Sep 14, 2015

Benchmaringk luabinding performance:



Interactive version:
http://bagobor.github.io/cpp2lua-buindings-battle/results/cfunction_from_lua.html

Sep 3, 2015

GitHub overview: Libs for lua binding

https://github.com/jeremyong/Selene - Simple C++11 friendly header-only bindings to Lua
https://github.com/dafrito/luacxx - C++11 API for creating Lua bindings
https://github.com/SteveKChiu/lua-intf - very similar to luabind, but modern and lightweight
https://github.com/AdUki/LuaState
https://github.com/Rapptz/sol - A C++11 Lua wrapper
 
https://github.com/xpol/lua-rapidjson
https://github.com/lubyk/xml - Very fast XML parser for Lua based on RapidXML
https://github.com/guwere/luapath - C++ library which makes loading of tables from Lua files very easy.
https://github.com/OldFisher/lua-api-pp

https://github.com/vinniefalco/LuaBridge
https://github.com/vinniefalco/LuaBridgeDemo

https://github.com/SuperV1234/SSVLuaWrapper (https://github.com/tomaka/luawrapper)
https://github.com/zdevito/terra - lowlevel lua with c-lib support

NVIDIA SIGGRAPH 2015 Conference

May 28, 2015

Skyforge rendering tech (RUS)

