Beispiel #1
0
        void RefreshTracking()
        {
            RefreshTrackingList();
            if (indicatorPrefab == null)
            {
                return;
            }

            realTrackDistance = trackStartDistance / 1000f;
            int colliderMask = 0x1 << 11;
            // Find hand
            float minimalDistance = 9999f;
            int   minimalObject   = -1;

            Collider[] lcolliders = new Collider[1];
            Collider[] rcolliders = new Collider[1];

            if (handLT != null)
            {
                lcolliders = Physics.OverlapSphere(handLT.position, realTrackDistance, colliderMask);
                for (int i = 0; i < lcolliders.Length; ++i)
                {
                    // Check if it already has an indicator
                    if (lcolliders[i].tag == "InteractableObj")
                    {
                        if (m_trackingObjects.ContainsKey(lcolliders[i]))
                        {
                            m_trackingObjects[lcolliders[i]].RefreshActiveTime();
                        }
                        else
                        {
                            BindIndicatorToObject(lcolliders[i]);
                        }
                    }
                    // Single Sound test.

                    /*
                     * float minDistance = Vector3.SqrMagnitude(lcolliders[i].transform.position - handLT.position);
                     * if (minDistance < minimalDistance) {
                     *  minimalDistance = minDistance;
                     *  minimalObject = -(i + 1);           // To avoid 0
                     * }*/

                    // cylinder sound test
                    Vector3 v       = handLT.position - Camera.main.transform.position;
                    Vector3 u       = lcolliders[i].transform.position - Camera.main.transform.position;
                    float   ulength = u.magnitude;
                    float   uvdot   = Vector3.Dot(u, v);

                    // if the hand is behind camera or the object is behind the camera, ignore it
                    if (uvdot > 0 && Vector3.Dot(v, Camera.main.transform.forward) > 0)
                    {
                        float cos_theta = uvdot / (v.magnitude * ulength);

                        // use cos^2 + sin^2 = 1 and use ucos <= R is equal to u^2 cos^2 <= R^2.
                        // so that we avoid using arccos and sin to calculate triangular functions.
                        float sin_theta2 = 1.0f - cos_theta * cos_theta;
                        if (ulength * ulength * sin_theta2 <= soundCylinderRadius * soundCylinderRadius &&
                            (u - v).magnitude < minimalDistance)
                        {
                            minimalDistance = (u - v).magnitude;
                            minimalObject   = -(i + 1);
                        }
                    }
                }
            }

            if (handRT != null)
            {
                rcolliders = Physics.OverlapSphere(handRT.position, realTrackDistance, colliderMask);
                for (int i = 0; i < rcolliders.Length; ++i)
                {
                    // Check if it already has an indicator
                    if (rcolliders[i].tag == "InteractableObj")
                    {
                        if (m_trackingObjects.ContainsKey(rcolliders[i]))
                        {
                            m_trackingObjects[rcolliders[i]].RefreshActiveTime();
                        }
                        else
                        {
                            BindIndicatorToObject(rcolliders[i]);
                        }
                    }
                    // Single Sound Test

                    /*
                     * float minDistance = Vector3.SqrMagnitude(rcolliders[i].transform.position - handRT.position);
                     * if (minDistance < minimalDistance) {
                     *  minimalDistance = minDistance;
                     *  minimalObject = i + 1;           // To avoid 0
                     * }*/

                    // cylinder sound test
                    Vector3 v       = handRT.position - Camera.main.transform.position;
                    Vector3 u       = rcolliders[i].transform.position - Camera.main.transform.position;
                    float   ulength = u.magnitude;
                    float   uvdot   = Vector3.Dot(u, v);

                    // if the hand is behind camera or the object is behind the camera, ignore it
                    if (uvdot > 0 && Vector3.Dot(v, Camera.main.transform.forward) > 0)
                    {
                        float cos_theta = uvdot / (v.magnitude * ulength);

                        // use cos^2 + sin^2 = 1 and use ucos <= R is equal to u^2 cos^2 <= R^2.
                        // so that we avoid using arccos and sin to calculate triangular functions.
                        float sin_theta2 = 1.0f - cos_theta * cos_theta;
                        if (ulength * ulength * sin_theta2 <= soundCylinderRadius * soundCylinderRadius &&
                            (u - v).magnitude < minimalDistance)
                        {
                            minimalDistance = (u - v).magnitude;
                            minimalObject   = (i + 1);
                        }
                    }
                }
            }

            if (m_testSingleSound && minimalDistance != 9999f)
            {
                //Debug.Log("Single sound enabled");
                IDistanceIndicator newIndicator = null;
                if (minimalObject < 0)
                {
                    newIndicator = m_trackingObjects[lcolliders[-minimalObject - 1]];
                }
                else
                {
                    newIndicator = m_trackingObjects[rcolliders[minimalObject - 1]];
                }

                if (m_lastSingleSound != null && m_lastSingleSound != newIndicator)
                {
                    setSoundPlayForIndicator(m_lastSingleSound, false);
                }
                m_lastSingleSound = newIndicator;
                setSoundPlayForIndicator(newIndicator, true);

                // Debug.Log("New Indicator:" + newIndicator.transform.parent.name);

                /*
                 * if (newIndicator is DistanceIndicator) {
                 *  DistanceIndicator newSLIndicator = (DistanceIndicator)newIndicator;
                 *  if (m_lastSingleSound != null && m_lastSingleSound != newIndicator) {
                 *      m_lastSingleSound.notifySound.gameObject.SetActive(false);
                 *      m_lastSingleSound = newSLIndicator;
                 *      m_lastSingleSound.notifySound.gameObject.SetActive(true);
                 *  }
                 *  else if (m_lastSingleSound == null) {
                 *      m_lastSingleSound = newSLIndicator;
                 *      m_lastSingleSound.notifySound.gameObject.SetActive(true);
                 *  }
                 * }*/
            }
            else if (m_lastSingleSound != null)
            {
                setSoundPlayForIndicator(m_lastSingleSound, false);
                m_lastSingleSound = null;
            }

            // Text Update
            if (screenText != null)
            {
                float thresholdDis = 0.3f * realTrackDistance;
                if (m_trackingObjects.Count == 0)
                {
                    screenText.setText("Move Forward");
                }
                else if (minimalDistance >= thresholdDis * thresholdDis)
                {
                    // In this way because minimalDistance is sqrt magnitude
                    screenText.setText("Keep Going");
                }
                else
                {
                    screenText.setText("");
                }
            }
        }