Exemple #1
0
 public DataFarmerObject(string tag)
 {
     this.tag         = tag;
     this.timestamp   = Time.time;
     ps               = ParticipantStatus.GetInstance();
     this.participant = ps.GetParticipant();
     this.trial       = ps.GetTrial();
     this.condition   = ps.GetCondition();
     this.category    = ps.GetCategory();
     this.cube        = ps.GetCube();
 }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        GameObject cube = GameObject.FindGameObjectWithTag("Interactable Object");

        if (player != null && cube != null)
        {
            if (cube != null)
            {
                Transform transform = cube.GetComponent <Transform>();
                int[]     angles    =
                {
                    (int)Math.Abs(Math.Round(Vector3.Angle(player.transform.forward, transform.right)) - 90.0),
                    (int)Math.Abs(Math.Round(Vector3.Angle(player.transform.forward, transform.up)) - 90.0),
                    (int)Math.Abs(Math.Round(Vector3.Angle(player.transform.forward, transform.forward)) - 90.0),
                };
                int max         = angles.Max();
                int visibleSide = NOSIDE;
                // basic idea: is the cube face angled towards us enough for us to see it?
                // we also want to check if the player's head is rotated up or to the side too far
                if (max > thresholdAngle)
                {
                    visibleSide = angles.ToList().IndexOf(max);
                }

                if (visibleSide != previousSide)
                {
                    // the last Vector3 is a placeholder for the cumulative movement of the head and hand controllers
                    DataFarmer.GetInstance().Save(
                        new DFFixation(
                            angles[UP], angles[FORWARD], angles[RIGHT],
                            dirStrings[visibleSide],
                            ps.DisplacementsToString()
                            )
                        );
                    previousSide = visibleSide;
                }
                if (detailedLogging)
                {
                    Debug.Log(
                        "correct answer is " + ps.GetCategory() + " " + ps.GetCube()
                        + "\nright " + player.transform.forward[RIGHT]
                        + " up " + player.transform.forward[UP]
                        + "\n" + dirStrings[UP] + " " + angles[UP]
                        + ", " + dirStrings[RIGHT] + " " + angles[RIGHT]
                        + ", " + dirStrings[FORWARD] + " " + angles[FORWARD]
                        + "\n" + dirStrings[visibleSide] + " is facing you");
                }
                measurements++;
            }
        }
    }