void InitHaptics() { //Get the service adapter mHapticServiceAdapter = HapticServiceAdapter.GetInstance(); //Create the haptic view with the service adapter instance and then activate it. mHapticView = HapticView.Create(mHapticServiceAdapter); mHapticView.Activate(); //Set orientation of haptic view based on screen orientation. mHapticView.SetOrientation(Screen.orientation); //Retrieve texture data from bitmap. Texture2D _texture = Resources.Load("letter-exploration-texture") as Texture2D; byte[] textureData = TanvasTouch.HapticUtil.CreateHapticDataFromTexture(_texture, TanvasTouch.HapticUtil.Mode.Brightness); //Create a haptic texture with the retrieved texture data. mHapticTexture = HapticTexture.Create(mHapticServiceAdapter); mHapticTexture.SetSize(_texture.width, _texture.height); mHapticTexture.SetData(textureData); //Create a haptic material with the created haptic texture. mHapticMaterial = HapticMaterial.Create(mHapticServiceAdapter); mHapticMaterial.SetTexture(0, mHapticTexture); //Create a haptic sprite with the haptic material. mHapticSprite = HapticSprite.Create(mHapticServiceAdapter); mHapticSprite.SetMaterial(mHapticMaterial); //Add the haptic sprite to the haptic view. mHapticView.AddSprite(mHapticSprite); }
void InitHaptics() { //Get the service adapter mHapticServiceAdapter = HapticServiceAdapter.GetInstance(); //Create the haptic view with the service adapter instance and then activate it. mHapticView = HapticView.Create(mHapticServiceAdapter); mHapticView.Activate(); //Set orientation of haptic view based on screen orientation. mHapticView.SetOrientation(Screen.orientation); //Retrieve texture data from bitmap. string imagePath = "Letters/big-letter-" + MenuScript.chosenLetter + "-texture"; /*switch (MenuScript.chosenLetter) * { * case 'c': * Debug.Log("Activating C haptic."); * imagePath = "Letters/big-letter-c-texture"; * break; * case 'm': * Debug.Log("Activating M haptic"); * imagePath = "Letters/big-letter-m-texture"; * break; * case 'r': * Debug.Log("Activating R haptic"); * imagePath = "Letters/big-letter-r-texture"; * break; * case 't': * Debug.Log("Activating T haptic"); * imagePath = "Letters/big-letter-t-texture"; * break; * }*/ Texture2D _texture = Resources.Load(imagePath) as Texture2D; byte[] textureData = TanvasTouch.HapticUtil.CreateHapticDataFromTexture(_texture, TanvasTouch.HapticUtil.Mode.Brightness); //Create a haptic texture with the retrieved texture data. mHapticTexture = HapticTexture.Create(mHapticServiceAdapter); mHapticTexture.SetSize(_texture.width, _texture.height); mHapticTexture.SetData(textureData); //Create a haptic material with the created haptic texture. mHapticMaterial = HapticMaterial.Create(mHapticServiceAdapter); mHapticMaterial.SetTexture(0, mHapticTexture); //Create a haptic sprite with the haptic material. mHapticSprite = HapticSprite.Create(mHapticServiceAdapter); mHapticSprite.SetMaterial(mHapticMaterial); //Add the haptic sprite to the haptic view. mHapticView.AddSprite(mHapticSprite); }
void InitHaptics() { //Get the service adapter mHapticServiceAdapter = HapticServiceAdapter.GetInstance(); //Create the haptic view with the service adapter instance and then activate it. mHapticView = HapticView.Create(mHapticServiceAdapter); mHapticView.Activate(); //Set orientation of haptic view based on screen orientation. mHapticView.SetOrientation(Screen.orientation); //Retrieve texture data from bitmap. string imagePath = ""; switch (this.gameObject.name) { case "NoiseBrushMesh": Debug.Log("Activating noise haptic."); imagePath = "noise_texture"; break; case "BumpyBrushMesh": Debug.Log("Activating bumpy haptic."); imagePath = "bumpy_texture"; break; case "SoftBrushMesh": Debug.Log("Activating soft haptic."); imagePath = "soft_texture"; break; } //Retrieve texture data from bitmap. Texture2D _texture = Resources.Load(imagePath) as Texture2D; byte[] textureData = TanvasTouch.HapticUtil.CreateHapticDataFromTexture(_texture, TanvasTouch.HapticUtil.Mode.Brightness); //Create