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 Sujet du message: Unity3D OSC Processing scripts
UNREAD_POSTPosté: Mer Avr 27, 2011 7:29 am 
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Inscription: Mar Jan 09, 2007 3:21 am
Messages: 1166
OSCTest Sender

Code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;


/// <summary>
/// Simple OSC test communication script
/// </summary>
[AddComponentMenu("Scripts/OSCTestSender")]
public class OSCTestSender : MonoBehaviour
{

    private Osc oscHandler;

    public string remoteIp;
    public int sendToPort;
    public int listenerPort;


    ~OSCTestSender()
    {
/*
Commented out by Pierre
        if (oscHandler != null)
        {           
            oscHandler.Cancel();
        }
*/
        // speed up finalization
        oscHandler = null;
        System.GC.Collect();
    }

    /// <summary>
    /// Update is called every frame, if the MonoBehaviour is enabled.
    /// </summary>
    void Update()
    {
        Debug.LogWarning("time = " + Time.time);       
//        OscMessage oscM = Osc.StringToOscMessage("/test1 TRUE 23 0.501 bla");
        OscMessage oscM = Osc.StringToOscMessage("/vibrate " + Random.Range(0, 255));
        oscHandler.Send(oscM); 
    }

    /// <summary>
    /// Awake is called when the script instance is being loaded.
    /// </summary>
    void Awake()
    {
       
    }

    void OnDisable()
    {
        // close OSC UDP socket
        Debug.Log("closing OSC UDP socket in OnDisable");
        oscHandler.Cancel();
        oscHandler = null;
    }

    /// <summary>
    /// Start is called just before any of the Update methods is called the first time.
    /// </summary>
    void Start()
    {
       
        UDPPacketIO udp = GetComponent<UDPPacketIO>();
        udp.init(remoteIp, sendToPort, listenerPort);
       
       oscHandler = GetComponent<Osc>();
        oscHandler.init(udp);
       
        oscHandler.SetAddressHandler("/hand1", Example);
    }

    public static void Example(OscMessage m)
    {
        Debug.Log("--------------> OSC example message received: ("+m+")");
    }



}


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 Sujet du message: Re: Unity3D OSC Processing scripts
UNREAD_POSTPosté: Mer Avr 27, 2011 7:29 am 
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Inscription: Mar Jan 09, 2007 3:21 am
Messages: 1166
UDPPacket IO
Code:
using System;
using System.IO;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using UnityEngine;

  /// <summary>
  /// UdpPacket provides packetIO over UDP
  /// </summary>
  public class UDPPacketIO : MonoBehaviour
  {
    private UdpClient Sender;
    private UdpClient Receiver;
    private bool socketsOpen;
    private string remoteHostName;
    private int remotePort;
    private int localPort;

    void Start()
    {
        //do nothing. init must be called     
    }

     public void init(string hostIP, int remotePort, int localPort){
        RemoteHostName = hostIP;
        RemotePort = remotePort;
        LocalPort = localPort;
        socketsOpen = false;
     }
     

    ~UDPPacketIO()
    {
        // latest time for this socket to be closed
        if (IsOpen())
            Close();
    }

    /// <summary>
    /// Open a UDP socket and create a UDP sender.
    ///
    /// </summary>
    /// <returns>True on success, false on failure.</returns>
    public bool Open()
    {
        try
        {
            Sender = new UdpClient();
            //Debug.Log("opening udpclient listener on port " + localPort);

            IPEndPoint listenerIp = new IPEndPoint(IPAddress.Any, localPort);
            Receiver = new UdpClient(listenerIp);
            socketsOpen = true;
           
            return true;
        }
        catch (Exception e)
        {
            Debug.LogWarning("cannot open udp client interface at port "+localPort);
            Debug.LogWarning(e);
        }

        return false;
    }

    /// <summary>
    /// Close the socket currently listening, and destroy the UDP sender device.
    /// </summary>
    public void Close()
    {   
        if(Sender != null)
            Sender.Close();
       
        if (Receiver != null)
        {
            Receiver.Close();
            // Debug.Log("UDP receiver closed");
        }
        Receiver = null;
        socketsOpen = false;

