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LeapWebProcessorUnCommented.cs
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/*
* Author: Zen(Zhengyi Luo)
*
* Time: July 2016
*
* This class is mainly used for processing the data from leap motion to the hololen using websocket,
* since leap motion hasn't officially support hololens, so parsing the data in a computer and sending it to hololens
* is necessary. Note that since "Windows.Networking.Sockets, Windows.Storage.Streams, System.Threading.Tasks" are
* not supported in the Unity editor, when compiling this project into Windows store app Unity will give errors if
* function calls relating to those three Windows API are not commented. I haven't really found a way to avoid this extra
* effort and haven't really found websoket librarys that work with both Unity and support compiling into
* windows store apps, so this process is envitible.
*
* This class initiate the websocket connection to the server and then create the frame object from the data sent from the
* leap motion servcie. I am using the Leap motion Orion service 3.1.3. The remote connection capbility for the leap motion
* is not opened by default, so it need to be opened manually. Detailed instruction for enabled the remote access for leap
* motion is included in the document.
*
*/
using UnityEngine;
using System.Collections.Generic;
using System;
using MiniJSON;
using Leap;
using Windows.Networking.Sockets;
using Windows.Storage.Streams;
using System.Threading.Tasks;
public class LeapWebProcessor : MonoBehaviour
{
//local host for websocket
const string WEBSOCKET_URI = "ws://localhost:6437/v6.json";
//replacing the local host with the IPV4 address for the computer processing the data sent by Leap Motion.
const string WEBSOCKET_URI_REMOTE = "ws://158.130.2.229:6437/v6.json";
//Leap Motion websokect APIs
const string GET_FOCUS = "{\"focused\" : \"true\"}";
const string LOST_FOCUS = "{\"focused\" : \"false\"}";
const string BACKGROUND_ON = "{\"background\" : \"true\"";
const string BACKGROUND_OFF = "{\"background\" : \"false\"";
const string GESTURES_ON = "{\"enableGestures\" : \"true\"";
const string GESTURES_OFF = "{\"enableGestures\" : \"false\"";
const string HMD_ON = "{\"optimizeHMD\" : \"true\"";
const string HMD_OFF = "{\"optimizeHMD\" : \"false\"";
//Message received
public String res;
//Current frame data received from the websocket.
public Dictionary<System.String, System.Object> currentFrame;
public MessageWebSocket w;
public float rotation;
public float width;
public Frame frame;
public long timestamp;
public string flag = BACKGROUND_ON;
public bool IsConnected { get; internal set; }
public GameObject LeapHandController;
public bool hasHand;
void Start()
{
// Getting the leap hand controller hand object and set it to not active unless the program is receiving
// frame data from the leap motion server. This avoiding the exception that will be thrown if the frame
// is null when the controller tried to update the frame data.
LeapHandController = transform.GetChild(0).gameObject;
LeapHandController.SetActive(false);
transform.localPosition = new Vector3(-0.019f, 0.083f, 0.1f);
IsConnected = false;
webSocketSetup();
}
void Update()
{
if (IsConnected && !LeapHandController.activeSelf)
{
LeapHandController.SetActive(true);
}
}
async void webSocketSetup()
{
//Setting up the websocket connection with the leap motion service
//Debug.Log("Setting up websocket");
w = new MessageWebSocket();
//In this case we will be sending/receiving a string so we need to set the MessageType to Utf8.
w.Control.MessageType = SocketMessageType.Utf8;
//Add the MessageReceived event handler.
w.MessageReceived += WebSock_MessageReceived;
//Add the Closed event handler.
w.Closed += WebSock_Closed;
Uri serverUri = new Uri(WEBSOCKET_URI_REMOTE);
try
{
//Connect to the server.
await w.ConnectAsync(serverUri);
//Send a message to the server.
await WebSock_SendMessage(w, flag);
await WebSock_SendMessage(w, GET_FOCUS);
}
catch (Exception ex)
{
//Add code here to handle any exceptions
Debug.Log(ex.StackTrace);
}
}
//Send a message to the server.
private async Task WebSock_SendMessage(MessageWebSocket webSock, string message)
{
DataWriter messageWriter = new DataWriter(webSock.OutputStream);
messageWriter.WriteString(message);
await messageWriter.StoreAsync();
}
private void WebSock_Closed(IWebSocket sender, WebSocketClosedEventArgs args)
{
IsConnected = false;
}
//The MessageReceived event handler.