a haptic texture with the retrieved texture data. mHapticTexture = HapticTexture.Create(mHapticServiceAdapter); mHapticTexture.SetSize(_texture.width, _texture.height); mHapticTexture.SetData(textureData); //Create a haptic material with the created haptic texture. mHapticMaterial = HapticMaterial.Create(mHapticServiceAdapter); mHapticMaterial.SetTexture(0, mHapticTexture); //Create a haptic sprite with the haptic material. mHapticSprite = HapticSprite.Create(mHapticServiceAdapter); mHapticSprite.SetMaterial(mHapticMaterial); //Add the haptic sprite to the haptic view. mHapticView.AddSprite(mHapticSprite); }
void InitHaptics() { //Get the service adapter hapticServiceAdapter = HapticServiceAdapter.GetInstance(); if (hapticServiceAdapter != null) { //Create the haptic view with the service adapter instance and then activate it. hapticView = HapticView.Create(hapticServiceAdapter); hapticView.Activate(); hapticView.SetOrientation(Screen.orientation); //Set orientation of haptic view based on screen orientation. } }
void InitHaptics() { //Get the service adapter mHapticServiceAdapter = HapticServiceAdapter.GetInstance(); //Create the haptic view with the service adapter instance and then activate it. mHapticView = HapticView.Create(mHapticServiceAdapter); mHapticView.Activate(); //Set orientation of haptic view based on screen orientation. mHapticView.SetOrientation(Screen.orientation); //Retrieve texture data from bitmap. string imagePath = ""; switch (this.gameObject.name) { case "SquareHaptic1": imagePath = "Textures/noise_highres/noise-blur"; break; case "SquareHaptic3": imagePath = "Textures/noise_highres/noise-original"; break; case "SquareHaptic5": imagePath = "Textures/noise_highres/noise-sharp"; break; } Texture2D _texture = Resources.Load(imagePath) as Texture2D; byte[] textureData = TanvasTouch.HapticUtil.CreateHapticDataFromTexture(_texture, TanvasTouch.HapticUtil.Mode.Brightness); //Create a haptic texture with the retrieved texture data. mHapticTexture = HapticTexture.Create(mHapticServiceAdapter); mHapticTexture.SetSize(_texture.width, _texture.height); mHapticTexture.SetData(textureData); //Create a haptic material with the created haptic texture. mHapticMaterial = HapticMaterial.Create(mHapticServiceAdapter); mHapticMaterial.SetTexture(0, mHapticTexture); //Create a haptic sprite with the haptic material. mHapticSprite = HapticSprite.Create(mHapticServiceAdapter); mHapticSprite.SetMaterial(mHapticMaterial); //Add the haptic sprite to the haptic view. mHapticView.AddSprite(mHapticSprite); }
// Following Start() this is called in a loop. void Update() { if (mHapticView != null) { //Ensure haptic view orientation matches current screen orientation. mHapticView.SetOrientation(Screen.orientation); //Retrieve x and y position of component. Mesh _mesh = gameObject.GetComponent <MeshFilter>().mesh; Vector3[] _meshVerts = _mesh.vertices; for (var i = 0; i < _mesh.vertexCount; ++i) { _meshVerts[i] = _camera.WorldToScreenPoint(gameObject.transform.TransformPoint(_meshVerts[i])); } //Set the size and position of the haptic sprite to correspond to component's boundry. mHapticSprite.SetPosition((int)(_meshVerts[0].x), (int)(_meshVerts[0].y)); mHapticSprite.SetSize((double)_meshVerts[1].x - _meshVerts[0].x, (double)_meshVerts[1].y - _meshVerts[0].y); } }
//initializing the application's haptic resources public void InitHaptics() { Debug.Log("I see haptics"); //Retrieve texture data from bitmap. string imagePath = ""; //imagePath = "Textures/noise/noise_texture3"; switch (this.gameObject.name) { //C1 version: haptics become finer with less current case "HapticMeshA": imagePath = "Textures/test/test1-test"; Debug.Log("texture is textureA"); break; case "HapticMeshB": imagePath = "Textures/test/test2-test"; Debug.Log("texture is textureB"); break; case "HapticMeshC": imagePath = "Textures/test/test2-test"; Debug.Log("texture is textureC"); break; case "HapticMeshD": imagePath = "Textures/test/test3-test"; Debug.Log("texture is textureD"); break; /* * //C2 version: haptics become coarser with less current * case "HapticMeshA": * imagePath = "Textures/test/test3-test"; * Debug.Log("texture is textureA"); * break; * case "HapticMeshB": * imagePath = "Textures/test/test2-test"; * Debug.Log("texture is textureB"); * break; * case "HapticMeshC": * imagePath = "Textures/test/test2-test"; * Debug.Log("texture is textureC"); * break; * case "HapticMeshD": * imagePath = "Textures/test/test1-test"; * Debug.Log("texture is textureD"); * break; */ // Resistor haptics case "HapticMesh1": imagePath = "Textures/stripes/stripe1"; Debug.Log("texture is texture1"); break; case "HapticMesh2": imagePath = "Textures/stripes/stripe1two"; Debug.Log("texture is texture2"); break; case "HapticMesh3": imagePath = "Textures/stripes/stripe1three"; Debug.Log("texture is texture3"); break; case "HapticMesh4": imagePath = "Textures/stripes/stripe4"; Debug.Log("texture is texture4"); break; case "HapticMesh5": imagePath = "Textures/dots/dots4"; break; } //Get the service adapter mHapticServiceAdapter = HapticServiceAdapter.GetInstance(); //Create the haptic view with the service adapter instance and then activate it. mHapticView = HapticView.Create(mHapticServiceAdapter); mHapticView.Activate(); //Set orientation of haptic view based on screen orientation. mHapticView.SetOrientation(Screen.orientation); /* * { * case "HapticMesh1": * imagePath = "Textures/checker_highres/checker_hr0"; * break; * * case "HapticMesh2": * imagePath = "Textures/checker_highres/checker_hr1"; * break; * * case "HapticMesh3": * imagePath = "Textures/checker_highres/checker_hr2"; * break; * * case "HapticMesh4": * imagePath = "Textures/checker_highres/checker_hr3"; * break; * * case "HapticMesh5": * imagePath = "Textures/checker_highres/checker_hr4"; * break; * * } */ /* * { * case "HapticMesh1": * imagePath = "Textures/sandpaper/sandpaper0"; * break; * * case "HapticMesh2": * imagePath = "Textures/sandpaper/sandpaper1"; * break; * * case "HapticMesh3": * imagePath = "Textures/sandpaper/sandpaper2"; * break; * * case "HapticMesh4": * imagePath = "Textures/sandpaper/sandpaper3"; * break; * * case "HapticMesh5": * imagePath = "Textures/sandpaper/sandpaper4"; * break; * * } */ Texture2D _texture = Resources.Load(imagePath) as Texture2D; byte[] textureData = TanvasTouch.HapticUtil.CreateHapticDataFromTexture(_texture, TanvasTouch.HapticUtil.Mode.Brightness); //Create a haptic texture with the retrieved texture data. mHapticTexture = HapticTexture.Create(mHapticServiceAdapter); mHapticTexture.SetSize(_texture.width, _texture.height); mHapticTexture.SetData(textureData); //Create a haptic material with the created haptic texture. mHapticMaterial = HapticMaterial.Create(mHapticServiceAdapter); mHapticMaterial.SetTexture(0, mHapticTexture); //Create a haptic sprite with the haptic material. mHapticSprite = HapticSprite.Create(mHapticServiceAdapter); mHapticSprite.SetMaterial(mHapticMaterial); //Add the haptic sprite to the haptic view. mHapticView.AddSprite(mHapticSprite); }
//initializing the application's haptic resources void InitHaptics() { //Get the service adapter mHapticServiceAdapter = HapticServiceAdapter.GetInstance(); //Create the haptic view with the service adapter instance and then activate it. mHapticView = HapticView.Create(mHapticServiceAdapter); mHapticView.Activate(); //Set orientation of haptic view based on screen orientation. mHapticView.SetOrientation(Screen.orientation); //Retrieve texture data from bitmap. string imagePath = ""; //imagePath = "Textures/noise/noise_texture3"; switch (this.gameObject.name) { case "HapticMesh1": imagePath = "Textures/noise/noise_texture4"; break; case "HapticMesh2": imagePath = "Textures/noise/noise_texture3"; break; case "HapticMesh3": imagePath = "Textures/customized/createdPolkaDotTexture"; break; case "HapticMesh4": imagePath = "Textures/noise/noise_texture1"; break; case "HapticMesh5": imagePath = "Textures/noise/noise_texture0"; break; } /* * { * case "HapticMesh1": * imagePath = "Textures/checker_highres/checker_hr0"; * break; * * case "HapticMesh2": * imagePath = "Textures/checker_highres/checker_hr1"; * break; * * case "HapticMesh3": * imagePath = "Textures/checker_highres/checker_hr2"; * break; * * case "HapticMesh4": * imagePath = "Textures/checker_highres/checker_hr3"; * break; * * case "HapticMesh5": * imagePath = "Textures/checker_highres/checker_hr4"; * break; * * } */ /* * { * case "HapticMesh1": * imagePath = "Textures/sandpaper/sandpaper0"; * break; * * case "HapticMesh2": * imagePath = "Textures/sandpaper/sandpaper1"; * break; * * case "HapticMesh3": * imagePath = "Textures/sandpaper/sandpaper2"; * break; * * case "HapticMesh4": * imagePath = "Textures/sandpaper/sandpaper3"; * break; * * case "HapticMesh5": * imagePath = "Textures/sandpaper/sandpaper4"; * break; * * } */ Texture2D _texture = Resources.Load(imagePath) as Texture2D; byte[] textureData = TanvasTouch.HapticUtil.CreateHapticDataFromTexture(_texture, TanvasTouch.HapticUtil.Mode.Brightness); //Create a haptic texture with the retrieved texture data. mHapticTexture = HapticTexture.Create(mHapticServiceAdapter); mHapticTexture.SetSize(_texture.width, _texture.height); mHapticTexture.SetData(textureData); //Create a haptic material with the created haptic texture. mHapticMaterial = HapticMaterial.Create(mHapticServiceAdapter); mHapticMaterial.SetTexture(0, mHapticTexture); //Create a haptic sprite with the haptic material. mHapticSprite = HapticSprite.Create(mHapticServiceAdapter); mHapticSprite.SetMaterial(mHapticMaterial); //Add the haptic sprite to the haptic view. mHapticView.AddSprite(mHapticSprite); }
void InitHaptics() { //Get the service adapter mHapticServiceAdapter = HapticServiceAdapter.GetInstance(); //Create the haptic view with the service adapter instance and then activate it. mHapticView = HapticView.Create(mHapticServiceAdapter); mHapticView.Activate(); //Set orientation of haptic view based on screen orientation. mHapticView.SetOrientation(Screen.orientation); string imagePath = ""; switch (this.gameObject.name) { case "TrackOneInsideFeedbackMesh": Debug.Log("Activating inside haptic."); imagePath = "Tracks/feedback-exploration-insidetexture-track1"; break; case "TrackOneOutsideFeedbackMesh": Debug.Log("Activating outside haptic."); imagePath = "Tracks/feedback-exploration-outsidetexture-track1"; break; case "TrackTwoInsideFeedbackMesh": Debug.Log("Activating inside haptic."); Debug.Log("Log #9."); imagePath = "Tracks/feedback-exploration-insidetexture-track2"; break; case "TrackTwoOutsideFeedbackMesh": Debug.Log("Activating outside haptic."); imagePath = "Tracks/feedback-exploration-outsidetexture-track2"; break; case "TrackThreeInsideFeedbackMesh": Debug.Log("Activating inside haptic."); imagePath = "Tracks/feedback-exploration-insidetexture-track3"; break; case "TrackThreeOutsideFeedbackMesh": Debug.Log("Activating outside haptic."); imagePath = "Tracks/feedback-exploration-outsidetexture-track3"; break; } //Retrieve texture data from bitmap. Texture2D _texture = Resources.Load(imagePath) as Texture2D; byte[] textureData = TanvasTouch.HapticUtil.CreateHapticDataFromTexture(_texture, TanvasTouch.HapticUtil.Mode.Brightness); //Create a haptic texture with the retrieved texture data. mHapticTexture = HapticTexture.Create(mHapticServiceAdapter); mHapticTexture.SetSize(_texture.width, _texture.height); mHapticTexture.SetData(textureData); //Create a haptic material with the created haptic texture. mHapticMaterial = HapticMaterial.Create(mHapticServiceAdapter); mHapticMaterial.SetTexture(0, mHapticTexture); //Create a haptic sprite with the haptic material. mHapticSprite = HapticSprite.Create(mHapticServiceAdapter); mHapticSprite.SetMaterial(mHapticMaterial); //Add the haptic sprite to the haptic view. mHapticView.AddSprite(mHapticSprite); }