_LeftHand].shouldHapticFinger[4] = GetKey('1'); // left pinky
t_HapticState[t_RightHand].shouldHapticFinger[0] = GetKey('6'); // right thumb
t_HapticState[t_RightHand].shouldHapticFinger[1] = GetKey('7'); // right index
t_HapticState[t_RightHand].shouldHapticFinger[2] = GetKey('8'); // right middle
t_HapticState[t_RightHand].shouldHapticFinger[3] = GetKey('9'); // right ring
t_HapticState[t_RightHand].shouldHapticFinger[4] = GetKey('0'); // right pinky
// Note: this timer is apparently not very accurate.
// It is good enough for this test client, but should probably be replaced for other uses.
static std::chrono::high_resolution_clock::time_point s_TimeOfLastHapticsCommandSent;
const std::chrono::high_resolution_clock::time_point s_Now = std::chrono::high_resolution_clock::now();
const long long s_MillisecondsSinceLastHapticCommand = std::chrono::duration_cast<std::chrono::milliseconds>(s_Now - s_TimeOfLastHapticsCommandSent).count();
if (s_MillisecondsSinceLastHapticCommand < static_cast<unsigned int>(MINIMUM_MILLISECONDS_BETWEEN_HAPTICS_COMMANDS))
{
return;
}
const Side s_Hands[NUMBER_OF_HANDS_SUPPORTED] = { Side::Side_Left, Side::Side_Right };
const float s_FullPower = 1.0f;
// The preferred way of sending the haptics commands is based on skeleton id
for (unsigned int t_HandNumber = 0; t_HandNumber < NUMBER_OF_HANDS_SUPPORTED; t_HandNumber++)
{
float t_HapticsPowers[NUM_FINGERS_ON_HAND]{};
for (unsigned int t_FingerNumber = 0; t_FingerNumber < NUM_FINGERS_ON_HAND; t_FingerNumber++)
{
t_HapticsPowers[t_FingerNumber] = t_HapticState[t_HandNumber].shouldHapticFinger[t_FingerNumber] ? s_FullPower : 0.0f;
}
bool t_IsHaptics = false;
if (CoreSdk_DoesSkeletonGloveSupportHaptics(m_Skeleton->skeletons[0].info.id, s_Hands[t_HandNumber], &t_IsHaptics) != SDKReturnCode::SDKReturnCode_Success)
{
continue;
}
if (!t_IsHaptics)
{
continue;
}
CoreSdk_VibrateFingersForSkeleton(m_Skeleton->skeletons[0].info.id, s_Hands[t_HandNumber], t_HapticsPowers);
}
}
/// @brief Handles the console commands for the temporary skeletons.
void SDKClient::HandleTemporarySkeletonCommands()
{
if (GetKeyDown('A'))
{
AllocateChains();
}
if (GetKeyDown('B'))
{
BuildTemporarySkeleton();
}
if (GetKeyDown('C'))
{
ClearTemporarySkeleton();
}
if (GetKeyDown('D'))
{
ClearAllTemporarySkeletons();
}
if (GetKeyDown('E'))
{
SaveTemporarySkeletonToFile();
}
if (GetKeyDown('F'))
{
GetTemporarySkeletonFromFile();
}
}
/// @brief This support function is used to set a test tracker and add it to the landscape.
void SDKClient::HandleTrackerCommands()
{
if (GetKeyDown('O'))
{
m_TrackerTest = !m_TrackerTest;
}
if (GetKeyDown('G'))
{
m_TrackerDataDisplayPerUser = !m_TrackerDataDisplayPerUser;
}
if (GetKeyDown('T'))
{
SetTrackerOffset();
}
if (m_TrackerTest)
{
m_TrackerOffset += 0.0005f;
if (m_TrackerOffset >= 10.0f)
{
m_TrackerOffset = 0.0f;
}
TrackerId t_TrackerId;
CopyString(t_TrackerId.id, sizeof(t_TrackerId.id), std::string("Test Tracker"));
TrackerData t_TrackerData = {};
t_TrackerData.isHmd = false;
t_TrackerData.trackerId = t_TrackerId;
t_TrackerData.trackerType = TrackerType::TrackerType_Unknown;
t_TrackerData.position = { 0.0f, m_TrackerOffset, 0.0f };
t_TrackerData.rotation = { 1.0f, 0.0f, 0.0f, 0.0f };
t_TrackerData.quality = TrackerQuality::TrackingQuality_Trackable;
TrackerData t_TrackerDatas[MAX_NUMBER_OF_TRACKERS];
t_TrackerDatas[0] = t_TrackerData;
const SDKReturnCode t_TrackerSend = CoreSdk_SendDataForTrackers(t_TrackerDatas, 1);
if (t_TrackerSend != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to send tracker data. The error given was {}.", (int32_t)t_TrackerSend);
return;
}
}
}
/// @brief This support function is used to set the tracker offset. It sets the tracker offset for the left hand tracker to the wrist.
void SDKClient::SetTrackerOffset() {
TrackerOffset t_TrackerOffset;
//Positions the tracker 3mm right, 58mm up and 43mm forward relative to the wrist. This value is illustrative and should be adjusted to the actual tracker position.
t_TrackerOffset.translation = { 0.003f, -0.058f, -0.043f };
t_TrackerOffset.rotation = { 1.0f, 0.0f, 0.0f, 0.0f };
t_TrackerOffset.entryType = TrackerOffsetType::TrackerOffsetType_LeftHandTrackerToWrist;
auto t_UserId = m_Landscape->users.users[0].id;
SDKReturnCode t_SetTrackerReturn = CoreSdk_SetTrackerOffset(t_UserId, &t_TrackerOffset);
if (t_SetTrackerReturn != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to set tracker offset. The error given was {}.", (int32_t)t_SetTrackerReturn);
return;
}
}
/// @brief Handles the console commands for the gestures.
void SDKClient::HandleGesturesCommands()
{
if (GetKeyDown('H'))
{
m_ShowLeftGestures = !m_ShowLeftGestures;
}
}
void SDKClient::ExecuteGloveCalibrationStep(GloveCalibrationStepArgs p_Args)
{
bool t_Result;
auto t_Res = CoreSdk_GloveCalibrationStartStep(p_Args, &t_Result);
if (t_Res == SDKReturnCode_Success && t_Result)
m_CalibrationMessage = "Step finished";
else
m_CalibrationMessage = "Step failed";
m_IsCalibrationInProgress = false;
}
/// @brief Handles the console commands for the glove calibration.
