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How to get gravity vector?

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

Getting Started

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

Can't seem to get Navigation controller info through Move.Me

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

Unable to connect

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

Move.me freeze

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

MoveMe Laser Pointer help.


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

no connect to PS3 with IP

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

How to know if the sphere is correct tracking

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

PSMoveSharp examples are not working

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:

Not compiling on vs2010

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

partial communication with PSMoveSharp file

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

what's happening?

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

MoveState struct in moveclient.h does not match data coming from move.me server

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

Someone can explain me some functions. Thanks

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

ForceRGB() has issues

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

Client not recieving info from server

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

Playstation MoveME Flowers help.


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

Color control without disabling sphere tracking

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

Timestamp

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

Crash when movemeDisconnect is called

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:

Getting Started

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

Move.me application freeze

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

Maintaining same coordinate system between controller calibrations

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

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