ninenizil / moveme Goto Github PK
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Automatically exported from code.google.com/p/moveme
I am trying to run the PS Move Sharp! file and it is not completely working.
This is what is working on the tabs.
Move Overview tab:
Connect and Disconnect
Pause and Resume
Rumble Control
Calibrate
Clicking "Track All" send a command to the screen
PSMOVE_CLIENT_REQUEST_TRACK_HUES but nothing is being tracked. I have
controller 1 selected but the box showing the 4 check boxes being connected are
all unchecked. I cannot check them either.I cannot select or change any data
anywhere else on this tab. Nothing is changing in the motion container.
----------------------------------------------
Nav Overview tab:
Laser Pointer tab:
Position Pointer tab:
nothing works on these tabs at all
----------------------------------------------
Camera tab:
Selecting different numbers of slices appears on my TV as such. Clicking
Unpause in this screen changes the controllers sphere a different color and
gets rid of my sword. It also displays
PSMOVE_CLIENT_REQUEST_CAMERA_FRAME_PAUSE and then
PSMOVE_CLIENT_REQUEST_FORCE_RGB. Cannot go back and calibrate after this
unless I click "Track all".
Anybody have a clue.
I am trying to help some students learn this and cannot be of any use if I
cannot get past this. Please help.
I am using Win7 64 bit. Visual Studio C# 2010 Express. I am running v3.60 on
the PlayStation and am up to date on the updates.
Original issue reported on code.google.com by [email protected]
on 29 Apr 2011 at 10:24
My question is above.
Original issue reported on code.google.com by [email protected]
on 17 Mar 2011 at 1:56
Turns out at least the latest move.me server is producing a MoveState portion
of the data that is 8 bytes larger than the one defined in moveclient.h. The
symptom of this is that everything after the first controller's MoveData is
garbage. The size of the packet from the server is 32 bytes larger than the
sizeof(MoveServerPacket).
The fix is to add an additional 64 bit element to the MoveState struct, it is
possible that there is some useful data supplied there, I haven't checked.
typedef struct _MoveState {
float4 pos;
float4 vel;
float4 accel;
float4 quat;
float4 angvel;
float4 angaccel;
float4 handle_pos;
float4 handle_vel;
float4 handle_accel;
MovePadData pad;
system_time_t timestamp;
float temperature;
float camera_pitch_angle;
uint32_t tracking_flags;
uint64_t reserved; // needed padding
} MoveState;
Original issue reported on code.google.com by [email protected]
on 14 Jun 2012 at 4:31
i want to know the exactly position in screen of the move , something like
position_onscreen(x,y)
example
position_onscreen(300,4000)
can i do something like that ?
Original issue reported on code.google.com by [email protected]
on 4 Nov 2011 at 5:58
What steps will reproduce the problem?
1. use ForceRGB() change the color of the gem
2. Remove the Gem from the FoV of the camera
3. Wait and see the problem
What is the expected output? What do you see instead?
The problem is when the gem leaves the FoV of the camera the PS3 changes the
status of the controler to dissconected and gives an error code of 5.
We expect the PS3 to handle the controller with a changed color gem the same as
a controller with the default color.
What version of the product are you using? On what operating system?
The most recent one from the SVN. Windows 7
Please provide any additional information below.
none need.
Original issue reported on code.google.com by [email protected]
on 12 Jul 2011 at 6:42
Hello.
I have the MoveMe working with an application I wrote. I am getting correct
position tracking. I noticed the laser pointer commands and if they are what
they look like, they would be very useful for what I am doing.
Do the laser commands provide a way to map controller orientation/position to a
point on the screen like a virtual laser pointer? So far I am getting erratic
numbers back.
I issued the following commands to the GEM 0 controller:
TURNON_LASER
(while pointing at the 4 sides of the screen)
LASER_LEFT_PLANE
LASER_RIGHT_PLANE
LASER_BOTTOM_PLANE
LASER_TOP_PLANE
The server log shows that the commands were successfully received by the ps3.
Looking at the PSMovePointerState, valid is set to 1 after TURNON_LASER but
normalize_x and normalize_y are not what I expect and are not even
stable/consistent.
Please let me know if I understand this feature correctly and if you have any
idea what I am doing wrong. Any help would be greatly appreciated.
Original issue reported on code.google.com by [email protected]
on 17 Oct 2011 at 5:48
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Hey, hi, what's happening. I signed up ages ago and followed these google code
project all spring long, but no sign.
I did'nt hear anything. Can anybody please tell what's going on with this
beautiful project. Or where i can get the server? Or is spring not over yet?
Original issue reported on code.google.com by [email protected]
on 11 Jul 2011 at 2:55
The move.me software is registering the controller and I have the C# software
loaded on me computer, but how do I connect my system with the pc? Booth
guides were kind of vague on what I should be looking for.