void SDKClient::HandleGloveCalibrationCommands()
{
// Reset data
m_NumberOfCalibrationSteps = 0;
m_CalibrationGloveId = 0;
m_ValidStepData = false;
GloveCalibrationStepData_Init(&m_StepData);
if (GetKeyDown('H'))
{
m_CalibrateLeftHand = !m_CalibrateLeftHand;
}
// Get glove id
if (m_Landscape == nullptr || m_Landscape->users.userCount == 0)
return;
uint32_t t_GloveID = m_Landscape->users.users[0].leftGloveID;
if (!m_CalibrateLeftHand)
t_GloveID = m_Landscape->users.users[0].rightGloveID;
m_CalibrationGloveId = t_GloveID;
// Check if glove ID is valid, if not return
if (m_CalibrationGloveId == 0)
return;
GloveCalibrationArgs t_Args;
t_Args.gloveId = m_CalibrationGloveId;
// Get the number of calibration steps
auto t_Res = CoreSdk_GloveCalibrationGetNumberOfSteps(t_Args, &m_NumberOfCalibrationSteps);
if (t_Res != SDKReturnCode_Success || m_NumberOfCalibrationSteps == 0)
return;
if (GetKeyDown('P') && m_CalibrationStep < 9)
{
m_CalibrationStep++;
}
if (GetKeyDown('M') && m_CalibrationStep != 0)
{
m_CalibrationStep--;
}
// Clamp current step to max number of steps
if (m_CalibrationStep >= m_NumberOfCalibrationSteps)
m_CalibrationStep = m_NumberOfCalibrationSteps - 1;
// Get step data
GloveCalibrationStepArgs t_StepArgs;
t_StepArgs.gloveId = t_Args.gloveId;
t_StepArgs.stepIndex = m_CalibrationStep;
t_Res = CoreSdk_GloveCalibrationGetStepData(t_StepArgs, &m_StepData);
if (t_Res != SDKReturnCode_Success)
return;
// Dont allow starting/stopping/etc while in progress
if (m_IsCalibrationInProgress)
return;
if (GetKeyDown('S')) // Start
{
bool t_Result = false;
t_Res = CoreSdk_GloveCalibrationStart(t_Args, &t_Result);
if (t_Res == SDKReturnCode::SDKReturnCode_Success && t_Result)
m_CalibrationMessage = "Glove calibration started";
else
m_CalibrationMessage = "Failed to start glove calibration";
}
if (GetKeyDown('C')) // Cancel
{
bool t_Result = false;
t_Res = CoreSdk_GloveCalibrationStop(t_Args, &t_Result);
if (t_Res == SDKReturnCode::SDKReturnCode_Success && t_Result)
m_CalibrationMessage = "Glove calibration stopped";
else
m_CalibrationMessage = "Failed to stop glove calibration";
}
if (GetKeyDown('F')) // Finish
{
bool t_Result = false;
t_Res = CoreSdk_GloveCalibrationFinish(t_Args, &t_Result);
if (t_Res == SDKReturnCode::SDKReturnCode_Success && t_Result)
m_CalibrationMessage = "Glove calibration finished";
else
m_CalibrationMessage = "Failed to finish glove calibration";
}
if (GetKeyDown('E')) // Execute step
{
m_CalibrationMessage = "Step " + std::to_string(m_CalibrationStep) + " in progress";
m_IsCalibrationInProgress = true;
std::thread t_Thread(&SDKClient::ExecuteGloveCalibrationStep, this, t_StepArgs);
t_Thread.detach();
}
}
/// @brief Skeletons are pretty extensive in their data setup
/// so we have several support functions so we can correctly receive and parse the data,
/// this function helps setup the data.
/// @param p_Id the id of the created node setup
/// @param p_ParentId the id of the node parent
/// @param p_PosX X position of the node, this is defined with respect to the global coordinate system or the local one depending on
/// the parameter p_UseWorldCoordinates set when initializing the sdk,
/// @param p_PosY Y position of the node this is defined with respect to the global coordinate system or the local one depending on
/// the parameter p_UseWorldCoordinates set when initializing the sdk,
/// @param p_PosZ Z position of the node this is defined with respect to the global coordinate system or the local one depending on
/// the parameter p_UseWorldCoordinates set when initializing the sdk,
/// @param p_Name the name of the node setup
/// @return the generated node setup
NodeSetup SDKClient::CreateNodeSetup(uint32_t p_Id, uint32_t p_ParentId, float p_PosX, float p_PosY, float p_PosZ, std::string p_Name)
{
NodeSetup t_Node;
NodeSetup_Init(&t_Node);
t_Node.id = p_Id; //Every ID needs to be unique per node in a skeleton.
CopyString(t_Node.name, sizeof(t_Node.name), p_Name);
t_Node.type = NodeType::NodeType_Joint;
//Every node should have a parent unless it is the Root node.
t_Node.parentID = p_ParentId; //Setting the node ID to its own ID ensures it has no parent.
t_Node.settings.usedSettings = NodeSettingsFlag::NodeSettingsFlag_None;
t_Node.transform.position.x = p_PosX;
t_Node.transform.position.y = p_PosY;
t_Node.transform.position.z = p_PosZ;
return t_Node;
}
ManusVec3 SDKClient::CreateManusVec3(float p_X, float p_Y, float p_Z)
{
ManusVec3 t_Vec;
t_Vec.x = p_X;
t_Vec.y = p_Y;
t_Vec.z = p_Z;
return t_Vec;
}
/// @brief This support function sets up the nodes for the skeleton hand
/// In order to have any 3d positional/rotational information from the gloves or body,
/// one needs to setup the skeleton on which this data should be applied.
/// In the case of this sample we create a Hand skeleton for which we want to get the calculated result.
