baileyange
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Posts posted by baileyange
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I never did finish the Myo implementation (biggest issue was that it was queueing data when game was minimized) but you can find my implementation here.
Alternately I simplified it to show the gist of it here. (Untested code)
I am by no means a guru of input devices, so I'm not much of a help, but that should give you somewhere to begin. What I did was to simply copy and paste the LeapMotion code, and replace the all the Leap stuff (you'll find residue in there though because I never cleaned it properly).
Edit:
That should, btw, bind "orientation" to the "xxx" device, used like this in TorqueScript:
moveMap.bind( xxx, orientation, orientationReceived);
Example:function printOrientation(%roll, %pitch, %yaw, %angle)
[/quote]
{
echo(%roll SPC %pitch SPC %yaw SPC %angle);
}
GlobalActionMap.bind(xxx, orientation, printOrientation);
I ckecked the code, It helps a lot. But, in fact I am not sure about the whole work flow. I list here what I found, but I don't know if it is correct:
1. First to exctue the new input device Torquescript: in "game\core\scripts\client\core.cs":// Input devices exec("~/scripts/client/oculusVR.cs");2. In "game\core\scripts\client\oculusVR.cs" define functions are defined such as:
..... function enableOculusVRDisplay(%gameConnection, %trueStereoRendering) { setOVRHMDAsGameConnectionDisplayDevice(%gameConnection); PlayGui.renderStyle = "stereo side by side"; if(%trueStereoRendering) { if($pref::OculusVR::UseChromaticAberrationCorrection) { OVRBarrelDistortionChromaPostFX.isEnabled = true; } else { OVRBarrelDistortionPostFX.isEnabled = true; } } else { OVRBarrelDistortionMonoPostFX.isEnabled = true; } // Reset all sensors ovrResetAllSensors(); } ........3. in the code of step 2, some existing functions such as "setOVRHMDAsGameConnectionDisplayDevice", is defined in "Engine\source\platform\input\oculusVR\oculusVRDevice.cs":
DefineEngineFunction(setOVRHMDAsGameConnectionDisplayDevice, bool, (GameConnection* conn),, "@brief Sets the first HMD to be a GameConnection's display device\n\n" "@param conn The GameConnection to set.\n" "@return True if the GameConnection display device was set.\n" "@ingroup Game") { if(!ManagedSingleton<OculusVRDevice>::instanceOrNull()) { Con::errorf("setOVRHMDAsGameConnectionDisplayDevice(): No Oculus VR Device present."); return false; } if(!conn) { Con::errorf("setOVRHMDAsGameConnectionDisplayDevice(): Invalid GameConnection."); return false; } conn->setDisplayDevice(OCULUSVRDEV); return true; }4. in the code of step 2, the defined functions are used in different torquescripts
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I never did finish the Myo implementation (biggest issue was that it was queueing data when game was minimized) but you can find my implementation here.
Alternately I simplified it to show the gist of it here. (Untested code)
I am by no means a guru of input devices, so I'm not much of a help, but that should give you somewhere to begin. What I did was to simply copy and paste the LeapMotion code, and replace the all the Leap stuff (you'll find residue in there though because I never cleaned it properly).
Edit:
That should, btw, bind "orientation" to the "xxx" device, used like this in TorqueScript:
moveMap.bind( xxx, orientation, orientationReceived);
Example:
function printOrientation(%roll, %pitch, %yaw, %angle) { echo(%roll SPC %pitch SPC %yaw SPC %angle); } GlobalActionMap.bind(xxx, orientation, printOrientation);Thanks, I will chek it.
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@LukasPJ added support for the Myo - he's the last person I can think of to add a completely new device. You might pester him to give you a run-down, or at least share the code.
Thanks, I will contact him.
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Hi everyone,
I am new to Torque3D.
We have developed a input device simillar to Oculus, and we want to add our input's SDK to Torque3D so the game created by Torque3D would work with our device.
I would like to know how to add out SDK.
I check the current version (3.7) which supports Leapmotion, and Oculus. However, I am blocked at some points when reading the codes. I would like to know a general way, or steps, then I can learn it myself. But I dont know where to start.
Hope somebody can help me, and thx in advance.

Can I use a self-defined ".dll" file in the engine ?
in C++
Posted
Coucou everyone,
I have a problem, I added a new class and one function of this class calls a function from a ".dll" file.
I the game, I didn't create any instance of this class. And I just run the game, It got crashed...why ?