Note : All coordinates are (otherwise specified) normalized [0-1] with a top left origin.
When an object enters, is updated or leaves the scene
plain text/object/enter arg0 arg1 ... argN /object/update arg0 arg1 ... argN /object/leave arg0 arg1 ... argN where args are : 0: frame (int) // Scene frame number 1: id (int) // id ex : 42th object to enter stage has id=42 2: oid (int) // Ordered id ex : if 3 objects on stage, 43th object can have oid=2 3: age (float) // Alive time (in s) 4: centroid.x (float 0:1) // Position projected to the ground (normalized) 5: centroid.y (float 0:1) 6: velocity.x (float) // Speed and direction vector (in unit.s-1) (normalized) 7: velocity.y (float) 8: orientation (float 0:360) // With respect to horizontal axis right (0° = (1,0)), rotate counter-clockwise Estimation of the object orientation from its rotation and velocity 9: boundingRect.x (float 0:1) // Bounding box centre coord (normalized) 10: boundingRect.y (float 0:1) 11: boundingRect.width (float 0:1) // Bounding box width (normalized) 12: boundingRect.height (float 0:1) 13: boundingRect.rotation (float 0:360)// With respect to horizontal axis right counter-clockwise 14: height (float) // Height of the object (in m) (absolute) /object/enter/extra arg0 arg1 ... argN /object/update/extra arg0 arg1 ... argN /object/leave/extra arg0 arg1 ... argN 0: frame (int) // Scene frame number 1: id (int) // id ex : 42th object to enter scene has pid=42 2: oid (int) // Ordered id ex : if 3 object on stage, 43th object might have oid=2 3: highest.x (float 0:1) // Highest point placement (normalized) 4: highest.y (float 0:1) 5: distance (float) // Sensor distance (in m) 6: reflectivity (float) // Reflection value from Lidar sensor
Please note: The velocity is also normalized as the other position-dependant parameters (centroid, bounds, etc...). This was done for uniformity sake regarding the other arguments and is also the case in TUIO. This means that for non-square scenes, you will have a speed value scaled differently for x and y. If you want to do meaningful operations based on speed, you will have to multiply the x value by scene.width and the y value by scene.height.
Scene information
plain text/scene arg0 arg1 ... argN 0: frame (int) // Scene frame number 1: objectCount (int) // Number of objects 2: scene.width (float) // Size (in m) 3: scene.height (float)
Fusion software specific information
plain text/fusion arg0 arg1 ... argN 0: videoOut.offset.x (float) // Offset from scene top left (in m) 1: videoOut.offset.y (float) 2: videoOut.width (float) // Size (in m) 3: videoOut.height (float) 4: videoOut.widthInPixels (int) // Resolution (in pixels) 5: videoOut.heightInPixels (int)