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authorJustin Berger <j.david.berger@gmail.com>2018-03-15 16:26:11 -0600
committerJustin Berger <j.david.berger@gmail.com>2018-03-15 16:26:11 -0600
commita3faba1727a741fa43d4ad2a7b43cf93dcc1cadf (patch)
tree4913696519efa49c1bccc68a9df685d403507361 /tools
parent49bade6bbcb351900f627f066b14a6826f6d7984 (diff)
downloadlibsurvive-a3faba1727a741fa43d4ad2a7b43cf93dcc1cadf.tar.gz
libsurvive-a3faba1727a741fa43d4ad2a7b43cf93dcc1cadf.tar.bz2
Cleaned up memory leaks
Diffstat (limited to 'tools')
-rw-r--r--tools/viz/README.md13
-rw-r--r--tools/viz/index.html23
-rw-r--r--tools/viz/survive_viewer.js378
3 files changed, 414 insertions, 0 deletions
diff --git a/tools/viz/README.md b/tools/viz/README.md
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+++ b/tools/viz/README.md
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+# How to use
+
+- Download and install: http://websocketd.com/
+- Build the repo
+- Run data_recorder through websocketd like so:
+
+``` websocketd --port=8080 ./data_recorder```
+
+- Navigate to the `index.html` page in this directory on chrome.
+
+When lighthouses, poses, or angle information is found, it should add it the scene.
+
+
diff --git a/tools/viz/index.html b/tools/viz/index.html
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+++ b/tools/viz/index.html
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+
+<html>
+ <head>
+ <script
+ src="https://code.jquery.com/jquery-3.3.1.slim.min.js"
+ integrity="sha256-3edrmyuQ0w65f8gfBsqowzjJe2iM6n0nKciPUp8y+7E="
+ crossorigin="anonymous"></script>
+ <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/90/three.min.js"></script>
+ <script src="./lib/OrbitControls.js"></script>
+ <script src="survive_viewer.js"></script>
+ </head>
+ <body>
+ <div id="ThreeJS" style="z-index: 1; position: absolute; left:0px; top:0px"></div>
+ <div id="cam-control" style="z-index: 2;border:1px solid white;position:absolute">
+ <button id="toggleBtn">
+ Toggle 2D View
+ </button>
+ <div id="cam" style="display:none">
+ <canvas width=800 height=800 id="camcanvas"></canvas>
+ </div>
+ </div>
+ </body>
+</html>
diff --git a/tools/viz/survive_viewer.js b/tools/viz/survive_viewer.js
new file mode 100644
index 0000000..aaa0340
--- /dev/null
+++ b/tools/viz/survive_viewer.js
@@ -0,0 +1,378 @@
+var sphere, axes;
+
+function add_lighthouse(idx, p, q) {
+ var group = new THREE.Group();
+
+ var lh = new THREE.AxesHelper(1);
+
+ group.position.fromArray(p);
+ group.quaternion.fromArray([ q[1], q[2], q[3], q[0] ]);
+
+ var height = 3;
+ var geometry = new THREE.ConeGeometry(Math.sin(1.0472) * height, height, 4, 1, true);
+ var material = new THREE.MeshBasicMaterial({
+ wireframe : true,
+ vertexColor : true,
+ color : 0x111111,
+ opacity : 0.09,
+ transparent : true,
+ blending : THREE.AdditiveBlending,
