Digital Larry
Joined: Feb 19, 2013 Posts: 17 Location: Silicon Valley, CA
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Posted: Sun Nov 20, 2016 2:04 pm Post subject:
Acceleration data overwhleming? (using OSCulator with Chuck) Subject description: Wiimote |
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I posted this initially at the OSCulator forum.
I've written some Chuck code to connect a Wiimote with OSC using OSCulator. In some places I am tracking button presses and doing various things like toggle a variable every time I press the key, or just flip the variable when the key is held down, but restore it when I release the key. I find that the code works unreliably unless I turn off the wii/remote/1/accel/pry group of messages. If those are turned off then it behaves as I expect. If I turn them on, then my code works only one out of every several presses, but the pattern is not repeatable.
I think that every Wiimote button press or release sends 2 identical messages. parameter = 1.0 for button down and 0.0 for button up.
Any ideas as to how to make this more reliable? Because as it stands, it is not usable for performance if it only works every 2nd or 3rd time.
Chuck is running on a Macbook Air with OS/X 10.9.5.
Here's my Chuck code.
Code: |
// OSC variables
// Listen for all incoming messages on port
OscIn oin; // make an OSC receiver
6449 => oin.port; // set port #
oin.listenAll(); // any message at all
OscMsg omsg; // message holder
// OSC msg catch and parsing loop
float f;
0 => int id;
0 => int buttonB;
0 => int buttonA;
0 => int button1;
0 => int button2;
0 => int buttonLEFT;
0 => int buttonUP;
0 => int buttonRIGHT;
0 => int buttonDOWN;
// <<< "About to", "proc" >>>;
procOSCMsgs();
float pitchLast, rollLast, yawLast, accelLast;
fun void procOSCMsgs () {
while(true) {
oin => now; // wait for any OSC
if(oin.recv(omsg))
{
// <<< "got message:", omsg.address, omsg.typetag >>>;
if(omsg.address == "/wii/1/button/Up") {
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
if((1.0 == f) && (buttonUP == 0)) {
1 => buttonUP;
// project9.muteIt(2, buttonUP);
}
if((0.0 == f) && (buttonUP == 1)) {
0 => buttonUP;
}
// <<< "Button UP:", buttonUP >>>;
}
}
else if(omsg.address == "/wii/1/button/Down") {
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
if((1.0 == f) && (buttonDOWN == 0)) {
// <<< "Argument", f >>>;
1 => buttonDOWN;
}
if((0.0 == f)) {
// <<< "Argument", f >>>;
0 => buttonDOWN;
}
// <<< "Button DOWN:", buttonDOWN >>>;
}
}
else if(omsg.address == "/wii/1/button/Left") {
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
if((1.0 == f) && (buttonLEFT == 0)) {
// <<< "Argument", f >>>;
1 => buttonLEFT;
}
if((0.0 == f)) {
// <<< "Argument", f >>>;
0 => buttonLEFT;
}
}
}
else if(omsg.address == "/wii/1/button/Right") {
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
if((1.0 == f) && (buttonRIGHT == 0)) {
// <<< "Argument", f >>>;
1 => buttonRIGHT;
}
if((0.0 == f) && (buttonRIGHT == 1)) {
// <<< "Argument", f >>>;
0 => buttonRIGHT;
}
}
}
else if(omsg.address == "/wii/1/button/B") {
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
<<< "Button B", f >>>;
if((1.0 == f) && (buttonB == 0)) {
<<< "Button B", "down" >>>;
1 => buttonB;
// project9.preset1();
}
if((0.0 == f) && (buttonB == 1)) {
<<< "Button B", "up" >>>;
0 => buttonB;
}
}
}
else if(omsg.address == "/wii/1/button/A") {
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
// <<< "Button A", f >>>;
if((1.0 == f) && (buttonA == 0)) {
<<< "Button A", "Down" >>>;
1 => buttonA;
}
if((0.0 == f) && (buttonA == 1)) {
<<< "Button A", "Up" >>>;
0 => buttonA;
}
}
}
else if(omsg.address == "/wii/1/button/1") {
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
if((1.0 == f) && (button1 == 0)) {
<<< "Argument", f >>>;
1 => button1;
}
if((0.0 == f)) {
<<< "Argument", f >>>;
0 => button1;
}
}
}
else if(omsg.address == "/wii/1/button/2") {
0 => int button;
if(omsg.typetag == "f") {
omsg.getFloat(0) => f;
if((1.0 == f) && (button == 0)) {
<<< "Argument", f >>>;
1 => button;
}
}
}
else if(omsg.address == "/wii/1/accel/pry") {
// <<<omsg>>>;
omsg.getFloat(0) => float pitch;
omsg.getFloat(1) => float roll;
omsg.getFloat(2) => float yaw;
omsg.getFloat(3) => float accel;
(pitch - pitchLast) => float pitchDiff;
if(Math.fabs(pitchDiff) > 0.08) {
pitch => pitchLast;
}
(roll - rollLast) => float rollDiff;
if(Math.fabs(rollDiff) > 0.16) {
roll => rollLast;
// <<< "-------- Roll:", roll >>>;
}
}
}
}
}
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Last edited by Digital Larry on Tue Nov 22, 2016 6:15 am; edited 1 time in total |
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Digital Larry
Joined: Feb 19, 2013 Posts: 17 Location: Silicon Valley, CA
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Posted: Mon Nov 21, 2016 10:42 am Post subject:
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I used the Mac/Linux command:
nc -ul 6449
to listen for any incoming UDP datagrams on port 6449.
They just come spewing in really rapidly, although currently I don't have any objective measurement for bytes or messages per second.
If I reduce my program to simply printing a message whenever an accelerometer message is received, they come out a few times a second but it seems somewhat herky-jerky and nowhere nearly as fast as my nc test.
I might see if I can get some UDP listener code in C and add something to sort/time/count messasges.
So far, this seems to suggest that Chuck's input queue for OSC is not able to keep up with the rate of incoming messages. I also added an initial check/counter to only process every "nth" accel/pry message but it did not seem to make any difference. |
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