/// The ID's for the nodes set here are the same IDs which are used in the OnSkeletonStreamCallback,
/// this allows us to create the link between Manus Core's data and the data we enter here.
bool SDKClient::SetupHandNodes(uint32_t p_SklIndex, Side p_Side)
{
// Define number of fingers per hand and number of joints per finger
const uint32_t t_NumFingers = 5;
const uint32_t t_NumJoints = 4;
// Because the skeleton is build up in world space coordinates all joints have to be defined in coordate space as well
// If it is required for the skeleton to work in local space, substract all previous positions from the vectors
static ManusVec3 s_LeftHandPositions[t_NumFingers * t_NumJoints]
{
CreateManusVec3(0.025320f, -0.024950f, 0.000000f), //Thumb CMC joint
CreateManusVec3(0.025320f + 0.032742f, -0.024950f, 0.000000f), //Thumb MCP joint
CreateManusVec3(0.025320f + 0.032742f + 0.028739f, -0.024950f, 0.000000f), //Thumb IP joint
CreateManusVec3(0.025320f + 0.032742f + 0.028739f + 0.028739f, -0.024950f, 0.000000f), //Thumb Tip joint
CreateManusVec3(0.052904f, -0.011181f, 0.000000f), //Index MCP joint
CreateManusVec3(0.052904f + 0.038257f, -0.011181f, 0.000000f), //Index PIP joint
CreateManusVec3(0.052904f + 0.038257f + 0.020884f, -0.011181f, 0.000000f), //Index DIP joint
CreateManusVec3(0.052904f + 0.038257f + 0.020884f + 0.018759f, -0.011181f, 0.000000f), //Index Tip joint
CreateManusVec3(0.051287f, 0.000000f, 0.000000f), //Middle MCP joint
CreateManusVec3(0.051287f + 0.041861f, 0.000000f, 0.000000f), //Middle PIP joint
CreateManusVec3(0.051287f + 0.041861f + 0.024766f, 0.000000f, 0.000000f), //Middle DIP joint
CreateManusVec3(0.051287f + 0.041861f + 0.024766f + 0.019683f, 0.000000f, 0.000000f), //Middle Tip joint
CreateManusVec3(0.049802f, 0.011274f, 0.000000f ), //Ring MCP joint
CreateManusVec3(0.049802f + 0.039736f, 0.011274f, 0.000000f), //Ring PIP joint
CreateManusVec3(0.049802f + 0.039736f + 0.023564f, 0.011274f, 0.000000f), //Ring DIP joint
CreateManusVec3(0.049802f + 0.039736f + 0.023564f + 0.019868f, 0.011274f, 0.000000f), //Ring Tip joint
CreateManusVec3(0.047309f, 0.020145f,0.000000f), //Pinky MCP joint
CreateManusVec3(0.047309f + 0.033175f, 0.020145f, 0.000000f), //Pinky PIP joint
CreateManusVec3(0.047309f + 0.033175f + 0.018020f, 0.020145f, 0.000000f), //Pinky DIP joint
CreateManusVec3(0.047309f + 0.033175f + 0.018020f + 0.019129f, 0.020145f, 0.000000f), //Pinky Tip joint
};
static ManusVec3 s_RightHandPositions[t_NumFingers * t_NumJoints]
{
CreateManusVec3(0.025320f, 0.024950f, 0.000000f), //Thumb CMC joint
CreateManusVec3(0.025320f + 0.032742f, 0.024950f, 0.000000f), //Thumb MCP joint
CreateManusVec3(0.025320f + 0.032742f + 0.028739f, 0.024950f, 0.000000f), //Thumb IP joint
CreateManusVec3(0.025320f + 0.032742f + 0.028739f + 0.028739f, 0.024950f, 0.000000f), //Thumb Tip joint
CreateManusVec3(0.052904f, 0.011181f, 0.000000f), //Index MCP joint
CreateManusVec3(0.052904f + 0.038257f, 0.011181f, 0.000000f), //Index PIP joint
CreateManusVec3(0.052904f + 0.038257f + 0.020884f, 0.011181f, 0.000000f), //Index DIP joint
CreateManusVec3(0.052904f + 0.038257f + 0.020884f + 0.018759f, 0.011181f, 0.000000f), //Index Tip joint
CreateManusVec3(0.051287f, 0.000000f, 0.000000f), //Middle MCP joint
CreateManusVec3(0.051287f + 0.041861f, 0.000000f, 0.000000f), //Middle PIP joint
CreateManusVec3(0.051287f + 0.041861f + 0.024766f, 0.000000f, 0.000000f), //Middle DIP joint
CreateManusVec3(0.051287f + 0.041861f + 0.024766f + 0.019683f, 0.000000f, 0.000000f), //Middle Tip joint
CreateManusVec3(0.049802f, -0.011274f, 0.000000f),//Ring MCP joint
CreateManusVec3(0.049802f + 0.039736f, -0.011274f, 0.000000f), //Ring PIP joint
CreateManusVec3(0.049802f + 0.039736f + 0.023564f, -0.011274f, 0.000000f), //Ring DIP joint
CreateManusVec3(0.049802f + 0.039736f + 0.023564f + 0.019868f, -0.011274f, 0.000000f), //Ring Tip joint
CreateManusVec3(0.047309f, -0.020145f, 0.000000f),//Pinky MCP joint
CreateManusVec3(0.047309f + 0.033175f, -0.020145f, 0.000000f), //Pinky PIP joint
CreateManusVec3(0.047309f + 0.033175f + 0.018020f, -0.020145f, 0.000000f), //Pinky DIP joint
CreateManusVec3(0.047309f + 0.033175f + 0.018020f + 0.019129f, -0.020145f, 0.000000f), //Pinky Tip joint
};
// Create an array with the initial position of each hand node.
// Note, these values are just an example of node positions and refer to the hand laying on a flat surface.
ManusVec3* t_Fingers;
if (p_Side == Side::Side_Left)
{
t_Fingers = s_LeftHandPositions;
}
else
{
t_Fingers = s_RightHandPositions;
}
// skeleton entry is already done. just the nodes now.
// setup a very simple node hierarchy for fingers
// first setup the root node
//
// root, This node has ID 0 and parent ID 0, to indicate it has no parent.
