Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        bool button1State = PluginImport.GetButton1State();

        if (button1State && !previousButton1State)
        {
            penColorNum = (penColorNum + 1) % penColors.Length;
        }
        previousButton1State = button1State;

        //if (PluginImport.GetButton2State()) cleanBoard();
        bool eraseState = PluginImport.GetButton2State();

        if (eraseState)
        {
            changePenColor(new Color(0.25f, 0.25f, 0.25f));
        }
        else
        {
            changePenColor(penColorNum);
        }

        bool shouldDraw = PluginImport.GetContact() && (myCounter > 0);

        if (shouldDraw)
        {
            double[] pos       = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyPosition());
            double[] dir       = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyDirection());
            Vector3  position  = new Vector3((float)pos[0], (float)pos[1], (float)pos[2]);
            Vector3  direction = new Vector3((float)dir[0], (float)dir[1], (float)dir[2]);

            double[] realPos      = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetDevicePosition());
            Vector3  realPosition = new Vector3((float)realPos[0], (float)realPos[1], (float)realPos[2]);
            float    force        = (realPosition - position).magnitude;
            if (force > 1.0f)
            {
                force = 1.0f;
            }

            RaycastHit hitInfo = new RaycastHit();
            bool       hasHit  = Physics.Raycast(position, direction, out hitInfo);

            if (previousShouldDraw)
            {
                drawBlobLine(previousCoord, hitInfo.textureCoord, blobRadius, penColors[penColorNum], force, blobSteps, eraseState);
            }
            else
            {
                drawBlob(hitInfo.textureCoord, blobRadius, penColors[penColorNum], force, eraseState);
            }
            previousCoord = hitInfo.textureCoord;

            boardTexture.SetPixels(boardPixels);
            boardTexture.Apply();
        }
        previousShouldDraw = shouldDraw;
        myCounter++;
    }
Esempio n. 2
0
    /******************************************************************************************************************************************************************/

    //Get Proxy Position and Orientation generic function
    public void GetProxyValues()

    {
        /*Proxy Position*/

        //Convert IntPtr to Double3Array
        myProxyPosition = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyPosition());
        Debug.Log(myProxyPosition);

        //Attach the Cursor Node
        Vector3 positionCursor = new Vector3();

        positionCursor = ConverterClass.ConvertDouble3ToVector3(myProxyPosition);

        //Assign Haptic Values to Cursor
        myHapticClassScript.hapticCursor.transform.position = positionCursor;


        //Proxy Right - Not use in that case
        //Convert IntPtr to Double3Array
        myProxyRight = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyRight());
        //Attach the Cursor Node
        Vector3 rightCursor = new Vector3();

        rightCursor = ConverterClass.ConvertDouble3ToVector3(myProxyRight);

        //Proxy Direction
        //Convert IntPtr to Double3Array
        myProxyDirection = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyDirection());
        //Attach the Cursor Node
        Vector3 directionCursor = new Vector3();

        directionCursor = ConverterClass.ConvertDouble3ToVector3(myProxyDirection);

        //Proxy Torque
        myProxyTorque = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyTorque());
        //Attach the Cursor Node
        Vector3 torqueCursor = new Vector3();

        torqueCursor = ConverterClass.ConvertDouble3ToVector3(myProxyTorque);

        //Set Orientation
        myHapticClassScript.hapticCursor.transform.rotation = Quaternion.LookRotation(directionCursor, torqueCursor);

        //Proxy Orientation
        //Convert IntPtr to Double4Array

        /*myProxyOrientation = ConverterClass.ConvertIntPtrToDouble4(PluginImport.GetProxyOrientation());
         *
         *      //Attach the Cursor Node
         *      Vector4 OrientationCursor = new Vector4();
         *      OrientationCursor = ConverterClass.ConvertDouble4ToVector4(myProxyOrientation);
         *
         *      //Assign Haptic Values to Cursor
         *      myHapticClassScript.hapticCursor.transform.rotation =  new Quaternion(OrientationCursor.x,OrientationCursor.y,OrientationCursor.z,OrientationCursor.w);
         * Debug.Log(OrientationCursor.x + "  " + OrientationCursor.y + "  " + OrientationCursor.z + "  " + OrientationCursor.w);*/
    }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        double[] pos      = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetDevicePosition());
        Vector3  position = new Vector3((float)pos [0], (float)pos [1], (float)pos [2]);


        button1 = PluginImport.GetButton1State();         // getting state of button 1 on phantom
        Debug.Log(button1 + "     " + button2);           // printing button 1 and button 2 state on console
        if (button1 && !previousbutton1state)             // routine for writing coordinate values to text file
        {
            //////////////////////////////////////////////////////////////////
            using (StreamWriter writer = new StreamWriter("G:\\log.txt", true))