+ side : THREE.BothSides
+ });
+ var cone = new THREE.Mesh(geometry, material);
+
+ var lhBoxGeom = new THREE.CubeGeometry(.1, .1, .1);
+ var lhBoxMaterial = new THREE.MeshLambertMaterial({color : 0x111111, side : THREE.FrontSide});
+ var lhBox = new THREE.Mesh(lhBoxGeom, lhBoxMaterial);
+ group.add(lhBox);
+
+ cone.translateZ(-height / 2)
+ cone.rotateZ(Math.PI / 4)
+ cone.rotateX(Math.PI / 2)
+ // cone.position.z
+
+ group.add(cone);
+
+ group.add(lh);
+ scene.add(group);
+ // DrawCoordinateSystem(p[0], p[1], p[2], q[0], q[1], q[2], q[3]);
+ }
+var downAxes = {};
+var angles = {};
+var ctx;
+var canvas;
+var oldDrawTime = 0;
+var lastWhen = {};
+
+$(function() { $("#toggleBtn").click(function() { $("#cam").toggle(); }); });
+
+function redrawCanvas(when) {
+ oldDrawTime = new Date().getTime();
+ if (!ctx) {
+ canvas = document.getElementById("camcanvas");
+ ctx = canvas.getContext("2d");
+ }
+ if (!$(canvas).is(":visible")) {
+ return true;
+ }
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
+
+ var fov_degrees = 150;
+ var fov_radians = fov_degrees / 180 * Math.PI;
+
+ function rad_to_x(ang) {
+ var half_fov = fov_radians / 2;
+ return ang / half_fov * canvas.width / 2 + canvas.width / 2;
+ }
+ var rad_to_y = rad_to_x;
+
+ ctx.strokeStyle = "#ffffff";
+ ctx.beginPath();
+ for (var x = -fov_degrees; x < fov_degrees; x += 10) {
+ var length = Math.abs(x) == 60 ? canvas.width : 10;
+ ctx.moveTo(rad_to_x(x / 180 * Math.PI), 0);
+ ctx.lineTo(rad_to_x(x / 180 * Math.PI), length);
+
+ ctx.moveTo(0, rad_to_x(x / 180 * Math.PI));
+ ctx.lineTo(length, rad_to_x(x / 180 * Math.PI));
+
+ ctx.moveTo(rad_to_x(x / 180 * Math.PI), canvas.width);
+ ctx.lineTo(rad_to_x(x / 180 * Math.PI), canvas.width - length);
+
+ ctx.moveTo(canvas.width, rad_to_x(x / 180 * Math.PI));
+ ctx.lineTo(canvas.width - length, rad_to_x(x / 180 * Math.PI));
+ }
+
+ ctx.stroke();
+
+ for (var key in angles) {
+ for (var lh = 0; lh < 2; lh++) {
+ var bvalue = {"WW0" : "FF", "TR0" : "00"};
+ ctx.strokeStyle = (lh === 0 ? "#FF00" : "#00FF") + bvalue[key];
+
+ if (angles[key][lh])
+
+ for (var id in angles[key][lh]) {
+ var ang = angles[key][lh][id];
+
+ if (ang[0] === undefined || ang[1] === undefined || ang[1][1] < when[key] - 48000000 ||
+ ang[0][1] < when[key] - 48000000)
+ continue;
+
+ var half_fov = 1.0472 * 2;
+ var x = ang[0][0] / half_fov * canvas.width / 2 + canvas.width / 2;
+ var y = -ang[1][0] / half_fov * canvas.height / 2 + canvas.height / 2;
+
+ ctx.fillStyle = "white";
+ ctx.font = "14px Arial";
+ // ctx.fillText(id, x, y);
+
+ ctx.beginPath();
+ ctx.arc(x, y, 1, 0, 2 * Math.PI);
+ ctx.stroke();
+ }
+ }
+ }
+ }
+
+var objs = {};
+var sensorGeometry = new THREE.SphereGeometry(.01, 32, 16);
+// use a "lambert" material rather than "basic" for realistic lighting.
+// (don't forget to add (at least one) light!)
