other:visual3dserver:documentation:cmotionserver_overview
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| + | ====== CMotionServer Overview ====== | ||
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| + | The C-Motion Server (CMS) is a network application that makes real-time hardware data available to multiple client applications using the Visual3D pipeline command language. | ||
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| + | ==== Contents ==== | ||
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| + | ==== Core Features ==== | ||
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| + | - streaming from multiple real-time mocap hardware sources.\\ | ||
| + | - basic 2-D and 3-D data visualization.\\ | ||
| + | - pipeline command processing.\\ | ||
| + | - connection from multiple clients applications.\\ | ||
| + | - common XML mocap language broadcast over TCP and UDP networks.\\ | ||
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| + | ==== 3rd Party Real-Time Hardware Systems ==== | ||
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| + | CMS Supports the follow hardware systems: | ||
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| + | AMTI Gen5 - USB - force plates\\ | ||
| + | Bertec AM6x00 - USB - force plates\\ | ||
| + | MAC Cortex - TCP/IP - markers and force plates\\ | ||
| + | NDI First Principles - TCP/IP - markers\\ | ||
| + | Qualisys Track Manager - TCP/IP - markers and force plates\\ | ||
| + | Vicon DataStream (Nexus) - TCP/IP - markers and force plates\\ | ||
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| + | In addition, CMS can treat a C3D file as a hardware system. This is very useful for working with pre-record data. | ||
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| + | ==== Visual3D Pipeline Commands ==== | ||
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| + | CMS supports the following subset of Visual3D pipeline commands:\\ | ||
| + | \\ | ||
| + | Center of Pressure (COP)\\ | ||
| + | Center of Mass (COM)\\ | ||
| + | First Derivative\\ | ||
| + | Force\\ | ||
| + | Ground Reaction Force (GRF)\\ | ||
| + | Joint Angle\\ | ||
| + | Multiply by Constant\\ | ||
| + | Subtract Signals\\ | ||
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| + | ==== Client Applications ==== | ||
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| + | CMS can talk to multiple client applications at one time over the network. | ||
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| + | A client connects over TCP/IP on port 12099. This can be done on any platform (e.g., Windows, Mac OS X, Linux, iOS, Android, etc.) using any language of choice (e.g., C, C++, Java, Python, etc.). Example code is provided below. | ||
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| + | Once connected, a client sends commands (see Common XML Motion Language below) to the server and then waits for a response. CMS responds to client commands with data and status indicators as appropriate. The client then processes and displays the results to end users. | ||
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| + | ==== Common XML Motion Language ==== | ||
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| + | === Connect === | ||
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| + | The first XML command a client must send to CMS is the **connect** command. | ||
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| + | Syntax:\\ | ||
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| + | \\ | ||
| + | '' | ||
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| + | < | ||
| + | < | ||
| + | </ | ||
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| + | '' | ||
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| + | \\ | ||
| + | Data from various hardware systems is collected in the server and then repackaged in a common XML based language. | ||
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| + | The Server accepts a subset of the standard Visual3D pipeline commands and then applies those commands to the real-time hardware data. The results are then packaged up in a common XML based language and broadcast. | ||
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other/visual3dserver/documentation/cmotionserver_overview.1721149335.txt.gz · Last modified: by sgranger