                // Loop through ten numbers.
                for (int i = 0; i < 3; i++)
                {
                    //Write format string to file.
                    //writer.Write ("{0:0.0} ", position [i]);
                    writer.WriteLine(position);
                }                 // for loop

            using (StreamWriter writer =
                       new StreamWriter("G:\\log.txt", true)) {
                writer.WriteLine("\r\n");
//				//writer.WriteLine("First target coordinates");
            }             // stream
//
        }

        previousbutton1state = button1;
        /////////////////////////////////////////////////////////////////////

        button2 = PluginImport.GetButton2State();
        if (button2 && !previousbutton2state)                                      // Controlling invisibility of the pointer object
        {
            visibility.GetComponent <MeshRenderer> ().enabled = false;             // making object invisible
        } // update
        previousbutton2state = button2;

        if (Input.GetKeyDown(KeyCode.A))
        {
            visibility.GetComponent <MeshRenderer> ().enabled = true;                           // Making object visible again on pressing button 2
        }
    }
    /******************************************************************************************************************************************************************/

    /*************************************************************/
    // Generic functionnalities
    /*************************************************************/


    /******************************************************************************************************************************************************************/
    //generic function that returns the current mode



    /******************************************************************************************************************************************************************/

    //Haptic workspace generic functions



    /******************************************************************************************************************************************************************/

    //Get Proxy Position and Orientation generic function
    public void GetProxyValues()
    {
        /*Proxy Position*/

        //Convert IntPtr to Double3Array
        myProxyPosition = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyPosition());

        //Attach the Cursor Node
        Vector3 positionCursor = new Vector3();

        positionCursor = ConverterClass.ConvertDouble3ToVector3(myProxyPosition);

        //Assign Haptic Values to Cursor
        //myHapticClassScript.hapticCursor.transform.position = positionCursor;


        //Proxy Right - Not use in that case
        //Convert IntPtr to Double3Array

        /*myProxyRight =  ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyRight());
         * //Attach the Cursor Node
         * Vector3 rightCursor = new Vector3();
         * rightCursor = ConverterClass.ConvertDouble3ToVector3(myProxyRight);
         *
         * //Proxy Direction
         * //Convert IntPtr to Double3Array
         * myProxyDirection =  ConverterClass.ConvertIntPtrToDouble3( PluginImport.GetProxyDirection());
         * //Attach the Cursor Node
         * Vector3 directionCursor = new Vector3();
         * directionCursor = ConverterClass.ConvertDouble3ToVector3(myProxyDirection);
         *
         * //Proxy Torque
         * myProxyTorque = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyTorque());
         * //Attach the Cursor Node
         * Vector3 torqueCursor = new Vector3();
         * torqueCursor = ConverterClass.ConvertDouble3ToVector3(myProxyTorque);
         *
         * //Set Orientation
         * myHapticClassScript.hapticCursor.transform.rotation = Quaternion.LookRotation(directionCursor,torqueCursor);*/
    }
Esempio n. 5
0
    /******************************************************************************************************************************************************************/

    public void GetProxyValues()
    {
        //Convert IntPtr to Double3Array
        myProxyPosition = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyPosition());

        //Attach the Cursor Node
        Vector3 positionCursor = new Vector3();

        positionCursor = ConverterClass.ConvertDouble3ToVector3(myProxyPosition);

        positionCursor.z *= 2f;

        myHapticClassScript.hapticCursor.transform.position = positionCursor;

        myProxyOrientation = ConverterClass.ConvertIntPtrToDouble4(PluginImport.GetProxyOrientation());

        //Attach the Cursor Node
        Vector4 OrientationCursor = new Vector4();

        OrientationCursor = ConverterClass.ConvertDouble4ToVector4(myProxyOrientation);