private void WebSock_MessageReceived(MessageWebSocket sender, MessageWebSocketMessageReceivedEventArgs args)
{
DataReader messageReader = args.GetDataReader();
res = messageReader.ReadString(messageReader.UnconsumedBufferLength);
Dictionary<string, object> frameData = (Dictionary<string, object>)Json.Deserialize(res);
if (frameData.ContainsKey("id"))
{
frame = createFrame(frameData);
if (IsConnected != true)
{
IsConnected = true;
}
}
}
//This is the main method for parsing the data returned from the framedata.
private Frame createFrame(Dictionary<string, object> frameData)
{
long id = (long)frameData["id"];
//timestamp
long timestamp = (long)frameData["timestamp"];
//FrameRate
Double fps = (Double)frameData["currentFrameRate"];
//Interaction Box Object
Dictionary<String, object> box = (Dictionary<String, object>)frameData["interactionBox"];
List<object> centerList = (List<object>)box["center"];
List<object> sizeList = (List<object>)box["size"];
Vector center = creatVector(centerList);
Vector size = creatVector(sizeList);
InteractionBox interactionBox = new InteractionBox(center, size);
//HandObject
List<object> handsobject = (List<object>)frameData["hands"];
List<Hand> hands = new List<Hand>();
//Creating the hands objects.
List<object> pointables = (List<object>)frameData["pointables"];
if (handsobject.Count == 1)
{
//If there is one hand
hasHand = true;
hands.Add(creatHand(id, handsobject[0], pointables));
}
else if (handsobject.Count == 2)
{
// If there are two hands
hasHand = true;
hands.Add(creatHand(id, handsobject[0], pointables.GetRange(0, 5)));
hands.Add(creatHand(id, handsobject[1], pointables.GetRange(5, 5)));
}
else
{
hasHand = false;
}
return new Frame(id, timestamp, (float)fps, interactionBox, hands);
}
private Vector creatVector(List<object> List)
{
//Debug.Log(List.Count);
double x = (double)List[0];
double y = (double)List[1];
double z = (double)List[2];
return new Vector((float)x, (float)y, (float)z);
}
private Vector4 creatVector4(List<object> List)
{
double x = (double)List[0];
double y = (double)List[1];
double z = (double)List[2];
double w = (double)List[3];
return new Vector4((float)x, (float)y, (float)z, (float)w);
}
private Hand creatHand(long frameId, object hand, object pointables_object)
{
bool isLeft = false;
Dictionary<string, object> handsobject = (Dictionary<string, object>)hand;
List<object> pointables_list = (List<object>)pointables_object;
List<object> armbasislist = (List<object>)handsobject["armBasis"];
Vector arm_1 = creatVector((List<object>)armbasislist[0]);
Vector arm_2 = creatVector((List<object>)armbasislist[1]);
Vector arm_3 = creatVector((List<object>)armbasislist[2]);
double armWidth = (double)handsobject["armWidth"];
double confidence = (double)handsobject["confidence"];
List<object> direction_list = (List<object>)handsobject["direction"];
Vector direction = creatVector((List<object>)direction_list);
List<object> elbow_list = (List<object>)handsobject["elbow"];
Vector elbow = creatVector((List<object>)elbow_list);
double grabStrength = (double)handsobject["grabStrength"];
long Handid = (long)handsobject["id"];
List<object> palmNormal_list = (List<object>)handsobject["palmNormal"];
Vector palmNormal = creatVector((List<object>)palmNormal_list);
List<object> palmPosition_list = (List<object>)handsobject["palmPosition"];
Vector palmPosition = creatVector((List<object>)palmPosition_list);
List<object> palmVelocity_list = (List<object>)handsobject["palmVelocity"];
Vector palmVelocity = creatVector((List<object>)palmVelocity_list);
double pinchStrength = (double)handsobject["pinchStrength"];
List<object> r_list = (List<object>)handsobject["r"];
Matrix4x4 rotationMatrix = new Matrix4x4();
List<List<object>> r = new List<List<object>>();
int i = 0;
foreach (var item in r_list)
{
List<object> current = new List<object>();
foreach (var array in current)
{
rotationMatrix.SetRow(i, creatVector4((List<object>)array));
}
}
double s = (double)handsobject["s"];
List<object> sphereCenter_list = (List<object>)handsobject["sphereCenter"];
Vector sphereCenter = creatVector((List<object>)sphereCenter_list);
double sphereRadius = (double)handsobject["sphereRadius"];
List<object> stabilizedPalmPosition_list = (List<object>)handsobject["stabilizedPalmPosition"];
Vector stabilizedPalmPosition = creatVector((List<object>)stabilizedPalmPosition_list);
List<object> t_list = (List<object>)handsobject["t"];
Vector t = creatVector((List<object>)t_list);
double timeVisible = (double)handsobject["timeVisible"];
string type = (string)handsobject["type"];
if (type.Equals("left"))
{
isLeft = true;
}
else
{
isLeft = false;
}
List<object> wrist_list = (List<object>)handsobject["wrist"];
Vector wrist = creatVector((List<object>)wrist_list);
Vector midpoint = new Vector((elbow.x + wrist.x) / 2, (elbow.y + wrist.y) / 2, (elbow.z + wrist.z) / 2);
LeapQuaternion basis = createQuaternion(arm_1, arm_2, arm_3);
// Note that the armlength and some other data requried form the arm constructor is replaced by a filler 245
// I couldn't quite how to figure out how to get those data from the leap motion data. I notiecd that the length
// is usually around 245(which is my hand), so I replaced it with the data.
