V3DSClientLib provides a strict C function interface. Any language that supports C, such C++, Objective-C, Java, Matlab and Python, can use V3DSClientLib to access real-time data from Visual3DServer. The most important functions are:
v3ds_init()
and v3ds_kill()
v3ds_connect()
and v3ds_disconnect()
v3ds_setSystems()
, v3ds_setPipeline()
and v3ds_setLinkModel()
v3ds_installCallback()
for clients that are pushed data
v3ds_getValue()
or v3ds_getResults()
for clients that poll for data
The remaining functions are mostly for examining and adjusting the internal state of V3DSClientLib.
C and C++ clients have the option of polling for data or being pushed data through an installed C callback function. Matlab and Python clients must poll for data currently.
Example client code is provided in ANSI C, C++, Matlab and Python to help you get started using V3DSClientLib.
const int knTcpTimeout
- the TCP timeout in milliseconds (ms).const int knTcpBufferSize
- the TCP buffer size in bytes (B).const int knUdpBufferSize
- the UDP buffer size in bytes (B).const int knSleep
- the thread sleep in milliseconds (ms).const char* pchPriority
- pointer to a character array containing the thread priority.bool
- returns true
if the library is successfully initialized, otherwise returns false
.
Recommend default values are:
- TCP timeout: 5000 ms
- TCP buffer size: 16383 B
- UDP buffer size: 32767 B
- thread sleep: 1 ms
- thread priority: “normal”
Thread priority can be one of “Critical”, “Highest”, “High”, “Normal”, “Low”, “Lowest”, “Idle”. Thread priority is case insensitive.
none
bool
- returns true
if the library was successfully killed, otherwise returns false
.none
int
- returns the TCP timeout in milliseconds (ms).v3ds_init()
.none
int
- returns the TCP buffer size in bytes (B).v3ds_init()
.Importnat: the TCP buffer must be large enough to hold the longest possible message. 16384 bytes is the recommended minimum size.
none
int
- returns the UDP buffer size in bytes (B).v3ds_init()
.Important: the UDP buffer must be large enough to hold the longest possible data results. 32676 bytes is the recommended minimum size. Note that the data results length is typically proportional to the length of the pipeline script set in the client.
none
const char*
- returns a pointer to a character array containing the thread priority.v3ds_init()
.none
int
- returns the thread sleep in milliseconds (ms).
A small sleep value makes the data acquisition loop run faster, minimizing the UDP packet size and the possibly of missing frames from Visaul3DServer. However, less CPU time will be available to other programs.
A larger sleep value makes the data acquisition loop run slower, increasing the UDP packet size and the possibly of missing frames from Visual3DServer. However, more CPU time will be available to other programs.
In general, a lower sleep value is appropriate, especially if Visual3DServer or the 3rd party mocap software is running on a different machine.
Thread sleep is set when the client calls v3ds_init()
.
char* pchIP
- Visaul3DServer IP address.int nTcpPort
- Visual3DServer TCP broadcast port number.char* pchName
- Client application name.char* pchVersion
- Client application version.char* pchDate
- Client application release date.char* pchEnvrionment
- Client application environment.char* pchProtocol
- Client application protocol.bool
- returns true
if the client connects to Visual3DServer, otherwise returns false
.The port number for Visual3DServer is 12099. Here are examples for the descriptive client strings: Client name: “MyClientApp”–any client name is allowed. Client version: “1.0.0”–any version number format is allowed. Client date: “2014-Aug-25”–any date format is allowed. Client environment: “Windows8Pro”–any environment description is allowed. Client protocol: “Biofeedback”–any protocol description is allowed.
none
bool
- returns true
if the client is connected to Visual3DServer, otherwise returns false
.none
bool
- returns true
a the client was disconnected, otherwise returns false
.none
const char*
- returns a pointer to the client name character array.none
const char*
- returns a pointer to the client version character array.none
const char*
- returns a pointer to the client date character array.none
const char*
- returns a pointer to the client environment character array.none
const char*
- returns a pointer to the client protocol character array.none
const char*
- returns a pointer to the TCP/IP address.none
int
- returns the client specific UDP broadcast port number.none
char*
- comma separated, prioritized, list of systems the client wants to select.A client can select more than one system and also set the priority order of those systems.