9DOF Sensor Fusion Code Sample

// Implementation of Sebastian Madgwick's "...efficient orientation filter for... inertial/magnetic sensor arrays"
// (see http://www.x-io.co.uk/category/open-source/ for examples and more details)
// which fuses acceleration, rotation rate, and magnetic moments to produce a quaternion-based estimate of absolute
// device orientation -- which can be converted to yaw, pitch, and roll. Useful for stabilizing quadcopters, etc.
// The performance of the orientation filter is at least as good as conventional Kalman-based filtering algorithms
// but is much less computationally intensive---it can be performed on a 3.3 V Pro Mini operating at 8 MHz!
void MadgwickQuaternionUpdate(float ax, float ay, float az, float gx, float gy, float gz, float mx, float my, float mz)
{
float q1 = q[0], q2 = q[1], q3 = q[2], q4 = q[3]; // short name local variable for readability
float norm;
float hx, hy, _2bx, _2bz;
float s1, s2, s3, s4;
float qDot1, qDot2, qDot3, qDot4;
// Auxiliary variables to avoid repeated arithmetic
float _2q1mx;
float _2q1my;
float _2q1mz;
float _2q2mx;
float _4bx;
float _4bz;
float _2q1 = 2.0f * q1;
float _2q2 = 2.0f * q2;
float _2q3 = 2.0f * q3;
float _2q4 = 2.0f * q4;
float _2q1q3 = 2.0f * q1 * q3;
float _2q3q4 = 2.0f * q3 * q4;
float q1q1 = q1 * q1;
float q1q2 = q1 * q2;
float q1q3 = q1 * q3;
float q1q4 = q1 * q4;
float q2q2 = q2 * q2;
float q2q3 = q2 * q3;
float q2q4 = q2 * q4;
float q3q3 = q3 * q3;
float q3q4 = q3 * q4;
float q4q4 = q4 * q4;
// Normalise accelerometer measurement
norm = sqrt(ax * ax + ay * ay + az * az);
if (norm == 0.0f) return; // handle NaN
norm = 1.0f/norm;
ax *= norm;
ay *= norm;
az *= norm;
// Normalise magnetometer measurement
norm = sqrt(mx * mx + my * my + mz * mz);
if (norm == 0.0f) return; // handle NaN
norm = 1.0f/norm;
mx *= norm;
my *= norm;
mz *= norm;
// Reference direction of Earth's magnetic field
_2q1mx = 2.0f * q1 * mx;
_2q1my = 2.0f * q1 * my;
_2q1mz = 2.0f * q1 * mz;
_2q2mx = 2.0f * q2 * mx;
hx = mx * q1q1 - _2q1my * q4 + _2q1mz * q3 + mx * q2q2 + _2q2 * my * q3 + _2q2 * mz * q4 - mx * q3q3 - mx * q4q4;
hy = _2q1mx * q4 + my * q1q1 - _2q1mz * q2 + _2q2mx * q3 - my * q2q2 + my * q3q3 + _2q3 * mz * q4 - my * q4q4;
_2bx = sqrt(hx * hx + hy * hy);
_2bz = -_2q1mx * q3 + _2q1my * q2 + mz * q1q1 + _2q2mx * q4 - mz * q2q2 + _2q3 * my * q4 - mz * q3q3 + mz * q4q4;
_4bx = 2.0f * _2bx;
_4bz = 2.0f * _2bz;
// Gradient decent algorithm corrective step
s1 = -_2q3 * (2.0f * q2q4 - _2q1q3 - ax) + _2q2 * (2.0f * q1q2 + _2q3q4 - ay) - _2bz * q3 * (_2bx * (0.5f - q3q3 - q4q4) + _2bz * (q2q4 - q1q3) - mx) + (-_2bx * q4 + _2bz * q2) * (_2bx * (q2q3 - q1q4) + _2bz * (q1q2 + q3q4) - my) + _2bx * q3 * (_2bx * (q1q3 + q2q4) + _2bz * (0.5f - q2q2 - q3q3) - mz);
s2 = _2q4 * (2.0f * q2q4 - _2q1q3 - ax) + _2q1 * (2.0f * q1q2 + _2q3q4 - ay) - 4.0f * q2 * (1.0f - 2.0f * q2q2 - 2.0f * q3q3 - az) + _2bz * q4 * (_2bx * (0.5f - q3q3 - q4q4) + _2bz * (q2q4 - q1q3) - mx) + (_2bx * q3 + _2bz * q1) * (_2bx * (q2q3 - q1q4) + _2bz * (q1q2 + q3q4) - my) + (_2bx * q4 - _4bz * q2) * (_2bx * (q1q3 + q2q4) + _2bz * (0.5f - q2q2 - q3q3) - mz);
s3 = -_2q1 * (2.0f * q2q4 - _2q1q3 - ax) + _2q4 * (2.0f * q1q2 + _2q3q4 - ay) - 4.0f * q3 * (1.0f - 2.0f * q2q2 - 2.0f * q3q3 - az) + (-_4bx * q3 - _2bz * q1) * (_2bx * (0.5f - q3q3 - q4q4) + _2bz * (q2q4 - q1q3) - mx) + (_2bx * q2 + _2bz * q4) * (_2bx * (q2q3 - q1q4) + _2bz * (q1q2 + q3q4) - my) + (_2bx * q1 - _4bz * q3) * (_2bx * (q1q3 + q2q4) + _2bz * (0.5f - q2q2 - q3q3) - mz);
s4 = _2q2 * (2.0f * q2q4 - _2q1q3 - ax) + _2q3 * (2.0f * q1q2 + _2q3q4 - ay) + (-_4bx * q4 + _2bz * q2) * (_2bx * (0.5f - q3q3 - q4q4) + _2bz * (q2q4 - q1q3) - mx) + (-_2bx * q1 + _2bz * q3) * (_2bx * (q2q3 - q1q4) + _2bz * (q1q2 + q3q4) - my) + _2bx * q2 * (_2bx * (q1q3 + q2q4) + _2bz * (0.5f - q2q2 - q3q3) - mz);
norm = sqrt(s1 * s1 + s2 * s2 + s3 * s3 + s4 * s4); // normalise step magnitude
norm = 1.0f/norm;
s1 *= norm;
s2 *= norm;
s3 *= norm;
s4 *= norm;
// Compute rate of change of quaternion
qDot1 = 0.5f * (-q2 * gx - q3 * gy - q4 * gz) - beta * s1;
qDot2 = 0.5f * (q1 * gx + q3 * gz - q4 * gy) - beta * s2;
qDot3 = 0.5f * (q1 * gy - q2 * gz + q4 * gx) - beta * s3;
