Ejemplo n.º 1
0
        void Update()
        {
            // TODO: Turns out this has some issues. It's -1 at the upper extent, and 1 at the lower. It seems to also extend beyond 1/-1 which is shouldn't.
            // TODO : Really, we want this to be a non-linear control, it should be possible at the extremes to spend longer with more control
            brightnessRatio = Mathf.Clamp(ratioController.getVerticalDirection(), -1, 1);

            // Don't over communicate :-)
            if (Mathf.Abs(previousBrightnessRatio - brightnessRatio) > 0.01)
            {
                NetworkManager.instance.SetFloat("brightnessRatio", brightnessRatio);
                Debug.Log("Brightness Ratio " + brightnessRatio);
                previousBrightnessRatio = brightnessRatio;
            }

            cameraRig.SetBinocularSuppressionRatio(brightnessRatio);

            //Now lets check to see if the headset if being held still
            if (!ignoreStillnessSensor)
            {
                float still = stillness.getTimeStill();
                Debug.Log("Time still " + still);
                if (still > secondsOfStillnessForSelect)
                {
                    //Selected!
                    indicator.Reset();
                    StoreSuppressionRatioAndQuit();
                }
                else
                {
                    //redraw the indicator and play a rising tone?!?
                    float percentage = (still / secondsOfStillnessForSelect);
                    //Debug.Log("Percentage still " + percentage);
                    indicator.SetIndicatorPercentage(percentage);
                }
            }

            if (esInput.GetShortButtonPress("EyeSkills Confirm") || NetworkManager.instance.GetButton("save"))
            {
                StoreSuppressionRatioAndQuit();
            }
            else if (esInput.GetShortButtonPress("EyeSkills Up") || NetworkManager.instance.GetButton("inConflict"))
            {
                AudioManager.instance.Say("inConflict");
                model.IntoConflict();
            }
            else if (esInput.GetShortButtonPress("EyeSkills Down") || NetworkManager.instance.GetButton("outOfConflict"))
            {
                AudioManager.instance.Say("notInConflict");
                model.OutOfConflict();
            }
        }
        IEnumerator DemonstrateBinocularSuppressionRatio(EyeSkillsVRHeadsetInput ratioController,
                                                         ConflictZoneModel model,
                                                         EyeSkillsCameraRig cameraRig)
        {
            float brightnessRatio;

            while (true)
            {
                //Update the luminance ratio for each eye
                brightnessRatio = Mathf.Clamp(ratioController.getVerticalDirection(), -1, 1);

                cameraRig.SetBinocularSuppressionRatio(brightnessRatio);

                yield return(null);
            }
        }
        /// <summary>
        /// Identifies the binocular suppression ratio.
        /// </summary>
        /// <returns>The binocular suppression ratio.</returns>
        /// <param name="ratioController">Ratio controller. Where we get our signal from to alter the ratio - e.g. tilt angle of head</param>
        /// <param name="model">Model. The model that provides us the conflict images.</param>
        /// <param name="cameraRig">Camera rig. The cameras whose relative brightness we wish to alter.</param>
        /// <param name="stillness">Stillness. Where we get information from about whether or not the headset is still. Might have been better to pass this headset specific mechanism to the VRHeadsetInput, which could have implemented a generic interface for reporting "stillness"</param>
        /// <param name="indicator">Indicator. The element which informs the user about the progress of the stillness based selection</param>
        /// <param name="NextStep">Next step.</param>
        /// <param name="secondsOfStillnessForSelect">Seconds of stillness for select.</param>
        IEnumerator IdentifyBinocularSuppressionRatio(EyeSkillsVRHeadsetInput ratioController,
                                                      ConflictZoneModel model,
                                                      EyeSkillsCameraRig cameraRig,
                                                      EyeSkillsVRHeadsetSelectByStillness stillness,
                                                      SelectionIndicatorScaler indicator,
                                                      Action <float> NextStep,
                                                      float secondsOfStillnessForSelect)
        {
            float suppressionRatio = 0;
            float still            = 0;
            float brightnessRatio;

            stillness.StartTracking();

            //TODO : We probably need a maximum timeout for if the headset never appears to settle!
            still = stillness.getTimeStill();
            while (still < secondsOfStillnessForSelect)
            {
                //Update the luminance ratio for each eye
                brightnessRatio = Mathf.Clamp(ratioController.getVerticalDirection(), -1, 1);

                cameraRig.SetBinocularSuppressionRatio(brightnessRatio);

                //redraw the indicator and play a rising tone?!?
                float percentage = (still / secondsOfStillnessForSelect);
                //Debug.Log("Percentage still " + percentage);
                indicator.SetIndicatorPercentage(percentage);
                yield return(null);

                still = stillness.getTimeStill();

                //Debug.Log("ratio : "+ brightnessRatio + " %:" + percentage);
            }

            stillness.StopTracking();
            indicator.Reset();
            StopConflictEnvironment();
            NextStep(suppressionRatio);
        }
        void Update()
        {
            //TODO : Do not forget these experiences started as a quick experimental hack. They must be completely refactored.