SDKReturnCode t_Res = CoreSdk_AddNodeToSkeletonSetup(p_SklIndex, CreateNodeSetup(0, 0, 0, 0, 0, "Hand"));
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Node To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return false;
}
// then loop for 5 fingers
int t_FingerId = 0;
for (uint32_t i = 0; i < t_NumFingers; i++)
{
uint32_t t_ParentID = 0;
// then the digits of the finger that are linked to the root of the finger.
for (uint32_t j = 0; j < t_NumJoints; j++)
{
t_Res = CoreSdk_AddNodeToSkeletonSetup(p_SklIndex, CreateNodeSetup(1 + t_FingerId + j, t_ParentID, t_Fingers[i * 4 + j].x, t_Fingers[i * 4 + j].y, t_Fingers[i * 4 + j].z, "fingerdigit"));
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
printf("Failed to Add Node To Skeleton Setup. The error given %d.", t_Res);
return false;
}
t_ParentID = 1 + t_FingerId + j;
}
t_FingerId += t_NumJoints;
}
return true;
}
/// @brief This function sets up some basic hand chains.
/// Chains are required for a Skeleton to be able to be animated, it basically tells Manus Core
/// which nodes belong to which body part and what data needs to be applied to which node.
/// @param p_SklIndex The index of the temporary skeleton on which the chains will be added.
/// @return Returns true if everything went fine, otherwise returns false.
bool SDKClient::SetupHandChains(uint32_t p_SklIndex, Side p_Side)
{
// Add the Hand chain, this identifies the wrist of the hand
{
ChainSettings t_ChainSettings;
ChainSettings_Init(&t_ChainSettings);
t_ChainSettings.usedSettings = ChainType::ChainType_Hand;
t_ChainSettings.hand.handMotion = HandMotion::HandMotion_IMU;
t_ChainSettings.hand.fingerChainIdsUsed = 5; //we will have 5 fingers
t_ChainSettings.hand.fingerChainIds[0] = 1; //links to the other chains we will define further down
t_ChainSettings.hand.fingerChainIds[1] = 2;
t_ChainSettings.hand.fingerChainIds[2] = 3;
t_ChainSettings.hand.fingerChainIds[3] = 4;
t_ChainSettings.hand.fingerChainIds[4] = 5;
ChainSetup t_Chain;
ChainSetup_Init(&t_Chain);
t_Chain.id = 0; //Every ID needs to be unique per chain in a skeleton.
t_Chain.type = ChainType::ChainType_Hand;
t_Chain.dataType = ChainType::ChainType_Hand;
t_Chain.side = p_Side;
t_Chain.dataIndex = 0;
t_Chain.nodeIdCount = 1;
t_Chain.nodeIds[0] = 0; //this links to the hand node created in the SetupHandNodes
t_Chain.settings = t_ChainSettings;
SDKReturnCode t_Res = CoreSdk_AddChainToSkeletonSetup(p_SklIndex, t_Chain);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Chain To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return false;
}
}
// Add the 5 finger chains
const ChainType t_FingerTypes[5] = { ChainType::ChainType_FingerThumb,
ChainType::ChainType_FingerIndex,
ChainType::ChainType_FingerMiddle,
ChainType::ChainType_FingerRing,
ChainType::ChainType_FingerPinky };
for (int i = 0; i < 5; i++)
{
ChainSettings t_ChainSettings;
ChainSettings_Init(&t_ChainSettings);
t_ChainSettings.usedSettings = t_FingerTypes[i];
t_ChainSettings.finger.handChainId = 0; //This links to the wrist chain above.
//This identifies the metacarpal bone, if none exists, or the chain is a thumb it should be set to -1.
//The metacarpal bone should not be part of the finger chain, unless you are defining a thumb which does need it.
t_ChainSettings.finger.metacarpalBoneId = -1;
t_ChainSettings.finger.useLeafAtEnd = false; //this is set to true if there is a leaf bone to the tip of the finger.
ChainSetup t_Chain;
ChainSetup_Init(&t_Chain);
t_Chain.id = i + 1; //Every ID needs to be unique per chain in a skeleton.
t_Chain.type = t_FingerTypes[i];
t_Chain.dataType = t_FingerTypes[i];
t_Chain.side = p_Side;
t_Chain.dataIndex = 0;
if (i == 0) // Thumb
{
t_Chain.nodeIdCount = 4; //The amount of node id's used in the array
t_Chain.nodeIds[0] = 1; //this links to the hand node created in the SetupHandNodes
t_Chain.nodeIds[1] = 2; //this links to the hand node created in the SetupHandNodes
t_Chain.nodeIds[2] = 3; //this links to the hand node created in the SetupHandNodes
t_Chain.nodeIds[3] = 4; //this links to the hand node created in the SetupHandNodes
}
else // All other fingers
{
t_Chain.nodeIdCount = 4; //The amount of node id's used in the array
t_Chain.nodeIds[0] = (i * 4) + 1; //this links to the hand node created in the SetupHandNodes
t_Chain.nodeIds[1] = (i * 4) + 2; //this links to the hand node created in the SetupHandNodes
t_Chain.nodeIds[2] = (i * 4) + 3; //this links to the hand node created in the SetupHandNodes
t_Chain.nodeIds[3] = (i * 4) + 4; //this links to the hand node created in the SetupHandNodes
}
t_Chain.settings = t_ChainSettings;
SDKReturnCode t_Res = CoreSdk_AddChainToSkeletonSetup(p_SklIndex, t_Chain);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
return false;
}
}
return true;
}
/// @brief This function sets up a very minimalistic hand skeleton.
/// In order to have any 3d positional/rotational information from the gloves or body,
/// one needs to setup a skeleton on which this data can be applied.
/// In the case of this sample we create a Hand skeleton in order to get skeleton information
/// in the OnSkeletonStreamCallback function. This sample does not contain any 3D rendering, so
/// we will not be applying the returned data on anything.
void SDKClient::LoadTestSkeleton(Side p_Side)
{
uint32_t t_SklIndex = 0;
SkeletonSetupInfo t_SKL;
SkeletonSetupInfo_Init(&t_SKL);
t_SKL.type = SkeletonType::SkeletonType_Hand;
t_SKL.settings.scaleToTarget = true;
t_SKL.settings.useEndPointApproximations = true;
t_SKL.settings.targetType = SkeletonTargetType::SkeletonTargetType_UserIndexData;
//If the user does not exist then the added skeleton will not be animated.