        //Assign Haptic Values to Cursor
        myHapticClassScript.hapticCursor.transform.rotation = new Quaternion(OrientationCursor.x, OrientationCursor.y, OrientationCursor.z, OrientationCursor.w);
    }
Esempio n. 6
0
    void Update()
    {
        /////////////////////////////////// getting position of Haptic device ///////////////////////
        double[] pos = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyPosition());
        //Vector3 position1 = new Vector3 ((float)pos [2], (float)pos [1], -(float)pos [0]);                   // applying rotation as device is rotated 90 degrees to left... swapping coordinates
        /////////////////////////////////////////////////////////////////////////////////////////////

        Vector3 position1 = new Vector3((float)pos [0], (float)pos [1], (float)pos [2]);

        position1 = rotation * position1;

        ///////////////////////////////// Instantiation of Targets as Key B is pressed + writing target coordinates to text file //////////////////////////

        button1 = PluginImport.GetButton1State();
        if (button1 && !previousbutton1stateI)
        {
            target [i] = Instantiate(ball);
            target [i].transform.position = new Vector3(i * 0.1f, j * 1.0f, -1.0f);

            using (StreamWriter writer = new StreamWriter("D:\\log.txt", true)) {
                writer.WriteLine("");
                writer.Write("Position for Target ");
                writer.Write(i + 1);
                writer.Write(" = ");
                writer.Write(target[i].transform.position);
            }

            if (i > 0)
            {
                Destroy(target [i - 1]);                    // destroying previous targets as the next target is displayed
            }
            i++;
            j = j + 0.1f;
        }

        previousbutton1stateI = button1;
        //////////////////////////////////////////////////////////////////////////////////////////////////////////



        button1 = PluginImport.GetButton1State();             // getting state of button 1 on phantom

        ///////////////////////////// routine for writing pointer current position to text file/////////////////////////////////////
        if (button1 && !previousbutton1state)
        {
            if (targetwritecounter > 0)
            {
                using (StreamWriter writer = new StreamWriter("D:\\log.txt", true)) {
                    writer.WriteLine("");
                    writer.Write("Hand position for target ");
                    writer.Write(targetwritecounter);
                    writer.Write(" = ");
                    writer.Write(gameObject.transform.position);
                }
            }

            targetwritecounter++;
        }

        previousbutton1state = button1;
        //////////////////////////////////////////////////////////////////////////////////////////////


        //////////////////////////////////// Controlling visibility of haptic sphere /////////////////

        if (Input.GetKeyDown(KeyCode.A))                                         // Controlling invisibility of the pointer object
        {
            visibility.GetComponent <MeshRenderer> ().enabled = false;           // making object invisible on pressing A
        }


        if (Input.GetKeyDown(KeyCode.S))
        {
            visibility.GetComponent <MeshRenderer> ().enabled = true;                           // Making object visible again on pressing S
        }
        //////////////////////////////////////////////////////////////////////////////////////////////



        ////////////////////////// Recentering of Head Set (Occulus)/////////////////////////////////////////
        if (Input.GetKeyDown(KeyCode.F12))
        {
            InputTracking.Recenter();
        }
        //////////////////////////////////////////////////////////////////////////////////////////////////////


        /***************************************************************/
        //Haptic Rendering Loop
        /***************************************************************/
        PluginImport.RenderHaptic();


        ///////////// Origin offset for phantom local coordinates/////////////////////
        position1 [0] = position1 [0] - (-0.2178f);
        position1 [1] = position1 [1] - (-0.8274f);
        position1 [2] = position1 [2] - (-0.0001f);
        ///////////////////////////////////////////////////////////////////////////////
        Debug.Log("Phantom Coordinates" + position1.ToString("F4"));

        ////////////////// scaling between real world distance and unity distance ///////////////

        position1 [0] = position1 [0] * 0.33f;                             //Real world 10cm = 30cm in unity      // scaling factor10/30
        position1 [1] = position1 [1] * 0.5882f;                           //Real world 10cm = 17cm in unity      // scaling factor10/17
        position1 [2] = position1 [2] * 0.625f;                            //Real world 10cm = 16cm in unity      // scaling factor10/16

        //////////////////////////////////////////////////////////////////////////////////////////