    }

    public void OnDisable()
    {
        Close();
    }

    /// <summary>
    /// Query the open state of the UDP socket.
    /// </summary>
    /// <returns>True if open, false if closed.</returns>
    public bool IsOpen()
    {
      return socketsOpen;
    }

    /// <summary>
    /// Send a packet of bytes out via UDP.
    /// </summary>
    /// <param name="packet">The packet of bytes to be sent.</param>
    /// <param name="length">The length of the packet of bytes to be sent.</param>
    public void SendPacket(byte[] packet, int length)
    {   
        if (!IsOpen())
            Open();
        if (!IsOpen())
            return;
     
        Sender.Send(packet, length, remoteHostName, remotePort);
        Debug.Log("osc message sent to "+remoteHostName+" port "+remotePort+" len="+length);
    }

    /// <summary>
    /// Receive a packet of bytes over UDP.
    /// </summary>
    /// <param name="buffer">The buffer to be read into.</param>
    /// <returns>The number of bytes read, or 0 on failure.</returns>
    public int ReceivePacket(byte[] buffer)
    {
        if (!IsOpen())
            Open();
        if (!IsOpen())
            return 0;

      IPEndPoint iep = new IPEndPoint(IPAddress.Any, localPort);
      byte[] incoming = Receiver.Receive( ref iep );
      int count = Math.Min(buffer.Length, incoming.Length);
      System.Array.Copy(incoming, buffer, count);
      return count;
    }



    /// <summary>
    /// The address of the board that you're sending to.
    /// </summary>
    public string RemoteHostName
    {
      get
      {
        return remoteHostName;
      }
      set
      {
        remoteHostName = value;
      }
    }
 
    /// <summary>
    /// The remote port that you're sending to.
    /// </summary>
    public int RemotePort
    {
      get
      {
        return remotePort;
      }
      set
      {
        remotePort = value;
      }
    }

    /// <summary>
    /// The local port you're listening on.
    /// </summary>
    public int LocalPort
    {
      get
      {
        return localPort;
      }
      set
      {
        localPort = value;
      }
    }
}


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 Sujet du message: Re: Unity3D OSC Processing scripts
UNREAD_POSTPosté: Mer Avr 27, 2011 7:31 am 
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Inscription: Mar Jan 09, 2007 3:21 am
Messages: 1166
OSCReceiver
Code:
//You can set these variables in the scene because they are public
public var RemoteIP : String = "127.0.0.1";
public var SendToPort : int = 57131;
public var ListenerPort : int = 57130;
public var controller : Transform;
private var handler : Osc;



public function Start ()
{
   //Initializes on start up to listen for messages
   //make sure this game object has both UDPPackIO and OSC script attached
   var udp : UDPPacketIO = GetComponent("UDPPacketIO");
   udp.init(RemoteIP, SendToPort, ListenerPort);
   handler = GetComponent("Osc");
   handler.init(udp);
         
   handler.SetAddressHandler("/1/toggle1", Example1);
   handler.SetAddressHandler("/1/toggle2", Example2);
}
Debug.Log("Running");
//these fucntions are called when messages are received
public function Example1(oscMessage : OscMessage) : void
{   
   //How to access values:
   //oscMessage.Values[0], oscMessage.Values[1], etc
   Debug.Log("Called Example One > " + Osc.OscMessageToString(oscMessage));
}

//these fucntions are called when messages are received
public function Example2(oscMessage : OscMessage) : void
{
   //How to access values:
   //oscMessage.Values[0], oscMessage.Values[1], etc
   Debug.Log("Called Example Two > " + Osc.OscMessageToString(oscMessage));
}


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