//Same goes for any other skeleton made for invalid users/gloves.
t_SKL.settings.skeletonTargetUserIndexData.userIndex = 0;
CopyString(t_SKL.name, sizeof(t_SKL.name), p_Side == Side::Side_Left ? std::string("LeftHand") : std::string("RightHand"));
SDKReturnCode t_Res = CoreSdk_CreateSkeletonSetup(t_SKL, &t_SklIndex);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Create Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
m_TemporarySkeletons.push_back(t_SklIndex);
// setup nodes and chains for the skeleton hand
if (!SetupHandNodes(t_SklIndex, p_Side)) return;
if (!SetupHandChains(t_SklIndex, p_Side)) return;
if (m_SendToDevTools)
{
SendLoadedSkeleton(t_SklIndex);
}
// load skeleton
uint32_t t_ID = 0;
t_Res = CoreSdk_LoadSkeleton(t_SklIndex, &t_ID);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to load skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
RemoveIndexFromTemporarySkeletonList(t_SklIndex);
if (t_ID == 0)
{
ClientLog::error("Failed to give skeleton an ID.");
}
m_LoadedSkeletons.push_back(t_ID);
}
/// @brief This support function is used to unload a skeleton from Core.
void SDKClient::UnloadTestSkeleton()
{
if (m_LoadedSkeletons.size() == 0)
{
ClientLog::error("There was no skeleton for us to unload.");
return;
}
SDKReturnCode t_Res = CoreSdk_UnloadSkeleton(m_LoadedSkeletons[0]);
m_LoadedSkeletons.erase(m_LoadedSkeletons.begin());
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to unload skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
}
/// @brief
/// Sends the loaded skeleton to the Core SDK.
/// This function saves the temporary skeleton with the given session ID and returns an error if the operation fails.
void SDKClient::SendLoadedSkeleton(uint32_t p_SklIndex)
{
// save the temporary skeleton
SDKReturnCode t_Res = CoreSdk_SaveTemporarySkeleton(p_SklIndex, m_SessionId, true);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to save temporary skeleton. The error given was {}.", (int32_t)t_Res);
}
}
/// @brief This support function sets up an incomplete hand skeleton and then uses manus core to allocate chains for it.
void SDKClient::AllocateChains()
{
m_ChainType = ChainType::ChainType_Invalid;
uint32_t t_SklIndex = 0;
SkeletonSettings t_Settings;
SkeletonSettings_Init(&t_Settings);
t_Settings.scaleToTarget = true;
t_Settings.targetType = SkeletonTargetType::SkeletonTargetType_UserData;
t_Settings.skeletonTargetUserData.userID = 0;
SkeletonSetupInfo t_SKL;
SkeletonSetupInfo_Init(&t_SKL);
t_SKL.id = 0;
t_SKL.type = SkeletonType::SkeletonType_Hand;
t_SKL.settings = t_Settings;
CopyString(t_SKL.name, sizeof(t_SKL.name), std::string("hand"));
SDKReturnCode t_Res = CoreSdk_CreateSkeletonSetup(t_SKL, &t_SklIndex);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Create Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
m_TemporarySkeletons.push_back(t_SklIndex);
// setup nodes for the skeleton hand
SetupHandNodes(t_SklIndex, Side::Side_Left);
// allocate chains for skeleton
t_Res = CoreSdk_AllocateChainsForSkeletonSetup(t_SklIndex);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to allocate chains for skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
// get the skeleton info
SkeletonSetupArraySizes t_SkeletonInfo;
t_Res = CoreSdk_GetSkeletonSetupArraySizes(t_SklIndex, &t_SkeletonInfo);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get info about skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
ChainSetup* t_Chains = new ChainSetup[t_SkeletonInfo.chainsCount];
// now get the chain data
t_Res = CoreSdk_GetSkeletonSetupChainsArray(t_SklIndex, t_Chains, t_SkeletonInfo.chainsCount);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get skeleton setup chains. The error given was {}.", (int32_t)t_Res);
delete[] t_Chains;
return;
}
// as proof store the first chain type
m_ChainType = t_Chains[0].dataType;
// but since we want to cleanly load the skeleton without holding everything up
// we need to set its side first
for (size_t i = 0; i < t_SkeletonInfo.chainsCount; i++)
{
if (t_Chains[i].dataType == ChainType::ChainType_Hand)
{
t_Chains[i].side = Side::Side_Left; // we're just picking a side here.
t_Res = CoreSdk_OverwriteChainToSkeletonSetup(t_SklIndex, t_Chains[i]);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to overwrite Chain To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
delete[] t_Chains;
return;
}
break; // no need to continue checking the others.
}
}
// cleanup
delete[] t_Chains;
// load skeleton so it is done.
uint32_t t_ID = 0;
t_Res = CoreSdk_LoadSkeleton(t_SklIndex, &t_ID);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to load skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
RemoveIndexFromTemporarySkeletonList(t_SklIndex);
if (t_ID == 0)
{
ClientLog::error("Failed to give skeleton an ID.");
}
m_LoadedSkeletons.push_back(t_ID);
}
/// @brief This support function is used for the manual allocation of the skeleton chains with means of a temporary skeleton.
/// Temporary Skeletons can be helpful when the user wants to modify the skeletons chains or nodes more than once before retargeting,
/// as they can be saved in core and retrieved later by the user to apply further modifications. This can be done easily with means of the Dev Tools.
/// The current function contains an example that shows how to create a temporary skeleton, modify its chains, nodes and
/// skeleton info, and save it into Core. This process should be used during development.
/// After that, the final skeleton should be loaded into core for retargeting and for getting the actual data,as displayed in the LoadTestSkeleton
/// function.
void SDKClient::BuildTemporarySkeleton()
{
// define the session Id for which we want to save
// in this example we want to save a skeleton for the current session so we use our own Session Id
uint32_t t_SessionId = m_SessionId;
bool t_IsSkeletonModified = false; // this bool is set to true by the Dev Tools after saving any modification to the skeleton,
// this triggers the OnSyStemCallback which is used in the SDK to be notified about a change to its temporary skeletons.
// for the purpose of this example setting this bool to true is not really necessary.
