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


            if (Input.GetButton("EyeSkills Confirm") || NetworkManager.instance.GetButton("save"))
            {
                StoreAndQuit();
            }
            else if (esInput.GetLongButtonPress("EyeSkills Left") || NetworkManager.instance.GetButton("unlockLeft"))
            {
                audioManager.Say("LeftStrabismic");
                unlockLeftEye();
            }
            else if (esInput.GetLongButtonPress("EyeSkills Right") || NetworkManager.instance.GetButton("unlockRight"))
            {
                audioManager.Say("RightStrabismic");
                unlockRightEye();
            }
        }