Swagger IO: Automate client code generation

The [Swagger.IO Editor] UI is great for generating code, but sometimes you want to automate the whole process. You might have to do that if your REST API has upcoming changes and if you always want to keep your client up to date.

[swagger-codegen]

Make sure you have [JDK7] (or better) and [Maven] in your path.

[Getting Started] shows a quick example for getting the project with GIT clone and generating a client on the command-line.

1 GIT Clone [tgraupmann-swagger-codegen]

2 Run [maven_clean_package] after cloning the repo

3 The [generate_java_clients.cmd] script will auto-generate the Razer Arena JAVA clients.

@todo: [automate these changes in the swagger java templates]

Unity: Speech Detection and Synthesis Together

To be able to call out “fire” and “stop”, I made some edits to the `F3DPlayerTurretController.cs` script.

using UnityEngine;
using System.Collections;
using UnityWebGLSpeechDetection;

namespace Forge3D
{
    public class F3DPlayerTurretController : MonoBehaviour
    {
        RaycastHit hitInfo; // Raycast structure
        public F3DTurret turret;
        bool isFiring; // Is turret currently in firing state
        public F3DFXController fxController;

        // reference to the proxy
        private ISpeechDetectionPlugin _mSpeechDetectionPlugin = null;

        enum FireState
        {
            IDLE,
            DETECTED_FIRE,
            FIRE_ONCE,
            FIRE_IDLE,
            DETECTED_STOP,
            STOP_ONCE
        }

        // detect the word once in all updates
        private static FireState _sFireState = FireState.IDLE;

        // make sure all turrets detect the async word in their update event
        private static bool _sReadyForLateUpdate = false;

        // init the speech proxy
        private IEnumerator Start()
        {
            // get the singleton instance
            _mSpeechDetectionPlugin = ProxySpeechDetectionPlugin.GetInstance();

            // check the reference to the plugin
            if (null == _mSpeechDetectionPlugin)
            {
                Debug.LogError("Proxy Speech Detection Plugin is not set!");
                yield break;
            }

            // wait for plugin to become available
            while (!_mSpeechDetectionPlugin.IsAvailable())
            {
                yield return null;
            }

            // subscribe to events
            _mSpeechDetectionPlugin.AddListenerOnDetectionResult(HandleDetectionResult);

            // abort and clear existing words
            _mSpeechDetectionPlugin.Abort();
        }

        // Handler for speech detection events
        void HandleDetectionResult(object sender, SpeechDetectionEventArgs args)
        {
            if (null == args.detectionResult)
            {
                return;
            }
            SpeechRecognitionResult[] results = args.detectionResult.results;
            if (null == results)
            {
                return;
            }
            bool doAbort = false;
            foreach (SpeechRecognitionResult result in results)
            {
                SpeechRecognitionAlternative[] alternatives = result.alternatives;
                if (null == alternatives)
                {
                    continue;
                }
                foreach (SpeechRecognitionAlternative alternative in alternatives)
                {
                    if (string.IsNullOrEmpty(alternative.transcript))
                    {
                        continue;
                    }
                    string lower = alternative.transcript.ToLower();
                    Debug.LogFormat("Detected: {0}", lower);
                    if (lower.Contains("fire"))
                    {
                        if (_sFireState == FireState.IDLE)
                        {
                            _sFireState = FireState.DETECTED_FIRE;
                        }
                        doAbort = true;
                    }

                    if (lower.Contains("stop"))
                    {
                        if (_sFireState == FireState.FIRE_IDLE)
                        {
                            _sFireState = FireState.DETECTED_STOP;
                        }
                        doAbort = true;
                    }
                }
            }

            // abort detection on match for faster matching on words instead of complete sentences
            if (doAbort)
            {
                _mSpeechDetectionPlugin.Abort();
            }
        }