// first create a skeleton setup of type Body
uint32_t t_SklIndex = 0;
SkeletonSettings t_Settings;
SkeletonSettings_Init(&t_Settings);
t_Settings.scaleToTarget = true;
t_Settings.targetType = SkeletonTargetType::SkeletonTargetType_UserData;
t_Settings.skeletonTargetUserData.userID = 0; // this needs to be a real user Id when retargeting, when editing the temporary skeleton this may (hopefully) not cause issues
SkeletonSetupInfo t_SKL;
SkeletonSetupInfo_Init(&t_SKL);
t_SKL.id = 0;
t_SKL.type = SkeletonType::SkeletonType_Body;
t_SKL.settings = t_Settings;
CopyString(t_SKL.name, sizeof(t_SKL.name), std::string("body"));
SDKReturnCode t_Res = CoreSdk_CreateSkeletonSetup(t_SKL, &t_SklIndex);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Create Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
m_TemporarySkeletons.push_back(t_SklIndex);
//Add 3 nodes to the skeleton setup
t_Res = CoreSdk_AddNodeToSkeletonSetup(t_SklIndex, CreateNodeSetup(0, 0, 0, 0, 0, "root"));
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Node To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
t_Res = CoreSdk_AddNodeToSkeletonSetup(t_SklIndex, CreateNodeSetup(1, 0, 0, 1, 0, "branch"));
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Node To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
t_Res = CoreSdk_AddNodeToSkeletonSetup(t_SklIndex, CreateNodeSetup(2, 1, 0, 2, 0, "leaf"));
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Node To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
//Add one chain of type Leg to the skeleton setup
ChainSettings t_ChainSettings;
ChainSettings_Init(&t_ChainSettings);
t_ChainSettings.usedSettings = ChainType::ChainType_Leg;
t_ChainSettings.leg.footForwardOffset = 0;
t_ChainSettings.leg.footSideOffset = 0;
t_ChainSettings.leg.reverseKneeDirection = false;
t_ChainSettings.leg.kneeRotationOffset = 0;
ChainSetup t_Chain;
ChainSetup_Init(&t_Chain);
t_Chain.id = 0;
t_Chain.type = ChainType::ChainType_Leg;
t_Chain.dataType = ChainType::ChainType_Leg;
t_Chain.dataIndex = 0;
t_Chain.nodeIdCount = 3;
t_Chain.nodeIds[0] = 0;
t_Chain.nodeIds[1] = 1;
t_Chain.nodeIds[2] = 2;
t_Chain.settings = t_ChainSettings;
t_Chain.side = Side::Side_Left;
t_Res = CoreSdk_AddChainToSkeletonSetup(t_SklIndex, t_Chain);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Chain To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
// save the temporary skeleton
t_Res = CoreSdk_SaveTemporarySkeleton(t_SklIndex, t_SessionId, t_IsSkeletonModified);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to save temporary skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
// if we want to go on with the modifications to the same temporary skeleton
// get the skeleton
t_Res = CoreSdk_GetTemporarySkeleton(t_SklIndex, t_SessionId);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get temporary skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
// now add second chain to the same temporary skeleton
t_ChainSettings.usedSettings = ChainType::ChainType_Head;
t_Chain.id = 1;
t_Chain.type = ChainType::ChainType_Head;
t_Chain.dataType = ChainType::ChainType_Head;
t_Chain.dataIndex = 0;
t_Chain.nodeIdCount = 1;
t_Chain.nodeIds[0] = 0;
t_Chain.settings = t_ChainSettings;
t_Chain.side = Side::Side_Center;
t_Res = CoreSdk_AddChainToSkeletonSetup(t_SklIndex, t_Chain);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Chain To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
// save the temporary skeleton
t_Res = CoreSdk_SaveTemporarySkeleton(t_SklIndex, t_SessionId, t_IsSkeletonModified);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to save temporary skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
// get the skeleton info (number of nodes and chains for that skeleton)
SkeletonSetupArraySizes t_SkeletonInfo;
t_Res = CoreSdk_GetSkeletonSetupArraySizes(t_SklIndex, &t_SkeletonInfo);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get info about skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
// now get the chain data
ChainSetup* t_Chains = new ChainSetup[t_SkeletonInfo.chainsCount];
t_Res = CoreSdk_GetSkeletonSetupChainsArray(t_SklIndex, t_Chains, t_SkeletonInfo.chainsCount);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get skeleton setup chains. The error given was {}.", (int32_t)t_Res);
return;
}
// get the node data
NodeSetup* t_Nodes = new NodeSetup[t_SkeletonInfo.nodesCount];
t_Res = CoreSdk_GetSkeletonSetupNodesArray(t_SklIndex, t_Nodes, t_SkeletonInfo.nodesCount);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get skeleton setup nodes. The error given was {}.", (int32_t)t_Res);
return;
}
// just as an example try to get the skeleton setup info
SkeletonSetupInfo t_SKeletonSetupInfo;
SkeletonSetupInfo_Init(&t_SKeletonSetupInfo);
t_Res = CoreSdk_GetSkeletonSetupInfo(t_SklIndex, &t_SKeletonSetupInfo);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to overwrite Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
// if we want to modify the skeleton setup or if we want to apply some changes to the chains or nodes:
// first overwrite the existing skeleton setup and then re-add all the chains and nodes to it
SkeletonSettings_Init(&t_Settings);
t_Settings.targetType = SkeletonTargetType::SkeletonTargetType_GloveData;
t_SKL.settings = t_Settings;
CopyString(t_SKL.name, sizeof(t_SKL.name), std::string("body2"));
// this way we overwrite the temporary skeleton with index t_SklIndex with the modified skeleton setup
t_Res = CoreSdk_OverwriteSkeletonSetup(t_SklIndex, t_SKL);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to overwrite Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
// modify chains and nodes
t_Chains[0].side = Side::Side_Right;
t_Nodes[0].type = NodeType::NodeType_Mesh;
// add all the existing nodes to the new skeleton setup
for (size_t i = 0; i < t_SkeletonInfo.nodesCount; i++)
{
t_Res = CoreSdk_AddNodeToSkeletonSetup(t_SklIndex, t_Nodes[i]);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Node To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
}
// then add all the existing chains to the new skeleton setup
for (size_t i = 0; i < t_SkeletonInfo.chainsCount; i++)
{
t_Res = CoreSdk_AddChainToSkeletonSetup(t_SklIndex, t_Chains[i]);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Add Chains To Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
}
// cleanup
delete[] t_Chains;
delete[] t_Nodes;
// save temporary skeleton
// in the Dev Tools this bool is set to true when saving the temporary skeleton, this triggers OnSystemCallback which
// notifies the SDK sessions about a modifications to one of their temporary skeletons.
