using System; using System.Collections.Generic; namespace libsurvive { using SurviveContextPtr = IntPtr; using SurviveObjectPtr = IntPtr; using SurvivePosePtr = IntPtr; public class SurviveContext : IDisposable { public delegate void PoseUpdate(int ObjectID, Vector3 pos); protected IntPtr ctx; public void Dispose() { Cfunctions.Survive_close(ctx); ctx = IntPtr.Zero; } /** * We need to keep these delegates around for the lifespan of this object. * if we just pass the functions in, it creates temporary delegates that * disappear if we don't keep managed ref around */ light_process_func light_Process_Func; raw_pose_func raw_Pose_Func; lighthouse_pose_func lighthouse_Pose_Func; angle_process_func angle_Process_Func; button_process_func button_Process_Func; htc_config_func htc_Config_Func; imu_process_func imu_Process_Func; text_feedback_func error_func; text_feedback_func info_func; public SurviveContext(string[] args) { Init(args); } public SurviveContext(string replaydata) { string[] vs = new[] { "--playback", "P:/c/libsurvive-data/lightcap-reformat/lightcap-reformat.log", "--disambiguator", "StateBased", "--calibrate" }; Init(vs); } internal void Init(string[] args) { string[] newArgs = new string[args.Length + 1]; newArgs[0] = System.Reflection.Assembly.GetEntryAssembly().FullName; Array.Copy(args, 0, newArgs, 1, args.Length); ctx = Cfunctions.Survive_init_internal(newArgs.Length, newArgs); if (ctx == IntPtr.Zero) { throw new Exception("There was a problem initializing the lib!"); } light_Process_Func = LightEvent; raw_Pose_Func = PoseEvent; lighthouse_Pose_Func = LightHouseEvent; angle_Process_Func = AngleEvent; button_Process_Func = ButtonEvent; htc_Config_Func = HTCConfigEvent; imu_Process_Func = IMUEvent; error_func = ErrorEvent; info_func = InfoEvent; Cfunctions.Survive_install_raw_pose_fn(ctx, raw_Pose_Func); Cfunctions.Survive_install_light_fn(ctx, light_Process_Func); Cfunctions.Survive_install_lighthouse_pose_fn(ctx, lighthouse_Pose_Func); Cfunctions.Survive_install_angle_fn(ctx, angle_Process_Func); Cfunctions.Survive_install_button_fn(ctx, button_Process_Func); Cfunctions.Survive_install_htc_config_fn(ctx, htc_Config_Func); Cfunctions.Survive_install_imu_fn(ctx, imu_Process_Func); Cfunctions.Survive_install_error_fn(ctx, error_func); Cfunctions.Survive_install_info_fn(ctx, info_func); } //Dictionary PoseUpdateCallbacks = new Dictionary(); PoseUpdate poseUpdate; public void AddPoseUpdateCallback(PoseUpdate update, int objectID) { //PoseUpdateCallbacks[objectID] += update; poseUpdate += update; } virtual protected void InfoEvent(SurviveObjectPtr ctx, string fault) { Console.Out.WriteLine(fault); } virtual protected void ErrorEvent(SurviveObjectPtr ctx, string fault) { Console.Error.WriteLine(fault); } virtual protected void IMUEvent(SurviveObjectPtr so, int mask, double[] accelgyro, uint timecode, int id) { Cfunctions.Survive_default_imu_process(so, mask, accelgyro, timecode, id); } virtual protected int HTCConfigEvent(SurviveObjectPtr so, string ct0conf, int len) { return Cfunctions.Survive_default_htc_config_process(so, ct0conf, len); } virtual protected void ButtonEvent(SurviveObjectPtr so, byte eventType, byte buttonId, byte axis1Id, ushort axis1Val, byte axis2Id, ushort axis2Val) { Cfunctions.Survive_default_button_process(so, eventType, buttonId, axis1Id, axis1Val, axis2Id, axis2Val); } virtual protected void AngleEvent(SurviveObjectPtr so, int sensor_id, int acode, uint timecode, double length, double angle, uint lh) { Cfunctions.Survive_default_angle_process(so, sensor_id, acode, timecode, length, angle, lh); } protected void LightHouseEvent(SurviveObjectPtr ctx, byte lighthouse, SurvivePose lighthouse_pose, SurvivePose object_pose) { Cfunctions.Survive_default_lighthouse_pose_process(ctx, lighthouse, lighthouse_pose, object_pose); } virtual protected void LightEvent(SurviveObjectPtr so, int sensor_id, int acode, int timeinsweep, UInt32 timecode, UInt32 length, UInt32 lighthouse) { Cfunctions.Survive_default_light_process(so, sensor_id, acode, timeinsweep, timecode, length, lighthouse); //Console.WriteLine("LightEvent"); } virtual protected void PoseEvent(SurviveObjectPtr so, byte lighthouse, SurvivePose pose) { Cfunctions.Survive_default_raw_pose_process(so, lighthouse, pose); Console.WriteLine("PoseEvent"); } public int Poll() { return Cfunctions.Survive_poll(ctx); } } public struct Vector3 { public float x; public float y; public float z; } public struct Qutarnion { public float x; public float y; public float z; public float w; } }