        //////////////// Linear transformation from phantom origin to occulus origin /////////////////
        //	position1 [0] = position1 [0]   + 0.006f+ 0.08f;
        position1 [1]      = position1 [1] + 0.63f;
        position1 [2]      = position1 [2] + 0.3f;
        transform.position = position1;
        //Debug.Log ("Phantom Coordinates" + position1.ToString ("F4"));

        //////////////////////////////////////////////////////////////////////////////////////////////



        ////////////////////////////// Printing Phantom coordinates to console //////////////////////

        //Debug.Log ("Phantom Coordinates" + position1.ToString ("F4"));

        //////////////////////////////////////////////////////////////////////////////////////////////

        //Debug.Log ("Button 1: " + PluginImport.GetButton1State());
        //Debug.Log ("Button 2: " + PluginImport.GetButton2State());
    }
Esempio n. 7
0
    void Update()
    {
        /***************************************************************/
        //Update Workspace as function of camera
        /***************************************************************/
        //PluginImport.UpdateWorkspace(myHapticCamera.transform.rotation.eulerAngles.y);//To be deprecated

        //Update the Workspace as function of camera
        for (int i = 0; i < workspaceUpdateValue.Length; i++)
        {
            workspaceUpdateValue[i] = myHapticCamera.transform.rotation.eulerAngles.y;
        }

        PluginImport.UpdateHapticWorkspace(ConverterClass.ConvertFloatArrayToIntPtr(workspaceUpdateValue));

        /***************************************************************/
        //Update cube workspace
        /***************************************************************/
        myGenericFunctionsClassScript.UpdateGraphicalWorkspace();

        /***************************************************************/
        //Haptic Rendering Loop
        /***************************************************************/
        PluginImport.RenderHaptic();

        //Associate the cursor object with the haptic proxy value
        myGenericFunctionsClassScript.GetProxyValues();

        //For the Puncture Mode effect
        if (PluginImport.GetMode() == 3)
        {
            //Debug.Log ("Contact state is set to " + PluginImport.GetContact());
            //Debug.Log ("Penetration State " + PluginImport.GetPenetrationRatio());

            double[] myScp = new double[3];
            myScp = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetFirstScpPt());
            //Debug.Log (" SCP " + myScp[0] + " " + myScp[1] + " " + myScp[2]);

            Vector3 posInjectionHole;
            posInjectionHole = ConverterClass.ConvertDouble3ToVector3(myScp);
            GameObject.Find("InjectionMarker").transform.position = posInjectionHole;

            /*double[] myProx = new double[3];
             * myProx = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyPosition());
             *
             * Vector3 posProx;
             * posProx = ConverterClass.ConvertDouble3ToVector3(myProx);
             * GameObject.Find ("ProxyTipMarker").transform.position = posProx;*/

            /*double[] myDev = new double[3];
             * myDev = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetDevicePosition());
             *
             * Vector3 posDevice;
             * posDevice = ConverterClass.ConvertDouble3ToVector3(myDev);
             * GameObject.Find ("DeviceTipMarker").transform.position = posDevice;*/

            double[] myPinch = new double[3];
            myPinch = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetPunctureDirection());

            Vector3 start = new Vector3();
            start = ConverterClass.ConvertDouble3ToVector3(myScp);
            Vector3 end = new Vector3();
            end = ConverterClass.ConvertDouble3ToVector3(myPinch);
            end.Normalize();

            Debug.DrawLine(start, start + end * maxPenetration, Color.green);

            //Ray Cast so we can determine the limitation of the puncture
            RaycastHit[] hits;
            hits = Physics.RaycastAll(start, end, maxPenetration);

            if (hits.Length != 0)
            {
                //Declare a float array to store the tissue layer
                float[] tissueLayers = new float[hits.Length];
                //Declare a string array to store the name of the tissue layer
                string[] punctObjects = new string[hits.Length];
                int      nbLayer      = 0;

                for (int i = 0; i < hits.Length; i++)
                {
                    RaycastHit hit = hits[i];

                    //Only if the object is declared as touchable
                    if (hit.collider.gameObject.tag == "Touchable")
                    {
                        tissueLayers[nbLayer] = hit.distance;
                        punctObjects[nbLayer] = hit.collider.name;
                        nbLayer++;
                    }
                }