// setting the bool to true in this example is not really necessary, it's just for testing purposes.
t_IsSkeletonModified = true;
t_Res = CoreSdk_SaveTemporarySkeleton(t_SklIndex, t_SessionId, t_IsSkeletonModified);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to save temporary skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
}
/// @brief This support function is used to clear a temporary skeleton from the temporary skeleton list, for example it can be used when the
/// max number of temporary skeletons has been reached for a specific session.
void SDKClient::ClearTemporarySkeleton()
{
// clear the first element of the temporary skeleton list
if (m_TemporarySkeletons.size() == 0)
{
ClientLog::error("There are no Temporary Skeletons to clear!");
return;
}
uint32_t t_SklIndex = m_TemporarySkeletons[0];
SDKReturnCode t_Res = CoreSdk_ClearTemporarySkeleton(t_SklIndex, m_SessionId);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Clear Temporary Skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
m_TemporarySkeletons.erase(m_TemporarySkeletons.begin());
}
/// @brief This support function is used to clear all temporary skeletons associated to the current SDK session, it can be used when the
/// max number of temporary skeletons has been reached for the current session and we want to make room for more.
void SDKClient::ClearAllTemporarySkeletons()
{
if (m_TemporarySkeletons.size() == 0)
{
ClientLog::error("There are no Temporary Skeletons to clear!");
return;
}
SDKReturnCode t_Res = CoreSdk_ClearAllTemporarySkeletons();
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Clear All Temporary Skeletons. The error given was {}.", (int32_t)t_Res);
return;
}
m_TemporarySkeletons.clear();
}
void SDKClient::SaveTemporarySkeletonToFile()
{
// this example shows how to save a temporary skeleton to a file
// first create a temporary skeleton:
// define the session Id for which we want to save
uint32_t t_SessionId = m_SessionId;
bool t_IsSkeletonModified = false; // setting this bool to true is not necessary here, it is mostly used by the Dev Tools
// to notify the SDK sessions about their skeleton being modified.
// first create a skeleton setup
uint32_t t_SklIndex = 0;
SkeletonSetupInfo t_SKL;
SkeletonSetupInfo_Init(&t_SKL);
t_SKL.type = SkeletonType::SkeletonType_Hand;
t_SKL.settings.scaleToTarget = true;
t_SKL.settings.targetType = SkeletonTargetType::SkeletonTargetType_GloveData;
t_SKL.settings.skeletonTargetUserIndexData.userIndex = 0;
CopyString(t_SKL.name, sizeof(t_SKL.name), std::string("LeftHand"));
SDKReturnCode t_Res = CoreSdk_CreateSkeletonSetup(t_SKL, &t_SklIndex);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Create Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
m_TemporarySkeletons.push_back(t_SklIndex);
// setup nodes and chains for the skeleton hand
if (!SetupHandNodes(t_SklIndex, Side_Left)) return;
if (!SetupHandChains(t_SklIndex, Side_Left)) return;
// save the temporary skeleton
t_Res = CoreSdk_SaveTemporarySkeleton(t_SklIndex, t_SessionId, t_IsSkeletonModified);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to save temporary skeleton. The error given was {}.", (int32_t)t_Res);
return;
}
// now compress the temporary skeleton data and get the size of the compressed data:
uint32_t t_TemporarySkeletonLengthInBytes;
t_Res = CoreSdk_CompressTemporarySkeletonAndGetSize(t_SklIndex, t_SessionId, &t_TemporarySkeletonLengthInBytes);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to compress temporary skeleton and get size. The error given was {}.", (int32_t)t_Res);
return;
}
unsigned char* t_TemporarySkeletonData = new unsigned char[t_TemporarySkeletonLengthInBytes];
// get the array of bytes with the compressed temporary skeleton data, remember to always call function CoreSdk_CompressTemporarySkeletonAndGetSize
// before trying to get the compressed temporary skeleton data
t_Res = CoreSdk_GetCompressedTemporarySkeletonData(t_TemporarySkeletonData, t_TemporarySkeletonLengthInBytes);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to get compressed temporary skeleton data. The error given was {}.", (int32_t)t_Res);
return;
}
// now save the data into a .mskl file
// as an example we save the temporary skeleton in a folder called ManusTemporarySkeleton inside the documents directory
// get the path for the documents directory
std::string t_DirectoryPathString = GetDocumentsDirectoryPath_UTF8();
// create directory name and file name for storing the temporary skeleton
std::string t_DirectoryPath =
t_DirectoryPathString
+ s_SlashForFilesystemPath
+ "ManusTemporarySkeleton";
CreateFolderIfItDoesNotExist(t_DirectoryPath);
std::string t_DirectoryPathAndFileName =
t_DirectoryPath
+ s_SlashForFilesystemPath
+ "TemporarySkeleton.mskl";
// write the temporary skeleton data to .mskl file
std::ofstream t_File = GetOutputFileStream(t_DirectoryPathAndFileName);
t_File.write((char*)t_TemporarySkeletonData, t_TemporarySkeletonLengthInBytes);
t_File.close();
t_Res = CoreSdk_ClearTemporarySkeleton(t_SklIndex, t_SessionId);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Clear Temporary Skeleton after saving. The error given was {}.", (int32_t)t_Res);
return;
}
RemoveIndexFromTemporarySkeletonList(t_SklIndex);
}
void SDKClient::GetTemporarySkeletonFromFile()
{
// this example shows how to load a temporary skeleton data from a file
// as an example we try to get the temporary skeleton data previously saved as .mskl file in directory Documents/ManusTemporarySkeleton