none
bool
- returns true
if the client has selected one or more systems, otherwise returns false
.none
const char*
- returns a pointer to the comma separated list of selected systems.char* pchPipeline
- the pipeline to set.bool
- returns true
if the pipeline script was set, otherwise returns false
.none
bool
- returns true
if the client has set a pipeline script, otherwise returns false
.none
const char*
- returns a pointer to the current pipeline script.char* pchLinkModel
- the link model to set.bool
- returns true
if the link model was set, otherwise returns false
.none
bool
- returns true
if the client has set a link model, otherwise returns false
.none
const char*
- returns a pointer to the current link model.char* pXML
- pointer to a character array containing XML from Visual3DServer.void* pdeqRes
- pointer to a void memory block. See description for details.bool
- returns true
if new data is available, otherwise returns false
.
If the pdeqRes argument is NOT 0, then the results are stored in the pdeqRes argument and are accessible C++ clients immediately.
If the pdeqRes argument is 0, then the results are stored internally and are accessed by the client using the v3ds_getResult..()
functions.
The client must ensure the mutex is locked before calling any v3ds_getResult..()
functions. See ''%%v3ds_lockMutex()%%''.
none
bool
- returns true
if there is new data available, otherwise returns false
.v3ds_unlockMutex()
. This function is used when a client is polling for data.
While the mutex is locked, the client can call any of the v3ds_getResult..()
functions. The client should spend as little time as possible between calls to v3ds_lockMutex()
and v3ds_unlockMutex()
.
The mutex will ONLY be locked if there is new data available when this function is called. Otherwise the mutex will NOT be locked when this function returns.
none
void
- does not return a value.none
int
- returns the number of results.The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- result index.
pchDest
.
const char*
- returns a pointer to a character array containing the result.The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- constant integer containing result index.const char*
- returns a pointer to a character array containing the result TYPE.This function might alter the status string. The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- constant integer containing result index.const char*
- returns a pointer to a character array containing the result FOLDER.This function might alter the status string. The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- constant integer containing result index.const char*
- returns a pointer to a character array containing the result NAME.This function might alter the status string. The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- constant integer containing the result index.int
- returns the number of frames for the given result.The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- result index.const int knFrameIdx
- subframe index.int
- returns the frame index for the given result and subframe.This function might alter the status string. The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- result index.const int knFrameIdx
- subframe index.int
- returns the number of values or components per subframe for the result.This function might alter the status string. The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
const int knResIdx
- result index.const int knFrameIdx
- subframe index.const int knCompIdx
- component index.float
- returns result value.This function might alter the status string. The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''.
none
void*
- returns a void pointer to the memory holding the results.void*
to std::deque<CResType>*
. See the C++ Example Client Code.The client must ensure the mutex is locked before calling this function. See ''%%v3ds_lockMutex()%%''. .
bool (*pCallback)(void*, char*, int)
- pointer to callback function. Passing in 0
removes an existing callback.void* pUserData
- pointer to user data.void
- does not return a value. See v3ds_isCallbackInstalled()
instead.none
bool
- returns true if a data callback is installed, otherwise returns false.v3ds_installCallback()
.none
const char*
- returns “OK” or a string describing the internal state of the library. An empty string is never returned.The memory for the status string is owned by the library. The client should never delete this memory.
Example client code is provided in ANSI C, C++, Matlab and Python to help you get started using V3DSClientLib.
Note that the examples generally contain less error checking code and more global variables than a typical real-world program. This was done so that the important details of using V3DSClientLib would stand out. Ideally your clients would be more fully and robustly designed.