+
+function create_object(info) {
+ var group = new THREE.Group();
+
+ for (var idx in info.points) {
+ var p = info.points[idx];
+ var color = 0xFFFFFF; // / info.points.length * idx;
+ if (idx == 10)
+ color = 0x00ff00;
+ if (idx == 12)
+ color = 0x0000ff;
+ var sensorMaterial = new THREE.MeshLambertMaterial({color : color});
+ var newSensor = new THREE.Mesh(sensorGeometry, sensorMaterial);
+ newSensor.position.set(p[0], p[1], p[2]);
+
+ group.add(newSensor);
+ }
+
+ var axes = new THREE.AxesHelper(1);
+ group.add(axes);
+
+ objs[info.tracker] = group;
+ scene.add(group);
+ }
+
+var timecode = {};
+$(function() {
+
+ function parseLine(msg) {
+ var s = msg.split(' ');
+
+ var command_mappings = {
+ "LH_POSE" : function(v) {
+ return {
+ type : "lighthouse_pose",
+ lighthouse : parseInt(v[2]),
+ position : [ parseFloat(v[3]), parseFloat(v[4]), parseFloat(v[5]) ],
+ quat : [ parseFloat(v[6]), parseFloat(v[7]), parseFloat(v[8]), parseFloat(v[9]) ]
+ };
+ },
+ "POSE" : function(v) {
+ return {
+ type: "pose", tracker: v[2], position: [ parseFloat(v[3]), parseFloat(v[4]), parseFloat(v[5]) ],
+ quat: [ parseFloat(v[6]), parseFloat(v[7]), parseFloat(v[8]), parseFloat(v[9]) ]
+ }
+ }
+ };
+ if (command_mappings[s[1]]) {
+ var rtn = command_mappings[s[1]](s);
+ rtn.time = parseFloat(s[0]);
+ return rtn;
+ }
+ return {};
+ }
+ var ws;
+ if (window.location.protocol === "file:") {
+ ws = new WebSocket("ws://localhost:8080/ws");
+ } else {
+ ws = new WebSocket(((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host +
+ "/ws");
+ }
+
+ ws.onopen = function(evt) {
+ // ws.send("!");
+ };
+ ws.onmessage = function(evt) {
+ var msg = evt.data;
+ var obj;
+ if (msg[0] == "{")
+ obj = JSON.parse(msg);
+ else
+ obj = parseLine(msg);
+
+ // console.log(obj);
+ if (obj.type === "pose") {
+ if (!objs[obj.tracker]) {
+ create_object(obj);
+ }
+
+ objs[obj.tracker].position.set(obj.position[0], obj.position[1], obj.position[2]);
+ objs[obj.tracker].quaternion.set(obj.quat[1], obj.quat[2], obj.quat[3], obj.quat[0]);
+
+ } else if (obj.type === "lighthouse_pose") {
+ add_lighthouse(obj.lighthouse, obj.position, obj.quat);
+ } else if (obj.type === "tracker_calibration") {
+ create_object(obj);
+ } else if (obj.type === "imu") {
+ if (objs[obj.tracker]) {
+ if (!downAxes[obj.tracker]) {
+ downAxes[obj.tracker] = new THREE.Geometry();
+ downAxes[obj.tracker].vertices.push(
+ new THREE.Vector3(0, 0, 0),
+ new THREE.Vector3(obj.accelgyro[0], obj.accelgyro[1], obj.accelgyro[2]));
+
+ var line = new THREE.Line(downAxes[obj.tracker], new THREE.LineBasicMaterial({color : 0xffffff}));
+ objs[obj.tracker].add(line);
+ } else {
+ var q = obj.accelgyro;
+ downAxes[obj.tracker].vertices[1].fromArray(q);
+ downAxes[obj.tracker].verticesNeedUpdate = true;
+ }
+ }
+
+ } else if (obj.type === "angle") {
+ angles[obj.tracker] = angles[obj.tracker] || {};
+ angles[obj.tracker][obj.lighthouse] = angles[obj.tracker][obj.lighthouse] || {};
+ angles[obj.tracker][obj.lighthouse][obj.sensor_id] =
+ angles[obj.tracker][obj.lighthouse][obj.sensor_id] || {};
+
+ angles[obj.tracker][obj.lighthouse][obj.sensor_id][obj.acode] = [ obj.angle, obj.timecode ];
+ timecode[obj.tracker] = obj.timecode;
+ }
+
+ // ws.send("!");
+ };
+});
+
+//////////
+// MAIN //
+//////////
+
+// standard global variables
+var container, scene, camera, renderer, controls, stats;
+var clock = new THREE.Clock();
+
+// custom global variables
+var cube;
+$(function() {
+ // initialization
+ init();
+
+ // animation loop / game loop