                /*Declaration of the Puncture Stack
                 * Additionally, on the basis of the puncture stack components, the plugin setup a penetration restriction
                 * - due to the fact that Proxy Method along such constraint line is not accurate - most probably due to the fact
                 * that device position and proxy position differ because the constraint applies forces onto the device.
                 * So, the plugin impedes the proxy to penetrate in underlying layer when their popthrough values is null
                 */
                SetPunctureStack(nbLayer, punctObjects, tissueLayers);
            }
        }
    }
Esempio n. 8
0
    //Get Proxy Position and Orientation generic function
    public void GetProxyValues(bool useTransform)
    {
        /*Proxy Position*/

        //Convert IntPtr to Double3Array
        myProxyPosition = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyPosition());

        //Attach the Cursor Node
        Vector3 positionCursor = new Vector3();

        positionCursor = ConverterClass.ConvertDouble3ToVector3(myProxyPosition);


        positionCursor.z *= 2f;

        //Vector3 movement = positionCursor - rb.position;

        if (useTransform)
        {
            myHapticClassScript.hapticCursor.transform.position = positionCursor;
        }
        else
        {
            rb.MovePosition(positionCursor);
        }

        //myHapticClassScript.hapticCursor.transform.position = positionCursor;



        /*
         * if (movement.magnitude > 0.1)
         * {
         *  positionCursor = myHapticClassScript.hapticCursor.transform.position;//movement.normalized * 0.01f + myHapticClassScript.hapticCursor.transform.position;
         * }*/

        //rb.velocity = new Vector3(0,0,0);
        //if (movement.magnitude > 0.1)
        //rb.velocity = movement * Time.deltaTime * 500;
        //rb.AddForce(movement);

        //else rb.velocity = new Vector3(0, 0, 0);

        //rb.MovePosition(positionCursor);
        //rb.position = positionCursor;
        //rb.MovePosition(positionCursor*2);
        //myHapticClassScript.hapticCursor.gameObject.GetComponent<Rigidbody>().MovePosition(positionCursor);
        //rb.AddForce((rb.gameObject.transform.position - positionCursor) * 5, ForceMode.VelocityChange);

        //Proxy Right - Not use in that case
        //Convert IntPtr to Double3Array

        /*myProxyRight =  ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyRight());
         *      //Attach the Cursor Node
         *      Vector3 rightCursor = new Vector3();
         *      rightCursor = ConverterClass.ConvertDouble3ToVector3(myProxyRight);
         *
         *      //Proxy Direction
         *      //Convert IntPtr to Double3Array
         *      myProxyDirection =  ConverterClass.ConvertIntPtrToDouble3( PluginImport.GetProxyDirection());
         *      //Attach the Cursor Node
         *      Vector3 directionCursor = new Vector3();
         *      directionCursor = ConverterClass.ConvertDouble3ToVector3(myProxyDirection);
         *
         *      //Proxy Torque
         *      myProxyTorque = ConverterClass.ConvertIntPtrToDouble3(PluginImport.GetProxyTorque());
         *      //Attach the Cursor Node
         *      Vector3 torqueCursor = new Vector3();
         *      torqueCursor = ConverterClass.ConvertDouble3ToVector3(myProxyTorque);
         *
         *      //Set Orientation
         *      myHapticClassScript.hapticCursor.transform.rotation = Quaternion.LookRotation(directionCursor,torqueCursor);*/

        //Proxy Orientation
        //Convert IntPtr to Double4Array
        myProxyOrientation = ConverterClass.ConvertIntPtrToDouble4(PluginImport.GetProxyOrientation());

        //Attach the Cursor Node
        Vector4 OrientationCursor = new Vector4();

        OrientationCursor = ConverterClass.ConvertDouble4ToVector4(myProxyOrientation);

        //Assign Haptic Values to Cursor
        if (useTransform)
        {
            myHapticClassScript.hapticCursor.transform.rotation = new Quaternion(OrientationCursor.x, OrientationCursor.y, OrientationCursor.z, OrientationCursor.w);
        }
        else
        {
            rb.MoveRotation(new Quaternion(OrientationCursor.x, OrientationCursor.y, OrientationCursor.z, OrientationCursor.w));
        }
    }