qDot4 = 0.5f * (q1 * gz + q2 * gy - q3 * gx) - beta * s4;
// Integrate to yield quaternion
q1 += qDot1 * deltat;
q2 += qDot2 * deltat;
q3 += qDot3 * deltat;
q4 += qDot4 * deltat;
norm = sqrt(q1 * q1 + q2 * q2 + q3 * q3 + q4 * q4); // normalise quaternion
norm = 1.0f/norm;
q[0] = q1 * norm;
q[1] = q2 * norm;
q[2] = q3 * norm;
q[3] = q4 * norm;
}
// Similar to Madgwick scheme but uses proportional and integral filtering on the error between estimated reference vectors and
// measured ones.
void MahonyQuaternionUpdate(float ax, float ay, float az, float gx, float gy, float gz, float mx, float my, float mz)
{
float q1 = q[0], q2 = q[1], q3 = q[2], q4 = q[3]; // short name local variable for readability
float norm;
float hx, hy, bx, bz;
float vx, vy, vz, wx, wy, wz;
float ex, ey, ez;
float pa, pb, pc;
// Auxiliary variables to avoid repeated arithmetic
float q1q1 = q1 * q1;
float q1q2 = q1 * q2;
float q1q3 = q1 * q3;
float q1q4 = q1 * q4;
float q2q2 = q2 * q2;
float q2q3 = q2 * q3;
float q2q4 = q2 * q4;
float q3q3 = q3 * q3;
float q3q4 = q3 * q4;
float q4q4 = q4 * q4;
// Normalise accelerometer measurement
norm = sqrt(ax * ax + ay * ay + az * az);
if (norm == 0.0f) return; // handle NaN
norm = 1.0f / norm; // use reciprocal for division
ax *= norm;
ay *= norm;
az *= norm;
// Normalise magnetometer measurement
norm = sqrt(mx * mx + my * my + mz * mz);
if (norm == 0.0f) return; // handle NaN
norm = 1.0f / norm; // use reciprocal for division
mx *= norm;
my *= norm;
mz *= norm;
// Reference direction of Earth's magnetic field
hx = 2.0f * mx * (0.5f - q3q3 - q4q4) + 2.0f * my * (q2q3 - q1q4) + 2.0f * mz * (q2q4 + q1q3);
hy = 2.0f * mx * (q2q3 + q1q4) + 2.0f * my * (0.5f - q2q2 - q4q4) + 2.0f * mz * (q3q4 - q1q2);
bx = sqrt((hx * hx) + (hy * hy));
bz = 2.0f * mx * (q2q4 - q1q3) + 2.0f * my * (q3q4 + q1q2) + 2.0f * mz * (0.5f - q2q2 - q3q3);
// Estimated direction of gravity and magnetic field
vx = 2.0f * (q2q4 - q1q3);
vy = 2.0f * (q1q2 + q3q4);
vz = q1q1 - q2q2 - q3q3 + q4q4;
wx = 2.0f * bx * (0.5f - q3q3 - q4q4) + 2.0f * bz * (q2q4 - q1q3);
wy = 2.0f * bx * (q2q3 - q1q4) + 2.0f * bz * (q1q2 + q3q4);
wz = 2.0f * bx * (q1q3 + q2q4) + 2.0f * bz * (0.5f - q2q2 - q3q3);
// Error is cross product between estimated direction and measured direction of gravity
ex = (ay * vz - az * vy) + (my * wz - mz * wy);
ey = (az * vx - ax * vz) + (mz * wx - mx * wz);
ez = (ax * vy - ay * vx) + (mx * wy - my * wx);
if (Ki > 0.0f)
{
eInt[0] += ex; // accumulate integral error
eInt[1] += ey;
eInt[2] += ez;
}
else
{
eInt[0] = 0.0f; // prevent integral wind up
eInt[1] = 0.0f;
eInt[2] = 0.0f;
}
// Apply feedback terms
gx = gx + Kp * ex + Ki * eInt[0];
gy = gy + Kp * ey + Ki * eInt[1];
gz = gz + Kp * ez + Ki * eInt[2];
// Integrate rate of change of quaternion
pa = q2;
pb = q3;
pc = q4;
q1 = q1 + (-q2 * gx - q3 * gy - q4 * gz) * (0.5f * deltat);
q2 = pa + (q1 * gx + pb * gz - pc * gy) * (0.5f * deltat);
q3 = pb + (q1 * gy - pa * gz + pc * gx) * (0.5f * deltat);
q4 = pc + (q1 * gz + pa * gy - pb * gx) * (0.5f * deltat);
// Normalise quaternion
norm = sqrt(q1 * q1 + q2 * q2 + q3 * q3 + q4 * q4);
norm = 1.0f / norm;
q[0] = q1 * norm;
q[1] = q2 * norm;
q[2] = q3 * norm;
q[3] = q4 * norm;
}
view raw gistfile1.cpp hosted with ❤ by GitHub

May 18, 2015

how to make the compound bow

Windows 10 preview vs Apple Bootcamp

Installed Windows 10 tech preview on Bootcamp partition (MBPR 15' 2014). Got random freezes as response for trivial actions.
Windows Log contains numerous errors "Event 129, storahci - Reset to device ..."

Cure: disable PCI-e Link State Power management in "Power Options". (link)

Or you may use only high performance power profile.

Apr 1, 2015

Connect to NodeJS Socket.IO server from Unity3d using WebSocketSharp

It wont work out of the box. So no connections with simple

using (var ws = new WebSocket ("ws://127.0.0.1")) {
ws.Connect();
};

Socket.IO clients hides much of inner details. So when you using plain WebSocket client you need to provide some additional params like this:

using (var ws = new WebSocket ("ws://127.0.0.1/socket.io/?EIO=3&transport=websocket&b64=1")) {
ws.Connect();
};