+ animate();
+})
+
+///////////////
+// FUNCTIONS //
+///////////////
+
+function
+init() {
+ ///////////
+ // SCENE //
+ ///////////
+ scene = new THREE.Scene();
+
+ ////////////
+ // CAMERA //
+ ////////////
+
+ // set the view size in pixels (custom or according to window size)
+ // var SCREEN_WIDTH = 400, SCREEN_HEIGHT = 300;
+ var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
+ // camera attributes
+ var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.01, FAR = 200;
+ // set up camera
+ camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
+ camera.up = new THREE.Vector3(0, 0, 1);
+ // add the camera to the scene
+ scene.add(camera);
+ // the camera defaults to position (0,0,0)
+ // so pull it back (z = 400) and up (y = 100) and set the angle towards the
+ // scene origin
+ camera.position.set(5, 2, 5.00);
+ camera.lookAt(scene.position);
+
+ //////////////
+ // RENDERER //
+ //////////////
+
+ renderer = new THREE.WebGLRenderer({antialias : true});
+
+ renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
+
+ // attach div element to variable to contain the renderer
+ container = document.getElementById('ThreeJS');
+ // alternatively: to create the div at runtime, use:
+ // container = document.createElement( 'div' );
+ // document.body.appendChild( container );
+
+ // attach renderer to the container div
+ container.appendChild(renderer.domElement);
+
+ ////////////
+ // EVENTS //
+ ////////////
+
+ /*
+ // automatically resize renderer
+ THREEx.WindowResize(renderer, camera);
+ // toggle full-screen on given key press
+ THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
+*/
+ //////////////
+ // CONTROLS //
+ //////////////
+
+ // move mouse and: left click to rotate,
+ // middle click to zoom,
+ // right click to pan
+ controls = new THREE.OrbitControls(camera, renderer.domElement);
+
+ ///////////
+ // LIGHT //
+ ///////////
+
+ // create a light
+ var light = new THREE.PointLight(0xffffff);
+ light.position.set(0, 5, 0);
+ scene.add(light);
+ var ambientLight = new THREE.AmbientLight(0x111111);
+ // scene.add(ambientLight);
+
+ var floorTexture = new THREE.ImageUtils.loadTexture('images/checkerboard.jpg');
+ floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
+ floorTexture.repeat.set(10, 10);
+ // DoubleSide: render texture on both sides of mesh
+ var floorMaterial =
+ new THREE.MeshBasicMaterial({color : 0x000000, opacity : 0.15, transparent : true, side : THREE.FrontSide});
+ var floorGeometry = new THREE.PlaneGeometry(10, 10);
+ var floor = new THREE.Mesh(floorGeometry, floorMaterial);
+ floor.position.z = -1;
+
+ scene.add(floor);
+
+ /////////
+ // SKY //
+ /////////
+
+ // recommend either a skybox or fog effect (can't use both at the same time)
+ // without one of these, the scene's background color is determined by
+ // webpage background
+
+ var skyBoxGeometry = new THREE.CubeGeometry(50, 50, 50);
+ var skyBoxMaterial = new THREE.MeshBasicMaterial({color : 0x888888, side : THREE.BackSide});
+ var skyBox = new THREE.Mesh(skyBoxGeometry, skyBoxMaterial);
+ scene.add(skyBox);
+
+ // fog must be added to scene before first render
+ // scene.fog = new THREE.FogExp2(0xffffff, 0.025);
+}
+
+function animate() {
+ requestAnimationFrame(animate);
+ render();
+ update();
+ redrawCanvas(timecode);
+ }
+
+function update() {
+ // delta = change in time since last call (in seconds)
+ var delta = clock.getDelta();
+
+ // controls.update();
+ }
+
+function render() { renderer.render(scene, camera); }