/******************************************************************************* | ANSI C ConsoleClient Example | Copyright (C) 2014 C-Motion, Inc. |******************************************************************************/ /* Copy V3DSClientLib.dll to client application folder. */ /* Copy Qt5Core.dll and Qt5Network.dll to client application folder. */ /* Copy Qt platform folder to client application folder. */ /* Link to V3DSClientLib.lib to client application. */ /* Include V3DSClientLib header */ #include "../V3DSClientLib/V3DSClientLib.h" /* Global Variables */ static int g_nCount = 0; // How many results did we count? static bool bPollForData = false; // false means use callback instead. /* Global functions */ static bool dataCallback(void* pUserData, char* pXML, int nMsgCount); static bool printData(); /******************************************************************************* | main |******************************************************************************/ int main(int argc, char* argv[]) { /* Initialize V3DSClientLib. */ bool bContinue = v3ds_init(5000, 16384, 32768, 1, "normal"); if(bContinue) { /* Connect to Visual3DServer. */ bContinue = v3ds_connect("127.0.0.1", 12099, "ConsoleClient", "1.0", "Today", "env", "Biofeedback"); } /* Initialize count variables for counting results. */ g_nCount = 0; int nMaxCount = 5; if(bContinue && !bPollForData) { /* Install callback if bPollForData is false. */ v3ds_installCallback(dataCallback, 0); } if(bContinue) { /* Set selected system to C3D File. */ bContinue = v3ds_setSystems("C3D"); } if(bContinue) { /* Set pipeline script to look for LTOE marker. */ char* pchPipelineScript = "Multiply_Signals_By_Constant" "/SIGNAL_TYPES=TARGET" "/SIGNAL_FOLDER=ORIGINAL" "/SIGNAL_NAMES=LTOE" "/RESULT_TYPES=TARGET" "/RESULT_FOLDER=ORIGINAL" "/RESULT_NAMES=LTOE" "/RESULT_SUFFIX=_RT" "/SIGNAL_COMPONENTS=0" "/CONSTANT=1;"; bContinue = v3ds_setPipeline(pchPipelineScript); } /* Look for nMaxCount results in a fast loop. */ while(g_nCount < nMaxCount) { /* Check if we are polling instead of the callback method. */ if(bPollForData) { /* We are polling. Print any new reuslts. */ if(v3ds_lockMutex()) { printData(); v3ds_unlockMutex(); } } } /* Tear down V3DSClientLib before quitting application. */ v3ds_kill(); return 0; } /******************************************************************************* | dataCallback -- invoked when bPollForData is false |******************************************************************************/ static bool dataCallback(void* pUserData, char* pXML, int nMsgCount) { bool bHaveData = false; // mutex is automatically locked while callback is invoked. // 0 for 2nd arg means we are not a C++ client, so we need to use // v3ds_get..() functions to get data in printData(). if(v3ds_parseXML(pXML, 0)) { bHaveData = printData(); } // mutex is automatically unlocked when callback returns. return bHaveData; } /******************************************************************************* | printData -- called either when polling or using the callback method |******************************************************************************/ static bool printData() { bool bHaveData = false; int nNumRes = v3ds_getResultsCount(); if(0 < nNumRes) { const bool kbUseStringFunc = true; for(int r = 0; r < nNumRes; r++) { if(kbUseStringFunc) { const int knBufSize = 4096; // make it something big char chBuf[knBufSize]; if(0 < v3ds_getResultString(r, chBuf, knBufSize)) { printf("%s", chBuf); } else { printf("No data found for result %d.\n", r); } } else // ask for each piece of data separately. { printf("Result name: %s\n", v3ds_getResultName(r)); int nSubFrames = v3ds_getResultFramesCount(r); if(0 < nSubFrames) { int nFrameVal = v3ds_getResultFrameValue(r, 0); printf("Subframes: %d, subframe %d value: %d\n", nSubFrames, 1, nFrameVal); int nNumCompPerFrame = v3ds_getResultFrameValuesCount(r); printf("Components: %d\n", nNumCompPerFrame); for(int c = 0; c < nNumCompPerFrame; c++) { printf("Component %d value: %f\n", c+1, v3ds_getResultValue(r, 0, c)); } } } } g_nCount++; /* main() is examining this variable in a while loop. */ bHaveData = true; } return bHaveData; } /******************************************************************************/
The C++ example is very similar to the C example.
The notable difference is the optional use of a std::deque<CResType>
to hold the results coming from Visaul3DServer. C++ clients can directly access this deque of results instead of calling various v3ds_get..()
functions.
When using a callback function, C++ clients can pass a deque of results to v3ds_parseXML()
to be populated.
When polling, C++ clients can call getResults()
to get a deque of results. The return from getResults()
must be cast from void*
to std::deque<CResType>*
.