// get the path for the documents directory
std::string t_DirectoryPathString = GetDocumentsDirectoryPath_UTF8();
// check if directory exists
std::string t_DirectoryPath =
t_DirectoryPathString
+ s_SlashForFilesystemPath
+ "ManusTemporarySkeleton";
if (!DoesFolderOrFileExist(t_DirectoryPath))
{
ClientLog::warn("Failed to read from client file, the mentioned directory does not exist");
return;
}
// create string with file name
std::string t_DirectoryPathAndFileName =
t_DirectoryPath
+ s_SlashForFilesystemPath
+ "TemporarySkeleton.mskl";
// read from file
std::ifstream t_File = GetInputFileStream(t_DirectoryPathAndFileName);
if (!t_File)
{
ClientLog::warn("Failed to read from client file, the file does not exist in the mentioned directory");
return;
}
// get file dimension
t_File.seekg(0, t_File.end);
int t_FileLength = (int)t_File.tellg();
t_File.seekg(0, t_File.beg);
// get temporary skeleton data from file
unsigned char* t_TemporarySkeletonData = new unsigned char[t_FileLength];
t_File.read((char*)t_TemporarySkeletonData, t_FileLength);
t_File.close();
// save the zipped temporary skeleton information, they will be used internally for sending the data to Core
uint32_t t_TemporarySkeletonLengthInBytes = t_FileLength;
if (t_TemporarySkeletonData == nullptr)
{
ClientLog::warn("Failed to read the compressed temporary skeleton data from file");
delete[] t_TemporarySkeletonData;
return;
}
// create a skeleton setup where we will store the temporary skeleton retrieved from file
SkeletonSetupInfo t_SKL;
SkeletonSetupInfo_Init(&t_SKL);
uint32_t t_SklIndex = 0;
SDKReturnCode t_Res = CoreSdk_CreateSkeletonSetup(t_SKL, &t_SklIndex);
if (t_Res != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to Create Skeleton Setup. The error given was {}.", (int32_t)t_Res);
return;
}
m_TemporarySkeletons.push_back(t_SklIndex);
// associate the retrieved temporary skeleton to the current session id
uint32_t t_SessionId = m_SessionId;
// load the temporary skeleton data retrieved from the zipped file and save it with index t_SklIndex and session id of the current session
SDKReturnCode t_Result = CoreSdk_GetTemporarySkeletonFromCompressedData(t_SklIndex, t_SessionId, t_TemporarySkeletonData, t_TemporarySkeletonLengthInBytes);
if (t_Result != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::warn("Failed to load temporary skeleton data from client file in Core, the error code was: {}.", (int32_t)t_Result);
return;
}
delete[] t_TemporarySkeletonData;
}
void SDKClient::TestTimestamp()
{
ManusTimestamp t_TS;
ManusTimestamp_Init(&t_TS);
ManusTimestampInfo t_TSInfo;
ManusTimestampInfo_Init(&t_TSInfo);
t_TSInfo.fraction = 30;
t_TSInfo.second = 15;
t_TSInfo.minute = 30;
t_TSInfo.hour = 12;
t_TSInfo.day = 1;
t_TSInfo.month = 8;
t_TSInfo.year = 2012;
t_TSInfo.timecode = true;
CoreSdk_SetTimestampInfo(&t_TS, t_TSInfo);
ManusTimestampInfo t_TSInfo2;
CoreSdk_GetTimestampInfo(t_TS, &t_TSInfo2);
}
void SDKClient::RemoveIndexFromTemporarySkeletonList(uint32_t p_Idx)
{
for (int i = 0; i < m_TemporarySkeletons.size(); i++)
{
if (m_TemporarySkeletons[i] == p_Idx)
{
m_TemporarySkeletons.erase(m_TemporarySkeletons.begin() + i);
}
}
}
void SDKClient::PairGlove()
{
bool t_GloveFound = false;
uint32_t t_GloveToPairId = -1;
for (size_t i = 0; i < m_Landscape->gloveDevices.gloveCount; i++)
{
if (m_Landscape->gloveDevices.gloves[i].pairedState == DevicePairedState_Unpaired)
{
t_GloveToPairId = m_Landscape->gloveDevices.gloves[i].id;
t_GloveFound = true;
break;
}
}
if (!t_GloveFound)
{
ClientLog::warn("No glove available for pairing found.");
return;
}
bool t_Paired;
SDKReturnCode t_PairGloveResult = CoreSdk_PairGlove(t_GloveToPairId, &t_Paired);
if (t_PairGloveResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to pair glove with ID: {}. The error given was {}", t_GloveToPairId, (int32_t)t_PairGloveResult);
return;
}
if (!t_Paired)
{
ClientLog::error("Failed to pair glove with ID: {}", t_GloveToPairId);
return;
}
ClientLog::print("Succesfully paired glove with ID: {}", t_GloveToPairId);
return;
}
void SDKClient::UnpairGlove()
{
bool t_GloveFound = false;
uint32_t t_GloveToUnPairId = -1;
for (size_t i = 0; i < m_Landscape->gloveDevices.gloveCount; i++)
{
if (m_Landscape->gloveDevices.gloves[i].id == m_Landscape->gloveDevices.gloves[i].dongleID)
continue;
if (m_Landscape->gloveDevices.gloves[i].pairedState == DevicePairedState_Paired)
{
t_GloveToUnPairId = m_Landscape->gloveDevices.gloves[i].id;
t_GloveFound = true;
break;
}
}
if (!t_GloveFound)
{
ClientLog::error("No glove to unpair found");
return;
}
bool t_Unpaired;
SDKReturnCode t_UnpairGloveResult = CoreSdk_UnpairGlove(t_GloveToUnPairId, &t_Unpaired);
if (t_UnpairGloveResult != SDKReturnCode::SDKReturnCode_Success)
{
ClientLog::error("Failed to unpair glove with ID: {}. The error given was ", t_GloveToUnPairId, (int32_t)t_UnpairGloveResult);
return;
}
ClientLog::print("Succesfully unpaired glove with ID: {}", t_GloveToUnPairId);
return;
}
/// @brief Prints the type of the first chain generated by the AllocateChain function, this is used for testing.
void SDKClient::PrintLogs()
{
std::vector<SDKLog*> t_SDKLogs;
s_Instance->m_LogMutex.lock();
t_SDKLogs.swap(s_Instance->m_Logs);
s_Instance->m_LogMutex.unlock();
for (size_t i = 0; i < t_SDKLogs.size(); i++)
{
ClientLog::print(t_SDKLogs[i]->string.c_str());
delete t_SDKLogs[i];
}
}
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