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> Keyboard input in simCreator, Using keyboard input during runtime
dkidd3
Posted: Mar 11 2010, 08:22 AM
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I am interested in having participants enter information using a keyboard during a driving simulation. Is there a keyboard component or a peripheral device component that would allow me to integrate the keyboard into the simCreator model in addition to the steering wheel? If so, which component would need to be added to the model and does it output the key presses or keyboard input?
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hstoner
Posted: Mar 11 2010, 08:43 AM
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On each Visual Component there is a key connector. It will allow keyboard entries during the simulation. Hook your keyboard up to any of the visual channels and you can record what you need. I would suggest using the CenterChannel keyboard so all your scenario data is in one place.
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dkidd3
Posted: Apr 20 2010, 06:14 AM
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I found the key output from the Visuals channel, but am wondering how the data is logged. I tuned on the plotflag for this output, however, the variable is not showing in the Plotter. Is it because it is outputing character data? Is there a way to log character data just like numerical data (e.g., speed, brake and accel inputs)?

Essentially what I would like to do is have people interact with a keyboard or entry device and display the results on the screen. However, I would like full control so that I can customize the output based on certain keypresses.
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hstoner
Posted: Apr 20 2010, 01:30 PM
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If you want to record the key presses to a data file you need to use to ToFileChar or ToFileCharMult component. This will write character data. The plt file generated from the checked boxes only writes numeric data.

To display different values based on the keyboard input you can use JavaScript. You could use some code like the following:

CODE

button = simCreator.GetKey();

if(button ==! "")
{
 print("Pressed " + button);
}
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dkidd3
Posted: Apr 21 2010, 10:49 AM
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Thanks for the response. I only have one additional question. We are currently running simCreator 2.8 and I am having trouble finding a ToFileChar and ToFileCharMulti components. I see a ToFile component, but not the character versions. Are the two character components included in version 2.8?
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hstoner
Posted: Apr 26 2010, 05:23 AM
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No, those components are not included in 2.8. I will send you an email of the components you can try, but no guarantee they will work in the older version.
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dkidd3
Posted: May 24 2010, 08:26 AM
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There are several keys that are reserved for commands during runtime. For example, "F" will display the frame rate and "Q" will display the console. What other keyboard keys have special functions during runtime and is there a way to remap these keys?
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hstoner
Posted: May 24 2010, 10:23 AM
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At this time there is no way to remap the reserved keys.

The keys in use are
f = frame rate
c = chase camera
q = on-screen console
0, 1, 2, 3, 4, 5, 6, ` = gears
v = turn on and off the force vectors on the tiles (only seen using chase camera)

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