Navigation

Ventuz 6 Quick Guide

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Designer Overview
  • Ventuz System Requirements
  • Configuration
  • Video/Audio Configuration
  • Machine Configuration
  • GPI Configuration for Runtime or Director
  • Optimize Rendering Performance
  • Supported Formats
  • Supported Hardware
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • What's new
  • FAQ
  • Common Mistakes
  • Deployment
  • Migration Guide
  • Ventuz 5 Migration Guide
  • Summary Shortcuts

Ventuz 6 Designer

  • Index
  • Getting Started
  • Designer Options
  • Designer Overview
Projects & Scenes
  • Projects and Scenes
  • Project Browser
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Tree
  • Scene Management
  • Scene Statistics
  • Deployment
Interface
  • Designer Interface
  • Renderer Window
  • Realtime Rendering
  • Optimize Scene Performance
  • Performance Statistics
  • Transformation Gizmo
  • Render to Disk
  • Camera Navigation
  • Isolated Objects
  • Manipulate Objects with Gizmos
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Layer Editor Shortcuts
  • Hierarchy Editor
  • Working with Nodes
  • Containers
  • Find and Replace
  • Shortcuts Hierarchy Editor
  • Content Editor
  • Working with Nodes
  • Containers
  • Content Editor Shortcuts
  • Toolbox
  • Property Editor
  • Project Data and Scene Data
  • Property Groups
  • Shader Editor
  • Text Editor
  • Scene Tree
  • Message View
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Animation Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Shortcuts Animation Editor
  • Text Rendering
  • Text Editor
  • Character Sets
  • Geometry Import
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • How to work with Head Mounted Displays
  • Cluster
  • Multi Display Setups and Shaping
  • Warping, Soft Edging and Masking
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes

Ventuz 6 Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
LAYER
  • 3D Layers
  • 3D Layer Reference
  • 2D Layers
  • PSD Import Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Text Splitter
  • Timer
  • Toggle
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths

Ventuz 6 Configuration Editor

  • Configuration
  • Machine Configuration
  • Video/Audio Configuration
  • Web Configuration Editor and License Manager
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Supported Hardware
  • How to Setup a Cluster Render

Ventuz 6 Director

  • Application Settings
  • Assets
  • Channels
  • Command Line Options
  • Content References
  • Designing Templates
  • Environment
  • Glossary
  • Index
  • Introduction
  • Pages
  • Playlist
  • Plug-Ins
  • Project Data
  • Property Editor
  • Shortcuts
  • GPI Configuration
  • Shot Box
  • Show
  • Taking Action
  • Timeline
  • Topology
  • User Interface
  • Director Mode
  • Macros

How To

  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop workflow
  • How to use Head Mounted Displays
  • How to work with Shadows
  • How to use Emoijs
  • How to Build a Template
  • How to use Newtek NDI
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to Setup a Cluster Render
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to setup Spout with Ventuz
  • How to use the Substance Integration

Keyboard Shortcuts

  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Advanced and Development

  • Command Line Options
  • Remoting Overview
  • Remoting 4
  • Remoting 4 via Websockets
  • Deprecated Remoting
  • Ventuz IP Ports
  • Ventuz Machine Service
  • Remoting Machine Signature
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API

General Reference

  • Terminology
  • Manual Index

Miscellaneous

  • Presets
« Previous Article
» Index «
Next Article »

Interaction Rectangle

Table of Contents

  1. Node Usage
  2. Message Format

Interaction Rectangle Rectangular geometry collecting and sending interaction events via UDP or ANC channel

The Interaction Rectangle node renders a rectangle geometry, collects all interaction (mouse, touch, keyboard) and sends this data in an Open Sound Control based protocol via UDP or the VIO ANC channel for further processing by the Live Video texture provider.

Node Usage

This node was basically introduced to provide the possibility of interaction with a Live Video texture source. Possible scenarios could be:

  • A VIO implementation in a game engine providing the render output and giving the possibility to interact with the game engine scene
  • Another VIO application could be the interaction with a Virtual Machine like ​Virtual Box (Remote Desktop from within Ventuz)
  • A simpler 'Virtual Machine' application could be accomplished by using a Video Input card to grab the content of another computer; this computer would require a service which receives the interaction data via UDP and injects mouse, keyboard and touch commands

All these applications of course require software development and custom modifications on side of the 'video texture provider'.