        // make the async detected word, detectable at the start of all the update events
        void LateUpdate()
        {
            if (_sReadyForLateUpdate)
            {
                _sReadyForLateUpdate = false;
                switch (_sFireState)
                {
                    case FireState.DETECTED_FIRE:
                        _sFireState = FireState.FIRE_ONCE;
                        break;
                    case FireState.FIRE_ONCE:
                        _sFireState = FireState.FIRE_IDLE;
                        break;
                    case FireState.DETECTED_STOP:
                        _sFireState = FireState.STOP_ONCE;
                        break;
                    case FireState.STOP_ONCE:
                        _sFireState = FireState.IDLE;
                        break;
                }
            }
        }

        void Update()
        {
            CheckForTurn();
            CheckForFire();

            // After update, use one late update to detect the async word
            _sReadyForLateUpdate = true;
        }

        void CheckForFire()
        {
            // Fire turret
            //if (!isFiring && Input.GetKeyDown(KeyCode.Mouse0))
            if (!isFiring && _sFireState == FireState.FIRE_ONCE)
            {
                isFiring = true;
                fxController.Fire();
            }

            // Stop firing
            //if (isFiring && Input.GetKeyUp(KeyCode.Mouse0))
            if (isFiring && _sFireState == FireState.STOP_ONCE)
            {
                isFiring = false;
                fxController.Stop();
            }
        }

To be able to call out the names of weapons and to add speech, I made some edits to the `F3DFXController` script.

using System.Collections;
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityWebGLSpeechDetection;
using UnityWebGLSpeechSynthesis;

namespace Forge3D
{
// Weapon types
    public enum F3DFXType
    {
        Vulcan,
        SoloGun,
        Sniper,
        ShotGun,
        Seeker,
        RailGun,
        PlasmaGun,
        PlasmaBeam,
        PlasmaBeamHeavy,
        LightningGun,
        FlameRed,
        LaserImpulse
    }

    public class F3DFXController : MonoBehaviour
    {
        /// <summary>
        /// Voices drop down
        /// </summary>
        public Dropdown _mDropdownVoices = null;

        /// <summary>
        /// Reference to the proxy
        /// </summary>
        private ISpeechDetectionPlugin _mSpeechDetectionPlugin = null;

        /// <summary>
        /// Reference to the proxy
        /// </summary>
        private ISpeechSynthesisPlugin _mSpeechSynthesisPlugin = null;

        /// <summary>
        /// Reference to the supported voices
        /// </summary>
        private VoiceResult _mVoiceResult = null;

        /// <summary>
        /// Reference to the utterance, voice, and text to speak
        /// </summary>
        private SpeechSynthesisUtterance _mSpeechSynthesisUtterance = null;

        /// <summary>
        /// Track when the utterance is created
        /// </summary>
        private bool _mUtteranceSet = false;

        /// <summary>
        /// Track when the voices are created
        /// </summary>
        private bool _mVoicesSet = false;

        enum WeaponState
        {
            IDLE,
            DETECTED_LEFT,
            LEFT_ONCE,
            DETECTED_RIGHT,
            RIGHT_ONCE
        }

        // detect the word once in all updates
        private static WeaponState _sWeaponState = WeaponState.IDLE;

        // make sure all turrets detect the async word in their update event
        private static bool _sReadyForLateUpdate = false;

        // Singleton instance
        public static F3DFXController instance;

        // init the speech proxy
        private IEnumerator Start()
        {
            // get the singleton instance
            _mSpeechDetectionPlugin = ProxySpeechDetectionPlugin.GetInstance();

            // check the reference to the plugin
            if (null == _mSpeechDetectionPlugin)
            {
                Debug.LogError("Proxy Speech Detection Plugin is not set!");
                yield break;
            }

            // wait for plugin to become available
            while (!_mSpeechDetectionPlugin.IsAvailable())
            {
                yield return null;
            }

            _mSpeechSynthesisPlugin = ProxySpeechSynthesisPlugin.GetInstance();
            if (null == _mSpeechSynthesisPlugin)
            {
                Debug.LogError("Proxy Speech Synthesis Plugin is not set!");
                yield break;
            }

            // wait for proxy to become available
            while (!_mSpeechSynthesisPlugin.IsAvailable())
            {
                yield return null;
            }

            // subscribe to events
            _mSpeechDetectionPlugin.AddListenerOnDetectionResult(HandleDetectionResult);

