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////  NeuronPlugin.cpp//  input-plugins/src/input-plugins////  Created by Anthony Thibault on 12/18/2015.//  Copyright 2015 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "NeuronPlugin.h" #include <controllers/UserInputMapper.h>#include <QLoggingCategory>#include <PathUtils.h>#include <DebugDraw.h>#include <cassert>#include <NumericalConstants.h>#include <StreamUtils.h>#include <Preferences.h>#include <SettingHandle.h> Q_DECLARE_LOGGING_CATEGORY(inputplugins)Q_LOGGING_CATEGORY(inputplugins, "hifi.inputplugins") #define __OS_XUN__ 1#define BOOL int #include <NeuronDataReader.h> const char* NeuronPlugin::NAME = "Neuron";const char* NeuronPlugin::NEURON_ID_STRING = "Perception Neuron"; const bool DEFAULT_ENABLED = false;const QString DEFAULT_SERVER_ADDRESS = "localhost";const int DEFAULT_SERVER_PORT = 7001; // indices of joints of the Neuron standard skeleton.// This is 'almost' the same as the High Fidelity standard skeleton.// It is missing a thumb joint.enum NeuronJointIndex {    Hips = 0,    RightUpLeg,    RightLeg,    RightFoot,    LeftUpLeg,    LeftLeg,    LeftFoot,    Spine,    Spine1,    Spine2,    Spine3,    Neck,    Head,    RightShoulder,    RightArm,    RightForeArm,    RightHand,    RightHandThumb1,    RightHandThumb2,    RightHandThumb3,    RightInHandIndex,    RightHandIndex1,    RightHandIndex2,    RightHandIndex3,    RightInHandMiddle,    RightHandMiddle1,    RightHandMiddle2,    RightHandMiddle3,    RightInHandRing,    RightHandRing1,    RightHandRing2,    RightHandRing3,    RightInHandPinky,    RightHandPinky1,    RightHandPinky2,    RightHandPinky3,    LeftShoulder,    LeftArm,    LeftForeArm,    LeftHand,    LeftHandThumb1,    LeftHandThumb2,    LeftHandThumb3,    LeftInHandIndex,    LeftHandIndex1,    LeftHandIndex2,    LeftHandIndex3,    LeftInHandMiddle,    LeftHandMiddle1,    LeftHandMiddle2,    LeftHandMiddle3,    LeftInHandRing,    LeftHandRing1,    LeftHandRing2,    LeftHandRing3,    LeftInHandPinky,    LeftHandPinky1,    LeftHandPinky2,    LeftHandPinky3,    Size}; // Almost a direct mapping except for LEFT_HAND_THUMB1 and RIGHT_HAND_THUMB1,// which are not present in the Neuron standard skeleton.static controller::StandardPoseChannel neuronJointIndexToPoseIndexMap[NeuronJointIndex::Size] = {    controller::HIPS,    controller::RIGHT_UP_LEG,    controller::RIGHT_LEG,    controller::RIGHT_FOOT,    controller::LEFT_UP_LEG,    controller::LEFT_LEG,    controller::LEFT_FOOT,    controller::SPINE,    controller::SPINE1,    controller::SPINE2,    controller::SPINE3,    controller::NECK,    controller::HEAD,    controller::RIGHT_SHOULDER,    controller::RIGHT_ARM,    controller::RIGHT_FORE_ARM,    controller::RIGHT_HAND,    controller::RIGHT_HAND_THUMB2,    controller::RIGHT_HAND_THUMB3,    controller::RIGHT_HAND_THUMB4,    controller::RIGHT_HAND_INDEX1,    controller::RIGHT_HAND_INDEX2,    controller::RIGHT_HAND_INDEX3,    controller::RIGHT_HAND_INDEX4,    controller::RIGHT_HAND_MIDDLE1,    controller::RIGHT_HAND_MIDDLE2,    controller::RIGHT_HAND_MIDDLE3,    controller::RIGHT_HAND_MIDDLE4,    controller::RIGHT_HAND_RING1,    controller::RIGHT_HAND_RING2,    controller::RIGHT_HAND_RING3,    controller::RIGHT_HAND_RING4,    controller::RIGHT_HAND_PINKY1,    controller::RIGHT_HAND_PINKY2,    controller::RIGHT_HAND_PINKY3,    controller::RIGHT_HAND_PINKY4,    controller::LEFT_SHOULDER,    controller::LEFT_ARM,    controller::LEFT_FORE_ARM,    controller::LEFT_HAND,    controller::LEFT_HAND_THUMB2,    controller::LEFT_HAND_THUMB3,    controller::LEFT_HAND_THUMB4,    controller::LEFT_HAND_INDEX1,    controller::LEFT_HAND_INDEX2,    controller::LEFT_HAND_INDEX3,    controller::LEFT_HAND_INDEX4,    controller::LEFT_HAND_MIDDLE1,    controller::LEFT_HAND_MIDDLE2,    controller::LEFT_HAND_MIDDLE3,    controller::LEFT_HAND_MIDDLE4,    controller::LEFT_HAND_RING1,    controller::LEFT_HAND_RING2,    controller::LEFT_HAND_RING3,    controller::LEFT_HAND_RING4,    controller::LEFT_HAND_PINKY1,    controller::LEFT_HAND_PINKY2,    controller::LEFT_HAND_PINKY3,    controller::LEFT_HAND_PINKY4}; // in rig framestatic glm::vec3 rightHandThumb1DefaultAbsTranslation(-2.155500650405884, -0.7610001564025879, 2.685631036758423);static glm::vec3 leftHandThumb1DefaultAbsTranslation(2.1555817127227783, -0.7603635787963867, 2.6856393814086914); static controller::StandardPoseChannel neuronJointIndexToPoseIndex(NeuronJointIndex i) {    assert(i >= 0 && i < NeuronJointIndex::Size);    if (i >= 0 && i < NeuronJointIndex::Size) {        return neuronJointIndexToPoseIndexMap[i];    } else {        return (controller::StandardPoseChannel)0; // not sure what to do here, but don't crash!    }} static const char* controllerJointName(controller::StandardPoseChannel i) {    switch (i) {    case controller::HIPS: return "Hips";    case controller::RIGHT_UP_LEG: return "RightUpLeg";    case controller::RIGHT_LEG: return "RightLeg";    case controller::RIGHT_FOOT: return "RightFoot";    case controller::LEFT_UP_LEG: return "LeftUpLeg";    case controller::LEFT_LEG: return "LeftLeg";    case controller::LEFT_FOOT: return "LeftFoot";    case controller::SPINE: return "Spine";    case controller::SPINE1: return "Spine1";    case controller::SPINE2: return "Spine2";    case controller::SPINE3: return "Spine3";    case controller::NECK: return "Neck";    case controller::HEAD: return "Head";    case controller::RIGHT_SHOULDER: return "RightShoulder";    case controller::RIGHT_ARM: return "RightArm";    case controller::RIGHT_FORE_ARM: return "RightForeArm";    case controller::RIGHT_HAND: return "RightHand";    case controller::RIGHT_HAND_THUMB1: return "RightHandThumb1";    case controller::RIGHT_HAND_THUMB2: return "RightHandThumb2";    case controller::RIGHT_HAND_THUMB3: return "RightHandThumb3";    case controller::RIGHT_HAND_THUMB4: return "RightHandThumb4";    case controller::RIGHT_HAND_INDEX1: return "RightHandIndex1";    case controller::RIGHT_HAND_INDEX2: return "RightHandIndex2";    case controller::RIGHT_HAND_INDEX3: return "RightHandIndex3";    case controller::RIGHT_HAND_INDEX4: return "RightHandIndex4";    case controller::RIGHT_HAND_MIDDLE1: return "RightHandMiddle1";    case controller::RIGHT_HAND_MIDDLE2: return "RightHandMiddle2";    case controller::RIGHT_HAND_MIDDLE3: return "RightHandMiddle3";    case controller::RIGHT_HAND_MIDDLE4: return "RightHandMiddle4";    case controller::RIGHT_HAND_RING1: return "RightHandRing1";    case controller::RIGHT_HAND_RING2: return "RightHandRing2";    case controller::RIGHT_HAND_RING3: return "RightHandRing3";    case controller::RIGHT_HAND_RING4: return "RightHandRing4";    case controller::RIGHT_HAND_PINKY1: return "RightHandPinky1";    case controller::RIGHT_HAND_PINKY2: return "RightHandPinky2";    case controller::RIGHT_HAND_PINKY3: return "RightHandPinky3";    case controller::RIGHT_HAND_PINKY4: return "RightHandPinky4";    case controller::LEFT_SHOULDER: return "LeftShoulder";    case controller::LEFT_ARM: return "LeftArm";    case controller::LEFT_FORE_ARM: return "LeftForeArm";    case controller::LEFT_HAND: return "LeftHand";    case controller::LEFT_HAND_THUMB1: return "LeftHandThumb1";    case controller::LEFT_HAND_THUMB2: return "LeftHandThumb2";    case controller::LEFT_HAND_THUMB3: return "LeftHandThumb3";    case controller::LEFT_HAND_THUMB4: return "LeftHandThumb4";    case controller::LEFT_HAND_INDEX1: return "LeftHandIndex1";    case controller::LEFT_HAND_INDEX2: return "LeftHandIndex2";    case controller::LEFT_HAND_INDEX3: return "LeftHandIndex3";    case controller::LEFT_HAND_INDEX4: return "LeftHandIndex4";    case controller::LEFT_HAND_MIDDLE1: return "LeftHandMiddle1";    case controller::LEFT_HAND_MIDDLE2: return "LeftHandMiddle2";    case controller::LEFT_HAND_MIDDLE3: return "LeftHandMiddle3";    case controller::LEFT_HAND_MIDDLE4: return "LeftHandMiddle4";    case controller::LEFT_HAND_RING1: return "LeftHandRing1";    case controller::LEFT_HAND_RING2: return "LeftHandRing2";    case controller::LEFT_HAND_RING3: return "LeftHandRing3";    case controller::LEFT_HAND_RING4: return "LeftHandRing4";    case controller::LEFT_HAND_PINKY1: return "LeftHandPinky1";    case controller::LEFT_HAND_PINKY2: return "LeftHandPinky2";    case controller::LEFT_HAND_PINKY3: return "LeftHandPinky3";    case controller::LEFT_HAND_PINKY4: return "LeftHandPinky4";    default: return "???";    }} // convert between YXZ neuron euler angles in degrees to quaternion// this is the default setting in the Axis Neuron server.static quat eulerToQuat(const vec3& e) {    // euler.x and euler.y are swaped, WTF.    return (glm::angleAxis(e.x * RADIANS_PER_DEGREE, Vectors::UNIT_Y) *            glm::angleAxis(e.y * RADIANS_PER_DEGREE, Vectors::UNIT_X) *            glm::angleAxis(e.z * RADIANS_PER_DEGREE, Vectors::UNIT_Z));} //// neuronDataReader SDK callback functions// // NOTE: must be thread-safevoid FrameDataReceivedCallback(void* context, SOCKET_REF sender, BvhDataHeaderEx* header, float* data) {     auto neuronPlugin = reinterpret_cast<NeuronPlugin*>(context);     // version 1.0    if (header->DataVersion.Major == 1 && header->DataVersion.Minor == 0) {         // skip reference joint if present        if (header->WithReference && header->WithDisp) {            data += 6;        } else if (header->WithReference && !header->WithDisp) {            data += 3;        }         if (header->WithDisp) {            // enter mutex            std::lock_guard<std::mutex> guard(neuronPlugin->_jointsMutex);             //            // Data is 6 floats per joint: 3 position values, 3 rotation euler angles (degrees)            //             // resize vector if necessary            const size_t NUM_FLOATS_PER_JOINT = 6;            const size_t NUM_JOINTS = header->DataCount / NUM_FLOATS_PER_JOINT;            if (neuronPlugin->_joints.size() != NUM_JOINTS) {                neuronPlugin->_joints.resize(NUM_JOINTS, { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } });            }             assert(sizeof(NeuronPlugin::NeuronJoint) == (NUM_FLOATS_PER_JOINT * sizeof(float)));             // copy the data            memcpy(&(neuronPlugin->_joints[0]), data, sizeof(NeuronPlugin::NeuronJoint) * NUM_JOINTS);        }    } else {        static bool ONCE = false;        if (!ONCE) {            qCCritical(inputplugins) << "NeuronPlugin: bad frame version number, expected 1.0";            ONCE = true;        }    }} // I can't even get the SDK to send me a callback.// BRCommandFetchAvatarDataFromServer & BRRegisterAutoSyncParmeter [sic] don't seem to work.// So this is totally untested.// NOTE: must be thread-safestatic void CommandDataReceivedCallback(void* context, SOCKET_REF sender, CommandPack* pack, void* data) {     DATA_VER version;    version._VersionMask = pack->DataVersion;    if (version.Major == 1 && version.Minor == 0) {        const char* str = "Unknown";        switch (pack->CommandId) {        case Cmd_BoneSize:                // Id can be used to request bone size from server or register avatar name command.            str = "BoneSize";            break;        case Cmd_AvatarName:              // Id can be used to request avatar name from server or register avatar name command.            str = "AvatarName";            break;        case Cmd_FaceDirection:           // Id used to request face direction from server            str = "FaceDirection";            break;        case Cmd_DataFrequency:           // Id can be used to request data frequency from server or register data frequency command.            str = "DataFrequency";            break;        case Cmd_BvhInheritanceTxt:       // Id can be used to request bvh header txt from server or register bvh header txt command.            str = "BvhInheritanceTxt";            break;        case Cmd_AvatarCount:             // Id can be used to request avatar count from server or register avatar count command.            str = "AvatarCount";            break;        case Cmd_CombinationMode:         // Id can be used to request combination mode from server or register combination mode command.            str = "CombinationMode";            break;        case Cmd_RegisterEvent:           // Id can be used to register event.            str = "RegisterEvent";            break;        case Cmd_UnRegisterEvent:         // Id can be used to unregister event.            str = "UnRegisterEvent";            break;        }        qCDebug(inputplugins) << "NeuronPlugin: command data received CommandID = " << str;    } else {        static bool ONCE = false;        if (!ONCE) {            qCCritical(inputplugins) << "NeuronPlugin: bad command version number, expected 1.0";            ONCE = true;        }    }} // NOTE: must be thread-safestatic void SocketStatusChangedCallback(void* context, SOCKET_REF sender, SocketStatus status, char* message) {    // just dump to log, later we might want to pop up a connection lost dialog or attempt to reconnect.    