Arm arm = new Arm(elbow, wrist, midpoint, direction, 245, (float)armWidth, basis);
List<Finger> fingerlist = createFingerlist(Handid, frameId, pointables_list);
//Same with the arm object, I couldn't figure out the grablength from the leap motion. This may be causing some of the perfromace issues that I have with
// the hand model in real time.
Hand result = new Hand(frameId, (int)Handid, (float)confidence, (float)grabStrength, 0, (float)pinchStrength, 0, (float)s, isLeft, (float)timeVisible, arm, fingerlist, palmPosition, stabilizedPalmPosition, palmVelocity, palmNormal, direction, wrist);
return result;
}
//Create bone objects and fingers from the leap motion pointalbes data.
private List<Finger> createFingerlist(long Handid, long frameId, List<object> pointables_list)
{
List<Finger> result = new List<Finger>();
foreach (var item in pointables_list)
{
Dictionary<string, object> pointables = (Dictionary<string, object>)item;
List<object> btipPosition_list = (List<object>)pointables["btipPosition"];
Vector btipPosition = creatVector((List<object>)btipPosition_list);
List<object> carpPosition_list = (List<object>)pointables["carpPosition"];
Vector carpPosition = creatVector((List<object>)carpPosition_list);
List<object> dipPosition_list = (List<object>)pointables["dipPosition"];
Vector dipPosition = creatVector((List<object>)dipPosition_list);
List<object> direction_list = (List<object>)pointables["direction"];
Vector direction = creatVector((List<object>)direction_list);
bool extended = (bool)pointables["extended"];
long handId = (long)pointables["handId"];
long id = (long)pointables["id"];
double length = (double)pointables["length"];
//Debug.Log(length);
List<object> mcpPosition_list = (List<object>)pointables["mcpPosition"];
Vector mcpPosition = creatVector((List<object>)mcpPosition_list);
List<object> pipPosition_list = (List<object>)pointables["pipPosition"];
Vector pipPosition = creatVector((List<object>)pipPosition_list);
List<object> stabilizedTipPosition_list = (List<object>)pointables["stabilizedTipPosition"];
Vector stabilizedTipPosition = creatVector((List<object>)stabilizedTipPosition_list);
double timeVisible = (double)pointables["timeVisible"];
List<object> tipPosition_list = (List<object>)pointables["tipPosition"];
Vector tipPosition = creatVector((List<object>)tipPosition_list);
List<object> tipVelocity_list = (List<object>)pointables["tipVelocity"];
Vector tipVelocity = creatVector((List<object>)tipVelocity_list);
bool tool = (bool)pointables["tool"];
double touchDistance = (double)pointables["touchDistance"];
String touchZone = (String)pointables["touchZone"];
long type_index = (long)pointables["type"];
Finger.FingerType type;
switch (type_index)
{
case 0: type = Finger.FingerType.TYPE_THUMB; break;
case 1: type = Finger.FingerType.TYPE_INDEX; break;
case 2: type = Finger.FingerType.TYPE_MIDDLE; break;
case 3: type = Finger.FingerType.TYPE_RING; break;
case 4: type = Finger.FingerType.TYPE_PINKY; break;
default: type = Finger.FingerType.TYPE_UNKNOWN; break;
}
double width = (double)pointables["width"];
float fingerId = handId + type_index;
List<object> boneBasis = (List<object>)pointables["bases"];
//Debug.Log(boneBasis.Count);
List<object> bonelist_1 = (List<object>)boneBasis[0];
List<object> bonelist_2 = (List<object>)boneBasis[1];