            // abort and clear existing words
            _mSpeechDetectionPlugin.Abort();

            // Get voices from proxy
            GetVoices();

            // Create an instance of SpeechSynthesisUtterance
            _mSpeechSynthesisPlugin.CreateSpeechSynthesisUtterance((utterance) =>
            {
                //Debug.LogFormat("Utterance created: {0}", utterance._mReference);
                _mSpeechSynthesisUtterance = utterance;

                // The utterance is set
                _mUtteranceSet = true;

                // Set the default voice if ready
                SetIfReadyForDefaultVoice();
            });
        }

        /// <summary>
        /// Get voices from the proxy
        /// </summary>
        /// <returns></returns>
        private void GetVoices()
        {
            // get voices from the proxy
            _mSpeechSynthesisPlugin.GetVoices((voiceResult) =>
            {
                _mVoiceResult = voiceResult;

                // prepare the voices drop down items
                SpeechSynthesisUtils.PopulateVoicesDropdown(_mDropdownVoices, _mVoiceResult);

                // The voices are set
                _mVoicesSet = true;

                // Set the default voice if ready
                SetIfReadyForDefaultVoice();
            });
        }

        /// <summary>
        /// Set the default voice if voices and utterance are ready
        /// </summary>
        private void SetIfReadyForDefaultVoice()
        {
            if (_mVoicesSet &&
                _mUtteranceSet)
            {
                // set the default voice
                SpeechSynthesisUtils.SetDefaultVoice(_mDropdownVoices);

                // enable voices dropdown
                SpeechSynthesisUtils.SetInteractable(true, _mDropdownVoices);

                Voice voice = SpeechSynthesisUtils.GetVoice(_mVoiceResult, SpeechSynthesisUtils.GetDefaultVoice());

                _mSpeechSynthesisPlugin.SetVoice(_mSpeechSynthesisUtterance, voice);

                // drop down reference must be set
                if (_mDropdownVoices)
                {
                    // set up the drop down change listener
                    _mDropdownVoices.onValueChanged.AddListener(delegate {
                        // handle the voice change event, and set the voice on the utterance
                        SpeechSynthesisUtils.HandleVoiceChanged(_mDropdownVoices,
                            _mVoiceResult,
                            _mSpeechSynthesisUtterance,
                            _mSpeechSynthesisPlugin);
                    });
                }
            }
        }

        /// <summary>
        /// Speak the utterance
        /// </summary>
        private void Speak(string text)
        {
            if (!_mVoicesSet ||
                !_mUtteranceSet)
            {
                // not ready
                return;
            }

            // Cancel if already speaking
            _mSpeechSynthesisPlugin.Cancel();

            // Set the text that will be spoken
            _mSpeechSynthesisPlugin.SetText(_mSpeechSynthesisUtterance, text);

            // Use the plugin to speak the utterance
            _mSpeechSynthesisPlugin.Speak(_mSpeechSynthesisUtterance);
        }

        // Handler for speech detection events
        void HandleDetectionResult(object sender, SpeechDetectionEventArgs args)
        {
            if (null == args.detectionResult)
            {
                return;
            }
            SpeechRecognitionResult[] results = args.detectionResult.results;
            if (null == results)
            {
                return;
            }
            bool doAbort = false;
            foreach (SpeechRecognitionResult result in results)
            {
                SpeechRecognitionAlternative[] alternatives = result.alternatives;
                if (null == alternatives)
                {
                    continue;
                }
                foreach (SpeechRecognitionAlternative alternative in alternatives)
                {
                    if (string.IsNullOrEmpty(alternative.transcript))
                    {
                        continue;
                    }
                    string lower = alternative.transcript.ToLower();
                    Debug.LogFormat("Detected: {0}", lower);
                    if (lower.Contains("left"))
                    {
                        if (_sWeaponState == WeaponState.IDLE)
                        {
                            _sWeaponState = WeaponState.DETECTED_LEFT;
                        }
                        doAbort = true;
                        break;
                    }

