diff --git a/README.md b/README.md index 3abc712..7f5d75a 100644 --- a/README.md +++ b/README.md @@ -5,10 +5,28 @@ Open Sound Control classes and API for the Unity 3d game engine Based on Bespoke Open Sound Control Library by Paul Varcholik (pvarchol@bespokesoftware.org). Licensed under MIT license. -##How to use +## How to use + +### Install Copy the src/Editor folder contents to the corresponding Editor/ folder of your Unity project. The rest can go to your e.g. Assets/ folder of the same project. +### Usage + +There are two different approaches to use the plugin: + +#### OSCHandler + +The first and original approach works by modifying and initializing the `OSCHandler`. It is a Singleton handling your client & server connections and sending & receiving OSC data. Additionally, all incoming and outgoing messages are logged and can be viewed in an Editor Window. + +Check the documentation below for more detailed instructions. + +#### OSCReceiver + +The second approach is a simple `OSCReceiver` which only supports receiving OSC data but with the benefits of reduced complexity and a thread-safe `OSCMessage` queue. + +After opening a server connection by `OSCReceiver.Open(int port)` you can easily receive new OSCMessages via `OSCReceiver.getNextMessage()`. Always make sure there are OSCMessages available by using `OSCReceiver.hasWaitingMessages()` before trying to receive new ones. + ## Documentation and examples of usage docs/doxygen/html/index.html diff --git a/src/Examples/SimpleReceiver/SimpleReceiverExample.cs b/src/Examples/SimpleReceiver/SimpleReceiverExample.cs new file mode 100644 index 0000000..9720d86 --- /dev/null +++ b/src/Examples/SimpleReceiver/SimpleReceiverExample.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityOSC; + +public class SimpleReceiverExample : MonoBehaviour { + + private OSCReciever reciever; + + public int port = 8338; + + // Use this for initialization + void Start () { + reciever = new OSCReciever(); + reciever.Open(port); + } + + // Update is called once per frame + void Update () { + if(reciever.hasWaitingMessages()){ + OSCMessage msg = reciever.getNextMessage(); + Debug.Log(string.Format("message received: {0} {1}", msg.Address, DataToString(msg.Data))); + } + } + + private string DataToString(List data) + { + string buffer = ""; + + for(int i = 0; i < data.Count; i++) + { + buffer += data[i].ToString() + " "; + } + + buffer += "\n"; + + return buffer; + } +} diff --git a/src/Examples/SimpleReceiver/SimpleReceiverScene.unity b/src/Examples/SimpleReceiver/SimpleReceiverScene.unity new file mode 100644 index 0000000..d1ce531 --- /dev/null +++ b/src/Examples/SimpleReceiver/SimpleReceiverScene.unity @@ -0,0 +1,293 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_OcclusionBakeSettings: + smallestOccluder: 5 + smallestHole: 0.25 + backfaceThreshold: 100 + m_SceneGUID: 00000000000000000000000000000000 + m_OcclusionCullingData: {fileID: 0} +--- !u!104 &2 +RenderSettings: + m_ObjectHideFlags: 0 + serializedVersion: 9 + m_Fog: 0 + m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_FogMode: 3 + m_FogDensity: 0.01 + m_LinearFogStart: 0 + m_LinearFogEnd: 300 + m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} + m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} + m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} + m_AmbientIntensity: 1 + m_AmbientMode: 0 + m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} + m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0} + m_HaloStrength: 0.5 + m_FlareStrength: 1 + m_FlareFadeSpeed: 3 + m_HaloTexture: {fileID: 0} + m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} + m_DefaultReflectionMode: 0 + m_DefaultReflectionResolution: 128 + m_ReflectionBounces: 1 + m_ReflectionIntensity: 1 + m_CustomReflection: {fileID: 0} + m_Sun: {fileID: 0} + m_IndirectSpecularColor: {r: 0.18028334, g: 0.22571328, b: 0.30692166, a: 1} + m_UseRadianceAmbientProbe: 0 +--- !u!157 &3 +LightmapSettings: + m_ObjectHideFlags: 0 + serializedVersion: 11 + m_GIWorkflowMode: 0 + m_GISettings: + serializedVersion: 2 + m_BounceScale: 1 + m_IndirectOutputScale: 1 + m_AlbedoBoost: 1 + m_TemporalCoherenceThreshold: 1 + m_EnvironmentLightingMode: 0 + m_EnableBakedLightmaps: 1 + m_EnableRealtimeLightmaps: 0 + m_LightmapEditorSettings: + serializedVersion: 10 + m_Resolution: 2 + m_BakeResolution: 10 + m_AtlasSize: 512 + m_AO: 0 + m_AOMaxDistance: 1 + m_CompAOExponent: 1 + m_CompAOExponentDirect: 0 + m_Padding: 2 + m_LightmapParameters: {fileID: 0} + m_LightmapsBakeMode: 1 + m_TextureCompression: 1 + m_FinalGather: 0 + m_FinalGatherFiltering: 1 + m_FinalGatherRayCount: 256 + m_ReflectionCompression: 2 + m_MixedBakeMode: 2 + m_BakeBackend: 1 + m_PVRSampling: 1 + m_PVRDirectSampleCount: 32 + m_PVRSampleCount: 256 + m_PVRBounces: 2 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVRFilteringMode: 1 + m_PVRCulling: 1 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 5 + m_PVRFilteringGaussRadiusAO: 2 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 + m_ShowResolutionOverlay: 1 + m_LightingDataAsset: {fileID: 0} + m_UseShadowmask: 1 +--- !u!196 &4 +NavMeshSettings: + serializedVersion: 2 + m_ObjectHideFlags: 0 + m_BuildSettings: + serializedVersion: 2 + agentTypeID: 0 + agentRadius: 0.5 + agentHeight: 2 + agentSlope: 45 + agentClimb: 0.4 + ledgeDropHeight: 0 + maxJumpAcrossDistance: 0 + minRegionArea: 2 + manualCellSize: 0 + cellSize: 0.16666667 + manualTileSize: 0 + tileSize: 256 + accuratePlacement: 0 + debug: + m_Flags: 0 + m_NavMeshData: {fileID: 0} +--- !u!1 &170076733 +GameObject: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + serializedVersion: 5 + m_Component: + - 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Open Sound Control interface for the Unity3d game engine +// +// Copyright (c) 2012 Jorge Garcia Martin +// Last edit: Gerard Llorach 2nd August 2017 +// +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated +// documentation files (the "Software"), to deal in the Software without restriction, including without limitation +// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, +// and to permit persons to whom the Software is furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in all copies or substantial portions +// of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED +// TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL +// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF +// CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +// + + +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityOSC +{ + public class OSCReciever + { + Queue _queue = new Queue(); + OSCServer _server; + + public void Open(int port) + { +#if UNITY_EDITOR + if(PlayerSettings.runInBackground == false) + { + Debug.LogWarning("Recommend PlayerSettings > runInBackground = true"); + } +#endif + if (_server != null) + { + _server.Close(); + } + _server = new OSCServer(port); + _server.SleepMilliseconds = 0; + _server.PacketReceivedEvent += didRecievedEvent; + } + + public void Close() + { + if (_server != null) + { + _server.Close(); + _server = null; + } + } + + void didRecievedEvent(OSCServer sender, OSCPacket packet) + { + lock (_queue) + { + if (packet.IsBundle()) + { + var bundle = packet as OSCBundle; + + foreach(object obj in bundle.Data) + { + OSCMessage msg = obj as OSCMessage; + _queue.Enqueue(msg); + } + } + else + { + _queue.Enqueue(packet as OSCMessage); + } + } + } + + public bool hasWaitingMessages() + { + lock (_queue) + { + return 0 < _queue.Count; + } + } + + public OSCMessage getNextMessage() + { + lock (_queue) + { + return _queue.Dequeue(); + } + } + } +} \ No newline at end of file