List<object> bonelist_3 = (List<object>)boneBasis[2];
List<object> bonelist_4 = (List<object>)boneBasis[3];
Bone metacarpal = createBone(bonelist_1, carpPosition, mcpPosition, (float)width, Bone.BoneType.TYPE_METACARPAL);
Bone proximal = createBone(bonelist_2, mcpPosition, pipPosition, (float)width, Bone.BoneType.TYPE_PROXIMAL);
Bone intermediate = createBone(bonelist_3, pipPosition, dipPosition, (float)width, Bone.BoneType.TYPE_INTERMEDIATE);
Bone distal = createBone(bonelist_4, dipPosition, btipPosition, (float)width, Bone.BoneType.TYPE_DISTAL);
Finger finger = new Finger(id, (int)frameId, (int)fingerId, (float)timeVisible, tipPosition, tipVelocity, direction, stabilizedTipPosition, (float)width, (float)length, extended, type, metacarpal, proximal, intermediate, distal);
//Finger finger = new Finger();
result.Add(finger);
}
return result;
}
private Bone createBone(List<object> basis, Vector start, Vector end, float width, Bone.BoneType type)
{
Vector basis_1 = creatVector((List<object>)basis[0]);
Vector basis_2 = creatVector((List<object>)basis[1]);
Vector basis_3 = creatVector((List<object>)basis[2]);
Vector center = new Vector((end.x + start.x) / 2, (start.y + end.y) / 2, (start.z + end.z) / 2);
Vector direction = new Vector((end.x - start.x), (end.y - start.y), (end.z - start.z));
double length = Math.Sqrt((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y) + (end.z - start.z) * (end.z - start.z));
//LeapQuaternion orientation = createQuaternion(basis_1, basis_2, basis_3);
LeapQuaternion orientation = createQuaternion(basis_1, basis_2, basis_3);
Bone bone = new Bone(start, end, center, direction, (float)length, width, type, orientation);
return bone;
}
private LeapQuaternion createQuaternion(Vector arm_1, Vector arm_2, Vector arm_3)
{
Vector3 arm1_3 = new Vector3(arm_1.x, arm_1.y, arm_1.z);
Vector3 arm2_3 = new Vector3(arm_2.x, arm_2.y, arm_2.z);
Vector3 arm3_3 = new Vector3(arm_3.x, arm_3.y, arm_3.z);
Quaternion basisQ = Quaternion.LookRotation(arm3_3, arm2_3);
LeapQuaternion basis = new LeapQuaternion(basisQ.x, basisQ.y, basisQ.z, basisQ.w);
return basis;
}
public void SetPolicy(Controller.PolicyFlag policy)
{
switch (policy)
{
case Controller.PolicyFlag.POLICY_DEFAULT:
flag = BACKGROUND_OFF;
Debug.Log("SetPolicy: POLICY_DEFAULT");
break;
case Controller.PolicyFlag.POLICY_BACKGROUND_FRAMES:
flag = BACKGROUND_ON;
Debug.Log("SetPolicy: POLICY_BACKGROUND_FRAMES");
break;
case Controller.PolicyFlag.POLICY_OPTIMIZE_HMD:
flag = HMD_ON;
break;
case Controller.PolicyFlag.POLICY_ALLOW_PAUSE_RESUME:
Debug.Log("SetPolicy: POLICY_ALLOW_PAUSE_RESUME");
break;
default:
break;
}
}
public void ClearPolicy(Controller.PolicyFlag policy)
{
switch (policy)
{
case Controller.PolicyFlag.POLICY_DEFAULT:
flag = BACKGROUND_OFF;
Debug.Log("SetPolicy: POLICY_DEFAULT");
break;
case Controller.PolicyFlag.POLICY_BACKGROUND_FRAMES:
flag = BACKGROUND_OFF;
Debug.Log("SetPolicy: POLICY_BACKGROUND_FRAMES");
break;
case Controller.PolicyFlag.POLICY_OPTIMIZE_HMD:
flag = HMD_OFF;
break;
case Controller.PolicyFlag.POLICY_ALLOW_PAUSE_RESUME:
Debug.Log("SetPolicy: POLICY_ALLOW_PAUSE_RESUME");
break;
default:
break;
}
}
public void StopConnection()
{
if (w != null)
{
w.Close(1000, "Done");
}
}
public void StartConnection()
{
if (!IsConnected)
{
Start();
}
}
}