Original issue reported on code.google.com by [email protected]
on 10 Aug 2011 at 4:10
Just wondering how i get it started? i have seen the code on the source page,
but there is no way to physical download it
Original issue reported on code.google.com by [email protected]
on 19 Feb 2013 at 12:40
Hello,
I need to place the PS Eye in a high position so that it will be tilted down.
I want to keep the up vector of the Move coordinate system parallel with
gravity, so I need to make a corrective rotation to fix the effect of the tilt.
If I knew what the direction of gravity was, I could apply the correction. Is
there a way to get the gravity vector, or any other means for me to
automatically determine how many degrees the PS Eye is tilted?
Original issue reported on code.google.com by [email protected]
on 11 Feb 2012 at 12:56
Hello,
Hopefully someone is still checking these issues (hopefully it auto-emails).
Anyway, I have completed an OSC wrapper for receiving data from Move Me and
sending it to the program Max/MSP.
Now I would like to work on sending data in the other direction. The two
parameters I would like to control are rumble and color.
Rumble seems simpler - just send the request packet with the 0-255 value and it
should start rumbling at the level of that value. I had noticed however there
was a bit of a dead zone around values 0-60: You need to get above 60 for any
rumble, and in the other direction only 0 will turn it off - values in between
just seem to maintain the most recent rumble level.
But the trickier problem seems to be how to maintain control over the color
without losing sphere tracking. One workaround seems to be to accept the loss
and just use the handle data, but being able to compare handle and sphere
position/velocity/acceleration is a great redundancy I don't want to lose
unless absolutely necessary.
So, is the following feasible: ?
Writing a function for updating the color value, and then tracking the sphere
according to the updated color? I have a feeling this would be kind of janky.
Thanks for any advice to find the best solution. I had no idea that maintaining
a particular color was important for sphere tracking until I read Issue 12.
Original issue reported on code.google.com by [email protected]
on 11 Jan 2014 at 6:23
I am a Mac user and familiar with Xcode. What is the best Windows SDK to use to
connect with the move.me server
Original issue reported on code.google.com by [email protected]
on 16 Mar 2011 at 10:09
Calling movemeDisconnect in the static version of moveclient causes a crash
inside UpdateMoveState. This is reproducible in VC9 under Windows XP using the
following code:
movemeConnect( "192.168.2.3", "7899" );
Sleep( 1000 );
movemeDisconnect();
This occurs because UpdateMoveState is calling EnterCriticalSection from
another thread after movemeDisconnect has deleted the critical section.
Solution: moving DeleteCriticalSection after the call to stopTransfer in
movemeDisconnect fixes the issue. Please see the attached patch.
Thanks for releasing the library by the way, it's great!
Original issue reported on code.google.com by jam3sward
on 17 Nov 2011 at 8:04
Attachments:
I've downloaded the C# examples, but none of them works. They all connect to
the ps3, but for example the PSMoveSharpTest doesn't return any values, only
the calibration button and rumble control works. So any help would be greatly
appreciated.
Original issue reported on code.google.com by [email protected]
on 12 Mar 2012 at 3:43
Attachments:
Please provide any additional information below.
i ran the flowers example and disabled my firewall first. but nothing happens.
the gui on the PC goes red as opposed to black but nothing changes on the PS3.
can someone please explain what it should do and how i make it do it
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 11:05
What steps will reproduce the problem?
1. start PSMoveSharpTEst
2. Enter IP and Port 7899 to connect
3. -- no answer
What is the expected output? What do you see instead?
PS3 should answer and should accept connections
What version of the product are you using? On what operating system?
PS3, V3.60
Please provide any additional information below.
I'm trying to Connect via WLAN
Ping to PS3 is working fine
While Debugging ErrorCode 10061, Socket ErrorCode: Connection Refused in
Program.cs, line 88
Original issue reported on code.google.com by [email protected]
on 20 Mar 2011 at 6:21
What steps will reproduce the problem?
1. Start the app
2. press any button on the move controller
3. press the Move button on the controller
What is the expected output? What do you see instead?
Sword moving around freely
It moves for just a split second and then the PS3 freezes completely and has to
be reset
What version of the product are you using? On what operating system?
1.01
PS3 3.60
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 16 Mar 2011 at 7:12
What steps will reproduce the problem?
1. i tried to compile the proyect
2. and always finish with the same error
What is the expected output? What do you see instead?