            //Debug.Log("Time still " + still);
            if (!practitionerMode)
            {
                if (chooseCancel.IsCancelled())
                {
                    ResetEyeMisalignment();
                    userWantsStraightening = true;
                }
            }

            //TODO: Confirm (or waiting a specified time, or resetting a given number of times) should exit, but restart/shaking the head should reset the camera - we ought to record each reset within the specified time.
            if (esInput.GetShortButtonPress("EyeSkills Confirm") || NetworkManager.instance.GetButton("store") || NetworkManager.instance.GetButton("start") || chooseCancel.IsCancelled()) //TODO : or SHAKE
            {
                // Time to log our new time to the calibration object.
                // We store the best (least) misalignment the participant achieved as an absolute angle
                if (cameraRig.config.leastMisalignmentBeforeFusionLost > currentAngle)
                {
                    Debug.Log("Storing least misalignment before fusion lost");
                    cameraRig.config.leastMisalignmentBeforeFusionLost = Mathf.Abs(currentAngle);
                    AudioManager.instance.Say("SavingBestAngle");
                }
                Debug.Log("Resetting eye");
                ResetEyeMisalignment();
                userWantsStraightening = true;
            }

            //if (esInput.GetShortButtonPress("EyeSkills Up"))
            //{
            //    AudioManager.instance.Say("BlinkersOn");
            //    blinker1.SetActive(true);
            //    blinker2.SetActive(true);
            //}
            //else if (esInput.GetShortButtonPress("EyeSkills Down"))
            //{
            //    AudioManager.instance.Say("BlinkersOff");
            //    blinker1.SetActive(false);
            //    blinker2.SetActive(false);
            //}

            if (userWantsStraightening)
            {
                //Debug.Log("Straightening");
                cameraRig.RotateToStraightenEye(eyeMask, turningRate * Time.deltaTime);

                // The least distance we were away from being straight.
                currentAngle = cameraRig.GetEyeAngle(eyeMask).y; //misalignedEye.transform.rotation.eulerAngles.y;
                if (currentAngle > 180)
                {
                    currentAngle = 360 - currentAngle; //HACK. Need to think this through more thoroughly.
                }
                //currentAngle = Vector3.Angle(misalignedEye.transform.rotation.eulerAngles, nonMisalignedEye.transform.rotation.eulerAngles).y;
                NetworkManager.instance.SetFloat("degree", currentAngle);
            }


            // Lets just hack the binocular suppression de-escalation to implicitly detect when it's needed
            //Debug.Log("current angle : " + currentAngle);
            if (Mathf.Approximately(currentAngle, 0) && !areRemovingSuppression)
            {
                AudioManager.instance.Say("Straightened");
                Debug.Log("Starting to remove suppression");
                areRemovingSuppression  = true;
                currentSuppressionRatio = originalSuppressionRatio;
            }
            else if (!Mathf.Approximately(currentAngle, 0) && (areRemovingSuppression))
            {
                //the cameras are no longer straight, but we had been manipulating the suppression ratio, so reset it
                Debug.Log("Resetting suppression");
                AudioManager.instance.Say("Resetting");
                cameraRig.SetBinocularSuppressionRatio(originalSuppressionRatio);
                areRemovingSuppression = false;
            }

            if (areRemovingSuppression)
            {
                // Now we need to gradually straighten up the binocular suppression ratio
                if (!Mathf.Approximately(currentSuppressionRatio, 0f))
                {
                    currentSuppressionRatio = currentSuppressionRatio -
                                              (currentSuppressionRatio * suppressionReductionRate * Time.deltaTime);
                    //Debug.Log("Current suppression ratio " + currentSuppressionRatio);
                    cameraRig.SetBinocularSuppressionRatio(currentSuppressionRatio);

                    if (Mathf.Approximately(currentSuppressionRatio, 0f))
                    {
                        AudioManager.instance.Say("SuppressionCompensationRemoved");
                    }
                }
            }
            if (esInput.GetShortButtonPress("EyeSkills Up"))  //Cycle through the available cameras
            {
                int camID = currentCam % phoneCamera.getNumberOfCameras();
                Debug.Log("Trying to choose camera number " + camID);
                phoneCamera.startCamera(camID);
                currentCam += 1;
            }
        }