Java Library for Sixense Products

Some of you may know of the 6DOF controller known as the Razer Hydra designed by Sixense. You may also know that the only way to communicate with the controller is through a set of C++ libraries (here). This is quite an inconvienience for Java developers such as myself so I have been working on a Java wrapper for the Sixense libraries for a little while now. This wrapper is in no way complete though it is slowly getting closer. I should note that I am not a C++ programmer so if any one of you fine chaps would like to critique my code, feel free. Have fun!

Features:
~ Java methods for each function in the sixense library
~ Java methods for the Controller Manager, ButtonStates, FPSPlayerMovement, FPSViewAngles, FPSEvents and Derivatives
~ Java enums provided in place of C++ enums

Included in the zip file:
~ SixenseJava.jar: the Java end of the wrapper
~ SixenseJava32.dll: the native side of the wrapper compiled for Win32
~ SixenseJava64.dll: the native side of the wrapper compiled for x64
~ libSixenseJava32.so: the native side of the wrapper compiled for linux-i386
~ libSixenseJava64.so: the native side of the wrapper compiled for linux-x86_64
~ JavaDocs for everything implemented so far!
~ Source code for both the Java portion and native portion
~ Symbols file for SixenseJava*.dll

Goals:
~ Provide methods for other functions in the sixense_utils library
~ Provide JavaDocs for every function

GitHub
Sixense Java Library Download

why not publish it on something like github, so others can easily comment/constribute to your libary

Excellent idea! I have now posted a link to the project on GitHub.

I will need to make a game just for this.

Just a little update adding x64 support and access to the FPSEvents methods.

A few changes have been made including one that should fix the problems some people have been having with libraries not being loaded or incorrect libraries not being loaded.

Are there native backends for Linux & Mac?

I have not pre-compiled any as I do not own a mac or a linux machine, but that is on my list of things to do. If you need them asap, feel free to download the code and compile them yourself.

Nah, was just wondering.

But why not cross-compile?

A few changes have been made including one that should fix the problems some people have been having with libraries not being loaded or incorrect libraries not being loaded.

Are there native backends for Linux & Mac?

I have not pre-compiled any as I do not own a mac or a linux machine, but that is on my list of things to do. If you need them asap, feel free to download the code and compile them yourself.

Nah, was just wondering.

But why not cross-compile?

I am only a C++ programmer by necessity so I may not know of some tool, but from what I have read cross compiling is best avoided. That being said, I have worked tirelessly over the past few days to learn how to compile this properly on Linux. The libraries are within the zip file for public consumption.

“A small chance of failure is better than no chance of success.”

  • Me, just then.

I am only a C++ programmer by necessity so I may not know of some tool, but from what I have read cross compiling is best avoided. That being said, I have worked tirelessly over the past few days to learn how to compile this properly on Linux. The libraries are within the zip file for public consumption.

“A small chance of failure is better than no chance of success.”

  • Me, just then.

just $100? 8) I want to get one of those and pair it with an Oculus rift, and maybe a Razer tiamat 7.1! that would make a relatively inexpensive VR system compared to what’s out there.

Well there is a video of that:

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Anywho, I should mention that pre-compiled Mac libraries will not be coming until I finish wrapping the remaining few classes as I do not have a Mac (at least one running a Mac OS) and I am avoiding the annoyingness that is compiling for Mac on linux as long as possible.

just $100? 8) I want to get one of those and pair it with an Oculus rift, and maybe a Razer tiamat 7.1! that would make a relatively inexpensive VR system compared to what’s out there.