i see this error
Error 1 Failed to execute command: ""C:\Program Files (x86)\Microsoft
SDKs\Windows\v7.0A\Bin\ResGen.exe" /useSourcePath
/r:C:\Windows\Microsoft.NET\Framework\v2.0.50727\mscorlib.dll
/r:C:\Users\Bunker\Desktop\MOVE.ME\PSMoveSharp\PSMoveSharp\bin\Debug\PSMoveSharp
.dll "/r:C:\Program Files (x86)\Reference
Assemblies\Microsoft\Framework\v3.5\System.Core.dll" "/r:C:\Program Files
(x86)\Reference
Assemblies\Microsoft\Framework\v3.5\System.Data.DataSetExtensions.dll"
/r:C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Data.dll
/r:C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Deployment.dll
/r:C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.dll
/r:C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Drawing.dll
/r:C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Windows.Forms.dll
/r:C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Xml.dll "/r:C:\Program
Files (x86)\Reference Assemblies\Microsoft\Framework\v3.5\System.Xml.Linq.dll"
/compile
MouserMainWindow.resx,obj\Debug\PSMoveSharpMouser.MouserMainWindow.resources
Properties\Resources.resx,obj\Debug\PSMoveSharpMouser.Properties.Resources.resou
rces". Controlador no
vßlido. C:\Users\Bunker\Desktop\MOVE.ME\PSMoveSharp\PSMoveSharpMouser\TRACKER P
SMoveSharpMouser
What version of the product are you using? On what operating system?
the last onw until now
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 21 Mar 2011 at 4:05
For filtering purpose, I would like to know if the sphere tracking is correct
or not.
I saw in the api and by testing that the value in PSMoveState called
tracking_flags appears to be the good candidate because when I am correctly
tracked the value is 3 and 0 when not tracked at all.
Can you tell me first if I am right and in that case what is the meaning of 1
and 2 values ?
Regards,
Julien
Original issue reported on code.google.com by [email protected]
on 6 Jan 2012 at 3:37
What steps will reproduce the problem?
1.i want send a signal to the nxt whit a bluetooth of the ps3 ?
what i need to do ?
fisical whit the robot ?
and the ps3 ?
Thank you
Original issue reported on code.google.com by [email protected]
on 8 Nov 2011 at 12:27
Can someone please explain to me how can I undestand the timestamp that I get
from state.gemStates[0].timestamp.
I receive something like
548635513
548702234
548768979
548819050
548869269.
What sort of conversion must I do so that I can translate this numbers to
something like July 13rd 2012 18:02:00?
I'm from Brazil, sorry if I'm asking something stupid, but I have researched a
lot and so far I haven't been able to find the answer I'm searching for.
Thank you very much.
Original issue reported on code.google.com by [email protected]
on 13 Jul 2012 at 9:04
Hi,
We have noticed that upon calibrating, the location of PSMove controller
affects the resulting coordinate system, at least in the up-axis direction.
For our application, it is important that the coordinate system stays the same
no matter how many times Move.me software is started and closed (and therefore
calibrated). Is there any way to achieve this, other than asking the user to
always calibrate the controller at the same point in space?
Original issue reported on code.google.com by [email protected]
on 5 Oct 2012 at 2:53
Hi guys.
Can you explain me some functions?
The function movemeForceRGB : min value 0, and max 1, step 0.005?
The function movemeRumble : minimal value 70, max 310, step 10?
The function movemeTrackHues,movemeCameraSetNumSlices what is the function
purpose?
The function movemePrepareCamera : min,max value, step?
How to receive the move navigation controller battery state?
Thanks.
Original issue reported on code.google.com by [email protected]
on 23 Oct 2011 at 3:13
Hi!
First thank you guys for making this project!!! The Move tracking is done very
well, how do you do it with $30 accel+gyro+mag ?? Extended Kalman Filter?
Here's my problem:
I can connect to Move.Me and pull the 6-DOF info for Move controllers, however
I can NOT get the navigation controller info at all. Is it supported ? or maybe
I was doing something wrong.
I would REALLY love to have both Navi + Move support, that way I can use Navi
to fly through the scene and Move to interact.
Thanks!
-David Huang
ps: you should add quat format XYZW in the manual !!!!! took me a long time to
figure that out, I believe conventional way is WXYZ as in Witkins[2000] etc.
Original issue reported on code.google.com by [email protected]
on 9 Jan 2012 at 1:49
What steps will reproduce the problem?
1. Start up PSMoveTest
2. Connect to Move.Me server
3. No information is received by the client from the server.
4. But the server receives info from the client.
What is the expected output? What do you see instead?
On the client side the Move tab, in PSMoveTest, should have the 1 check-box in
the Connected section checked. No motion input in the Motion section. Should
show a controller connected and moving. The server side stuff shows up just
fine.
What version of the product are you using? On what operating system?
server v1.01
client PSMoveSharp revision 2
Please provide any additional information below.
ReceiveCallBack function is not called until you press disconnect. Therefore
it is not updating the _latest_state member variable ever.
Original issue reported on code.google.com by [email protected]
on 3 Jun 2011 at 9:46
What steps will reproduce the problem?
1. System was turned off while Move.me was working
2. every time move.me camera calibration starts on PS3, the PS3 freezes
What version of the product are you using? On what operating system?
If it is connected to the PC or not it does not work. I am using PS3.
Please provide any additional information below.
It was working properly before.
System was turned off while Move.me was working.
After that shutdown, every time move.me camera calibration starts on PS3, the
PS3 freezes.
Original issue reported on code.google.com by [email protected]
on 24 Feb 2014 at 6:20
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