qCDebug(inputplugins) << "NeuronPlugin: socket status = " << message;} //// NeuronPlugin// void NeuronPlugin::init() {    loadSettings();     auto preferences = DependencyManager::get<Preferences>();    static const QString NEURON_PLUGIN { "Perception Neuron" };    {        auto getter = [this]()->bool { return _enabled; };        auto setter = [this](bool value) {             _enabled = value;             saveSettings();             emit deviceStatusChanged(getName(), _enabled && _active);        };        auto preference = new CheckPreference(NEURON_PLUGIN, "Enabled", getter, setter);        preferences->addPreference(preference);    }    {        auto getter = [this]()->QString { return _serverAddress; };        auto setter = [this](const QString& value) { _serverAddress = value; saveSettings(); };        auto preference = new EditPreference(NEURON_PLUGIN, "Server Address", getter, setter);        preference->setPlaceholderText("");        preferences->addPreference(preference);    }    {        static const int MIN_PORT_NUMBER { 0 };        static const int MAX_PORT_NUMBER { 65535 };         auto getter = [this]()->float { return (float)_serverPort; };        auto setter = [this](float value) { _serverPort = (int)value; saveSettings(); };        auto preference = new SpinnerPreference(NEURON_PLUGIN, "Server Port", getter, setter);         preference->setMin(MIN_PORT_NUMBER);        preference->setMax(MAX_PORT_NUMBER);        preference->setStep(1);        preferences->addPreference(preference);    }} bool NeuronPlugin::isSupported() const {    // Because it's a client/server network architecture, we can't tell    // if the neuron is actually connected until we connect to the server.    return true;} bool NeuronPlugin::activate() {    InputPlugin::activate();     loadSettings();     if (_enabled) {         // register with userInputMapper        auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();        userInputMapper->registerDevice(_inputDevice);         // register c-style callbacks        BRRegisterFrameDataCallback((void*)this, FrameDataReceivedCallback);        BRRegisterCommandDataCallback((void*)this, CommandDataReceivedCallback);        BRRegisterSocketStatusCallback((void*)this, SocketStatusChangedCallback);         // convert _serverAddress into a c-string.        QByteArray serverAddressByteArray = _serverAddress.toUtf8();        char* cstr = serverAddressByteArray.data();         _socketRef = BRConnectTo(cstr, _serverPort);        if (!_socketRef) {            qCWarning(inputplugins) << "NeuronPlugin: error connecting to " << _serverAddress << ":" << _serverPort << ", error = " << BRGetLastErrorMessage();            return false;        } else {            qCDebug(inputplugins) << "NeuronPlugin: success connecting to " << _serverAddress << ":" << _serverPort;             emit deviceConnected(getName());             BRRegisterAutoSyncParmeter(_socketRef, Cmd_CombinationMode);            return true;        }    } else {        return false;    }} void NeuronPlugin::deactivate() {    // unregister from userInputMapper    if (_inputDevice->_deviceID != controller::Input::INVALID_DEVICE) {        auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();        userInputMapper->removeDevice(_inputDevice->_deviceID);    }     if (_socketRef) {        BRUnregisterAutoSyncParmeter(_socketRef, Cmd_CombinationMode);        BRCloseSocket(_socketRef);    }     InputPlugin::deactivate();    saveSettings();} void NeuronPlugin::pluginUpdate(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {    if (!_enabled) {        return;    }     std::vector<NeuronJoint> joints;    {        // lock and copy        std::lock_guard<std::mutex> guard(_jointsMutex);        joints = _joints;    }     auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();    userInputMapper->withLock([&, this]() {        _inputDevice->update(deltaTime, inputCalibrationData, joints, _prevJoints);    });     _prevJoints = joints;} void NeuronPlugin::saveSettings() const {    Settings settings;    QString idString = getID();    settings.beginGroup(idString);    {        settings.setValue(QString("enabled"), _enabled);        settings.setValue(QString("serverAddress"), _serverAddress);        settings.setValue(QString("serverPort"), _serverPort);    }    settings.endGroup();} void NeuronPlugin::loadSettings() {    Settings settings;    QString idString = getID();    settings.beginGroup(idString);    {        // enabled        _enabled = settings.value("enabled", QVariant(DEFAULT_ENABLED)).toBool();        emit deviceStatusChanged(getName(), _enabled && _active);

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