                    else if (lower.Contains("right"))
                    {
                        if (_sWeaponState == WeaponState.IDLE)
                        {
                            _sWeaponState = WeaponState.DETECTED_RIGHT;
                        }
                        doAbort = true;
                        break;
                    }

                    else if (lower.Contains("lightning"))
                    {
                        if (DefaultFXType != F3DFXType.LightningGun)
                        {
                            DefaultFXType = F3DFXType.LightningGun;
                            Speak(string.Format("{0} is active, sir", DefaultFXType));
                        }
                        doAbort = true;
                        break;
                    }

                    else if (lower.Contains("beam"))
                    {
                        if (DefaultFXType != F3DFXType.PlasmaBeam)
                        {
                            DefaultFXType = F3DFXType.PlasmaBeam;
                            Speak(string.Format("{0} is active, sir", DefaultFXType));
                        }
                        doAbort = true;
                        break;
                    }
                }
            }

            // abort detection on match for faster matching on words instead of complete sentences
            if (doAbort)
            {
                _mSpeechDetectionPlugin.Abort();
            }
        }

        // make the async detected word, detectable at the start of all the update events
        void LateUpdate()
        {
            if (_sReadyForLateUpdate)
            {
                _sReadyForLateUpdate = false;
                switch (_sWeaponState)
                {
                    case WeaponState.DETECTED_LEFT:
                        _sWeaponState = WeaponState.LEFT_ONCE;
                        break;
                    case WeaponState.LEFT_ONCE:
                        _sWeaponState = WeaponState.IDLE;
                        break;
                    case WeaponState.DETECTED_RIGHT:
                        _sWeaponState = WeaponState.RIGHT_ONCE;
                        break;
                    case WeaponState.RIGHT_ONCE:
                        _sWeaponState = WeaponState.IDLE;
                        break;
                }
            }
        }

        void Update()
        {
            // Switch weapon types using keyboard keys
            //if (Input.GetKeyDown(KeyCode.RightArrow))
            if (_sWeaponState == WeaponState.LEFT_ONCE)
                NextWeapon();
            //else if (Input.GetKeyDown(KeyCode.LeftArrow))
            if (_sWeaponState == WeaponState.RIGHT_ONCE)
                PrevWeapon();

            // After update, use one late update to detect the async word
            _sReadyForLateUpdate = true;
        }

Unity: OSVR Rendering Plugin For Unity

[OSVR-Unity-Rendering]

Which is similar to:

[Unity Sample Plugin Source]

Dependencies:

[OSVR SDK for Windows]

* Includes: Add `C:\Program Files\OSVR\SDK\x86\include`

* Includes: Add `C:\Program Files\OSVR\SDK\x64\include`

* (32-bit) Libraries: Add `C:\Program Files\OSVR\SDK\x86\lib`

* (64-bit) Libraries: Add `C:\Program Files\OSVR\SDK\x64\lib`

* Add Library: osvrRenderManager.lib

[Boost C++ Libraries] [binaries]

* (32-bit) Includes: Add `C:\local\boost_1_63_0_x86`

* (64-bit) Includes: Add `C:\local\boost_1_63_0_x64`

* (32-bit) Include: Add `C:\local\boost_1_63_0_x86\libs`

* (64-bit) Include: Add `C:\local\boost_1_63_0_x64\libs`

[Glew]

* Includes: Add `C:\local\glew-2.0.0\include`

* (32-bit) Libraries: Add `C:\local\glew-2.0.0\lib\Release\Win32`

* (64-bit) Libraries: Add `C:\local\glew-2.0.0\lib\Release\x64`

Unity: SteamVR Center View

The Unity [SteamVR Plugin] has an API to center the VR view. It’s great when VR apps have a key mapped to do this.

using UnityEngine;
using Valve.VR;

public class SteamVRRecenter : MonoBehaviour
{
    // Keep the script around
    private void Start()
    {
        DontDestroyOnLoad(gameObject);
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetKeyUp(KeyCode.L))
        {
            var system = OpenVR.System;
            if (system != null)
            {
                system.ResetSeatedZeroPose();
            }
        }
    }
}