/******************************************************************************* | C++ ConsoleClient Example application | Copyright (C) 2014 C-Motion, Inc. |******************************************************************************/ // Copy V3DSClientLib.dll to client application folder. // Copy Qt5Core.dll and Qt5Network.dll to client application folder. // Copy Qt platform folder to client application folder. // Link to V3DSClientLib.lib to client application. // Include V3DSClientLib header #include "../V3DSClientLib/V3DSClientLib.h" // Global Variables static int g_nCount = 0; // How many results did we count? static bool bPollForData = false; // false means use callback instead. // Global functions static bool dataCallback(void* pUserData, char* pXML, int nMsgCount); static bool printData(const std::deque<CResType>& deqRes); static std::deque<CResType> g_deqRes; // C++ Object to hold results /******************************************************************************* | main |******************************************************************************/ int main(int argc, char* argv[]) { std::cout << "main()" << std::endl; // Initialize V3DSClientLib. bool bContinue = v3ds_init(5000, 16384, 32768, 1, "normal"); if(bContinue) { // Connect to Visual3DServer. bContinue = v3ds_connect("127.0.0.1", 12099, "ConsoleClient", "1.0", "Today", "env", "Biofeedback"); } // Initialize count variables for counting results. g_nCount = 0; int nMaxCount = 5; if(bContinue && !bPollForData) { // Install callback if bPollForData is false. v3ds_installCallback(dataCallback, 0); } if(bContinue) { // Set selected system to C3D File. bContinue = v3ds_setSystems("C3D"); } if(bContinue) { // Set pipeline script to look for LTOE marker. char* pchPipelineScript = "Multiply_Signals_By_Constant" "/SIGNAL_TYPES=TARGET" "/SIGNAL_FOLDER=ORIGINAL" "/SIGNAL_NAMES=LTOE" "/RESULT_TYPES=TARGET" "/RESULT_FOLDER=ORIGINAL" "/RESULT_NAMES=LTOE" "/RESULT_SUFFIX=_RT" "/SIGNAL_COMPONENTS=0" "/CONSTANT=1;"; bContinue = v3ds_setPipeline(pchPipelineScript); } std::deque<CResType>* pdeqRes = 0; // Look for nMaxCount results in a fast loop. while(g_nCount < nMaxCount) { // Check if we are polling instead of the callback method. if(bPollForData) { // We are polling. Print any new reuslts. if(v3ds_lockMutex()) { void* p = v3ds_getResultsObject(); if(0 != p) { // Magic cast to access the CResType memory objects. pdeqRes = reinterpret_cast<std::deque<CResType>*>(p); printData(*pdeqRes); g_nCount++; } v3ds_unlockMutex(); } } } // Tear down V3DSClientLib before quitting application. v3ds_kill(); return 0; } /******************************************************************************* | dataCallback -- invoked when bPollForData is false |******************************************************************************/ static bool dataCallback(void* pUserData, char* pXML, int nMsgCount) { std::cout << "dataCallback()" << std::endl; bool bHaveData = false; if(v3ds_parseXML(pXML, &g_deqRes)) { bHaveData = printData(g_deqRes); g_nCount++; // main() is examining this variable in a while loop. } return bHaveData; } /******************************************************************************* | printData -- called either when polling or using the callback method |******************************************************************************/ static bool printData(const std::deque<CResType>& deqRes) { std::cout << "printData()" << std::endl; bool bHaveData = false; const size_t knNumRes = deqRes.size(); if(0 < knNumRes) { const bool kbUseStringFunc = true; std::cout << "Results: " << knNumRes << std::endl; for(size_t r = 0; r < knNumRes; r++) { if(kbUseStringFunc) { std::cout << deqRes[r]; } else // ask for each piece of data separately. { std::cout << "Name: " << deqRes[r].m_strName.c_str() << ", Folder: " << deqRes[r].m_strFolder.c_str() << ", Type: " << deqRes[r].m_strType.c_str() << std::endl; const size_t knSubframes = deqRes[r].m_deqFrame.size(); std::cout << "Subframes: " << knSubframes << std::endl; for(size_t f = 0; f < knSubframes; f++) { std::cout << "FrameId: " << deqRes[r].m_deqFrame[f].m_nFrameId << std::endl; std::cout << "Timestamp: " << deqRes[r].m_deqFrame[f].m_fTime << std::endl; const size_t knNumComp = deqRes[r].m_deqFrame[f].m_deqfVal.size(); std::cout << "Components: " << knNumComp << std::endl; if(0 < knNumComp) { std::cout << "("; for(size_t c = 0; c < knNumComp; c++) { std::cout << deqRes[r].m_deqFrame[f].m_deqfVal[c]; if(c < knNumComp-1) { std::cout << ","; } } std::cout << ")" << std::endl; } } } } bHaveData = true; } return bHaveData; } /******************************************************************************/
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % client.m % % Demonstrates how to use the V3DSClientLib matlab package to communicate % with the Visual3DServer application. % % This matlab file works with data/run.c3d streaming in Visual3DServer. % % Copyright (C) 2013-2014 C-Motion, Inc. All rights reserved. % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % Load Visual3DServer client library, if necessary. addpath(strcat(getenv('CM_V3DS_DIR'), '\SDK')); addpath(strcat(getenv('CM_V3DS_DIR'), '\SDK\ClientCode\Matlab')); addpath(strcat(getenv('CM_V3DS_DIR'), '\SDK\Release')); if not(libisloaded('V3DSClientLib')) loadlibrary('V3DSClientLib', 'V3DSClientLib.h'); end %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % Script %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% if libisloaded('V3DSClientLib') disp('Initializing V3DSClientLib...'); % Initial object to represent Visual3DServer (V3DS). bContinue = calllib('V3DSClientLib', 'v3ds_init', 5000, 4096, 8192, ... 5, 'normal'); disp(calllib('V3DSClientLib', 'v3ds_getStatus')); if bContinue disp('Connecting to V3DSClientLib...'); % Connect to Visual3DServer with IP address, etc. bContinue = calllib('V3DSClientLib', 'v3ds_connect', ... '127.0.0.1', 12099, 'MatlabClient', '1.0', '01-Jan-2014', ... 'env', 'Biofeedback'); disp(calllib('V3DSClientLib', 'v3ds_getStatus')); else bContinue = calllib('V3DSClientLib', 'v3ds_kill'); unloadlibrary('V3DSClientLib'); return end if bContinue disp('Setting systems in V3DSClientLib...'); % Tell V3DS that we want data from the C3D File data source. bContinue = calllib('V3DSClientLib', 'v3ds_setSystems', 'C3D'); disp(calllib('V3DSClientLib', 'v3ds_getStatus')); else bContinue = calllib('V3DSClientLib', 'v3ds_kill'); unloadlibrary('V3DSClientLib'); return end if bContinue disp('Setting pipeline script in V3DSClientLib...'); % Tell V3DS what pipeline script to execute on each frame of data. % Pipeline script can be inline, as done here, or loaded from a file. pipelineScript = ['Multiply_Signals_By_Constant' ... '/SIGNAL_TYPES=TARGET' ... '/SIGNAL_FOLDER=ORIGINAL' ... '/SIGNAL_NAMES=LTOE' ... '/RESULT_FOLDER=ORIGINAL' ... '/RESULT_TYPE=TARGET' ... '/RESULT_NAME=LTOE' ... '/RESULT_SUFFIX=_RT' ... '/CONSTANT=1.0;' ... 