The Interaction Rectangle provides some input properties to control the behavior of the node. With InteractionReceiver you define if the interaction data should be sent via UDP or the ANCillary Channel of the Live Video Input. The ReceiverID is needed to specify the receiver of the interaction messages. In ANC mode the ReceiverID must match the Ordinal (index) of the Live Video input. IP and Port define where to send via UDP. The ScreenAligned property toggles the geometry size between 1x1 and full layer. The Interaction property defines which types of interaction events (Keyboard, Mouse, Touch) should be sent. If you disable the node via the Enabled property, it does not react to any interaction and does not send any data. The TouchGroupFilter property which all Interaction nodes have in common is described here.
The mouse and touch events are only sent if they were generated inside the boundaries of the Interaction Rectangle geometry. The position is always mapped to 0-1, 0-1. Keyboard events are always sent if the renderer window has the focus and Keyboard is enabled in the Interaction property.
Via the Custom Verbs of the Property Editor it is possible to add output property sets which provide information about active Mouse and Multi-Touch events. A description of the fixed output properties and events, that all Interaction nodes have in common, can be found here.

The Mouse and Multi-Touch events can only be interpreted correctly if the Interaction Rectangle is not rotated at all!

The node is only sending if the Cluster Networking is configured to Single or Master!

Message Format

The interaction events collected by the node are formatted as OSC bundles. For details about the OSC format see the Remoting 4 Protocol Specification. The message format may look complicated. The reason for this is that it is based on our internal Input Subsystem format that is used for input synchronisation in a multi-machine Cluster.

The message structure looks like follows:

OscBundle Address Arguments Array
OscElement /ventuz/<i_ReceiverID>/InputTimecode <d_Timecode>
OscElement[n] /ventuz/<i_ReceiverID>/<s_DeviceType>/<i_DeviceID>/<s_ID>/<i_TouchGroup> <i_TouchType>, <s_TouchID>, <f_X>, <f_Y>, <f_Z>, <f_Pressure>, <f_Angle>
-
<i_Value>
<f_X>, <f_Y>, <f_Z>

The OscBundle contains at least two OscElements. The first OscElement carries the timecode message. Its address is /ventuz/<i_ReceiverID>/InputTimecode where <i_ReceiverID> is an integer number representing the receiver ID. The argument carried by this OscElement is a double value representing the timecode of the frame in which the interaction data was recorded. All subsequent OscElements carry interaction data; the address is always /ventuz/<i_ReceiverID>/<s_DeviceType>/<i_DeviceID>/<s_ID>/<i_TouchGroup>.

The address parameters have following meaning and content:

Address Parameter Meaning Possible Values
<i_ReceiverID> identifies the receiver of the OscElement integer >= 0
<s_DeviceType> string specifying the type of the interaction data MultiTouch, Mouse, Keyboard
<i_DeviceID> ID of the interaction device this information was created by any integer
<s_ID> string ID representing the type of input information ID_TouchAdd, ID_TouchUpdate, ID_TouchRemove, ID_MouseButtonDown, ID_MousePosition, ID_MouseButtonUp, ID_MouseWheel, ID_MouseHover, ID_MouseDoubleClick, ID_MouseDoubleClick2
<i_TouchGroup> integer value representing a bitmask for four different touch groups integer 0-31

The different argument types and values are explained here:

Argument Parameter Meaning Possible Values
<d_Timecode> timecode of the interaction data double >= 0.0
<i_TouchType> type of touch 0 = Cursor, 1 = Marker, 2 = VR
<s_TouchID> string representing numeric ID of the touch (e.g. finger) integer >= 0
<f_X> X position of touch or mouse float in range [0.0; 1.0]
<f_Y> Y position of touch or mouse float in range [0.0; 1.0]
<f_Z> Z position of touch or mouse float in range [0.0; 1.0]
<f_Pressure> pressure value of the touch float in range [0.0; 1.0]
<f_Angle> rotation angle of a touch marker float in range [0.0; 360.0]
<i_Value> mouse button or key code integer

You can use the Ventuz OSC library to receive the interaction data via UDP.

To receive the interaction events in the VIO API use the vAncFromVentuz() method with ITAC as FourCC code.

See also:
  • Multi Touch
  • Ventuz Input Subsystem
  • Open Sound Control
  • VIO API
  • Remoting 4 Protocol

« Previous Article
» Index «
Next Article »
Copyright 2020 Ventuz Technology