'Multiply_Signals_By_Constant' ... '/SIGNAL_TYPES=ANALOG' ... '/SIGNAL_FOLDER=ORIGINAL' ... '/SIGNAL_NAMES=FZ1' ... '/RESULT_FOLDER=ORIGINAL' ... '/RESULT_TYPE=ANALOG' ... '/RESULT_NAME=FZ1' ... '/RESULT_SUFFIX=_RT' ... '/CONSTANT=1.0;']; bContinue = calllib('V3DSClientLib', 'v3ds_setPipeline', ... pipelineScript(1:end)); disp(calllib('V3DSClientLib', 'v3ds_getStatus')); else bContinue = calllib('V3DSClientLib', 'v3ds_kill'); unloadlibrary('V3DSClientLib'); return end if bContinue disp('Looking for 5 frames of data...'); startTime = tic; % Note the start time. % Get pipeline command results now over and over. nNumFramesRecv = 0; nTotalNumFrames = 5; while nNumFramesRecv < nTotalNumFrames calllib('V3DSClientLib', 'v3ds_lockMutex'); bClientResults = calllib('V3DSClientLib', 'v3ds_hasNewResults'); if bClientResults nNumFramesRecv = nNumFramesRecv + 1; nNumRes = calllib('V3DSClientLib', 'v3ds_getNumResults'); fprintf('Found %d result(s)\n', nNumRes); for r = 0:nNumRes-1 strName = calllib('V3DSClientLib', 'v3ds_getName', r); fprintf('Result %d: %s\n', r+1, strName); nSubFrames = calllib('V3DSClientLib', 'v3ds_getNumFrames', r); if 0 < nSubFrames nFrameVal = calllib('V3DSClientLib', 'v3ds_getFrameValue', r, 0); fprintf('Subframes: %d, subframe %d value: %d\n', ... nSubFrames, 0, nFrameVal); nNumComps = calllib('V3DSClientLib', 'v3ds_getNumCompsPerFrame', r); fprintf('Components: %d\n', nNumComps); for c = 0:nNumComps-1 fVal = calllib('V3DSClientLib', 'v3ds_getValue', r, 0, c); fprintf('Component %d value: %f\n', c+1, fVal); end end end end calllib('V3DSClientLib', 'v3ds_unlockMutex'); end % Note how long it took to request frames fprintf('Elapsed time: %0.6f\n', toc(startTime)); % Disconnect from Visual3DServer. calllib('V3DSClientLib', 'v3ds_disconnect'); else disp(calllib('V3DSClientLib', 'v3ds_getStatus')); bContinue = calllib('V3DSClientLib', 'v3ds_kill'); unloadlibrary('V3DSClientLib'); return end % Tear down object that represents Visual3DServer (V3DS). bContinue = calllib('V3DSClientLib', 'v3ds_kill'); if libisloaded('V3DSClientLib') unloadlibrary('V3DSClientLib'); end end %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
################################################################################ # # client.py # # Demonstrates how to use the V3DSClientLib python package to communicate # with the Visual3DServer application. # # Copyright (C) 2013-2014 C-Motion, Inc. All rights reserved. # ################################################################################ ################################################################################ # Imports ################################################################################ # Standard package imports from ctypes import * import time v3dsClientLibPath = 'C:/Program Files (x86)/C-Motion/Visual3DServer/SDK/Release/V3DSClientLib.dll' v3dsClientLib = cdll.LoadLibrary(v3dsClientLibPath) v3dsClientLib.v3ds_init.restype = c_bool v3dsClientLib.v3ds_kill.restype = c_bool v3dsClientLib.v3ds_getTcpTimeout.restype = c_int v3dsClientLib.v3ds_getTcpBufferSize.restype = c_int v3dsClientLib.v3ds_getUdpBufferSize.restype = c_int v3dsClientLib.v3ds_getPriority.restype = c_char_p v3dsClientLib.v3ds_getSleep.restype = c_int v3dsClientLib.v3ds_connect.restype = c_bool v3dsClientLib.v3ds_isConnected.restype = c_bool v3dsClientLib.v3ds_disconnect.restype = c_bool v3dsClientLib.v3ds_getClientName.restype = c_char_p v3dsClientLib.v3ds_getClientVersion.restype = c_char_p v3dsClientLib.v3ds_getClientDate.restype = c_char_p v3dsClientLib.v3ds_getClientEnvironment.restype = c_char_p v3dsClientLib.v3ds_getClientProtocol.restype = c_char_p v3dsClientLib.v3ds_setSystems.restype = c_bool v3dsClientLib.v3ds_isSystemsSet.restype = c_bool v3dsClientLib.v3ds_getSystems.restype = c_char_p v3dsClientLib.v3ds_setPipeline.restype = c_bool v3dsClientLib.v3ds_isPipelineSet.restype = c_bool v3dsClientLib.v3ds_getPipeline.restype = c_char_p v3dsClientLib.v3ds_setLinkModel.restype = c_bool v3dsClientLib.v3ds_isLinkModelSet.restype = c_bool v3dsClientLib.v3ds_getLinkModel.restype = c_char_p v3dsClientLib.v3ds_hasNewResults.restype = c_bool v3dsClientLib.v3ds_getNumResults.restype = c_int v3dsClientLib.v3ds_getResultString.restype = c_char_p v3dsClientLib.v3ds_getName.restype = c_char_p v3dsClientLib.v3ds_getNumFrames.restype = c_int v3dsClientLib.v3ds_getFrameValue.restype = c_int v3dsClientLib.v3ds_getNumCompsPerFrame.restype = c_int v3dsClientLib.v3ds_getValue.restype = c_float v3dsClientLib.v3ds_getStatus.restype = c_char_p ################################################################################ # Script ################################################################################ # Create object to represent Visual3DServer (V3DS). print('Initializing V3DSClientLib...') bContinue = v3dsClientLib.v3ds_init(5000, 4096, 8192, 5, b"normal") print('Status: ' + v3dsClientLib.v3ds_getStatus()) # Connect to Visual3DServer with IP address, etc. if bContinue: print('Connecting to V3DSClientLib...') bContinue = v3dsClientLib.v3ds_connect(b"127.0.0.1", 12099, b"Python27Client", \ b"1.0", b'20-Dec-2013', b'env', b'Biofeedback') print('Status: ' + v3dsClientLib.v3ds_getStatus()) else: exit() if bContinue: print('Getting systems in V3DSClientLib...') # Ask V3DS the systems. strSystems = v3dsClientLib.v3ds_getSystems() print('Systems: ' + strSystems) print('Status: ' + v3dsClientLib.v3ds_getStatus()) else: exit() if bContinue: print('Setting systems in V3DSClientLib...') # Tell V3DS the systems, in priority order, in which to receive data. bContinue = v3dsClientLib.v3ds_setSystems(b'C3D') print('Status: ' + v3dsClientLib.v3ds_getStatus()) else: exit() if bContinue: print('Setting pipeline script in V3DSClientLib...') # Tell V3DS what pipeline script to execute on each frame of data. # Pipeline script can be inline, as done here, or loaded from a file. pipelineScript = \ b'Multiply_Signals_By_Constant' \ b'/SIGNAL_TYPES=TARGET' \ b'/SIGNAL_FOLDER=ORIGINAL' \ b'/SIGNAL_NAMES=LTOE' \ b'/RESULT_FOLDER=ORIGINAL' \ b'/RESULT_TYPE=TARGET' \ b'/RESULT_NAME=LTOE' \ b'/RESULT_SUFFIX=_RT' \ b'/CONSTANT=1.0;' \ b'Multiply_Signals_By_Constant' \ b'/SIGNAL_TYPES=ANALOG' \ b'/SIGNAL_FOLDER=ORIGINAL' \ b'/SIGNAL_NAMES=FZ1' \ b'/RESULT_FOLDER=ORIGINAL' \ b'/RESULT_TYPE=ANALOG' \ b'/RESULT_NAME=FZ1' \ b'/RESULT_SUFFIX=_RT' \ b'/CONSTANT=1.0;' bContinue = v3dsClientLib.v3ds_setPipeline(pipelineScript) print('Status: ' + v3dsClientLib.v3ds_getStatus()) else: exit() if bContinue: print('Looking for 5 frames of data...') startTime = time.clock() # Note the start time. nNumFramesRecv = 0 nTotalNumFrames = 5 while nNumFramesRecv < nTotalNumFrames: v3dsClientLib.v3ds_lockMutex() clientResults = v3dsClientLib.v3ds_hasNewResults() if clientResults: nNumFramesRecv += 1 nNumRes = v3dsClientLib.v3ds_getNumResults() print('Found ' + str(nNumRes) + ' result(s)') for r in range(0, nNumRes): strName = str(v3dsClientLib.v3ds_getName(r)) print('Result ' + str(r+1) + ': ' + strName) nSubFrames = v3dsClientLib.v3ds_getNumFrames(r) if 0 < nSubFrames: nFrameVal = v3dsClientLib.v3ds_getFrameValue(r, 0) print('Subframes: ' + str(nSubFrames) + \ ', subframe 1 value: ' + str(nFrameVal)) nNumComps = v3dsClientLib.v3ds_getNumCompsPerFrame(r) print('Components: ' + str(nNumComps)) for c in range(0, nNumComps): fVal = v3dsClientLib.v3ds_getValue(r, 0, c) print('Component ' + str(c+1) + ' value: ' + str(fVal)) v3dsClientLib.v3ds_unlockMutex() # Note how long it took to request frames print('Elapsed time: ' + str(round(time.clock() - startTime, 6))) # Disconnect from Visual3DServer. v3dsClientLib.v3ds_disconnect() else: print(v3dsClientLib.v3ds_getStatus()) exit() print('Status: ' + v3dsClientLib.v3ds_getStatus()) # Tear down object that represents Visual3DServer (V3DS). bContinue = v3dsClientLib.v3ds_kill() ################################################################################