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
 // Update is called once per frame
 void Update()
 {
     if (!previousButtonState && PluginImport.GetButton2State())
     {
         light.enabled       = true;
         previousButtonState = true;
     }
     else if (previousButtonState && !PluginImport.GetButton2State())
     {
         light.enabled       = false;
         previousButtonState = false;
     }
 }
    void Update()
    {
        /***************************************************************/
        //Act on the rigid body of the Manipulated object
        // if Mode = Manipulation Mode
        /***************************************************************/
        if (PluginImport.GetMode() == 1)
        {
            ActivatingGrabbedObjectPropperties();
        }

        /***************************************************************/
        //Update Workspace as function of camera
        /***************************************************************/
        PluginImport.UpdateWorkspace(myHapticCamera.transform.rotation.eulerAngles.y);

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

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

        myGenericFunctionsClassScript.GetProxyValues();

        myGenericFunctionsClassScript.GetTouchedObject();

        //Debug.Log ("Button 1: " + PluginImport.GetButton1State());
        //Debug.Log ("Button 2: " + PluginImport.GetButton2State());

        if (PluginImport.GetButton2State())
        {
            makeJengaBlocks();
        }

        const float rotSpeed = 1.0f;

        if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
        {
            myHapticCamera.transform.RotateAround(Vector3.zero, new Vector3(0.0f, 1.0f, 0.0f), rotSpeed);
        }
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            myHapticCamera.transform.RotateAround(Vector3.zero, new Vector3(0.0f, 1.0f, 0.0f), -rotSpeed);
        }
    }
Esempio n. 4
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
        }
    }
Esempio n. 5
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();

        myGenericFunctionsClassScript.GetTouchedObject();

        Debug.Log("Button 1: " + PluginImport.GetButton1State());  // To be deprecated
        Debug.Log("Button 2: " + PluginImport.GetButton2State());  // To be deprecated

        Debug.Log("Device 1: Button 1: " + PluginImport.GetButtonState(1, 1));
        Debug.Log("Device 1: Button 2: " + PluginImport.GetButtonState(1, 2));
    }
Esempio n. 6
0
    void Update()
    {
        /***************************************************************/
        //Act on the rigid body of the Manipulated object
        // if Mode = Manipulation Mode
        /***************************************************************/
        if (PluginImport.GetMode() == 1)
        {
            ActivatingGrabbedObjectPropperties();
        }

        /***************************************************************/
        //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();

        myGenericFunctionsClassScript.GetTouchedObject();

        Debug.Log("Button 1: " + PluginImport.GetButton1State());  // To be deprecated
        Debug.Log("Button 2: " + PluginImport.GetButton2State());  // To be deprecated

        Debug.Log("Device 1: Button 1: " + PluginImport.GetButtonState(1, 1));
        Debug.Log("Device 1: Button 2: " + PluginImport.GetButtonState(1, 2));

        //      if (PluginImport.GetButtonState(1, 2))
        //{
        //	makeJengaBlocks();
        //}

        if (PluginImport.GetButtonState(1, 1))
        {
            Debug.Log("Device 1 : Button Up Pressed");
        }
        else if (PluginImport.GetButtonState(1, 2))
        {
            Debug.Log("Device 1 : Button Down Pressed");
        }
        if (PluginImport.GetButtonState(2, 1))
        {
            Debug.Log("Device 2 : Button Up Pressed");
        }
        else if (PluginImport.GetButtonState(2, 2))
        {
            Debug.Log("Device 2 : Button Down Pressed");
        }


        const float rotSpeed = 1.0f;

        if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
        {
            myHapticCamera.transform.RotateAround(Vector3.zero, new Vector3(0.0f, 1.0f, 0.0f), rotSpeed);
        }
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            myHapticCamera.transform.RotateAround(Vector3.zero, new Vector3(0.0f, 1.0f, 0.0f), -rotSpeed);
        }
    }
Esempio n. 7
0
    void Update()
    {
        if (PluginImport.GetButton2State())
        {
            puncture = !puncture;
        }

        if (puncture)
        {
            PluginImport.SetMode(3);
            Debug.Log("Puncture");
        }

        else
        {
            Debug.Log("Manipulation");
            PluginImport.SetMode(1);
        }


        /***************************************************************/
        //Update Workspace as function of camera
        /***************************************************************/
        PluginImport.UpdateWorkspace(myHapticCamera.transform.rotation.eulerAngles.y);

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

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

        myGenericFunctionsClassScript.GetProxyValues();
        myGenericFunctionsClassScript.GetTouchedObject();

        //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]);



            /*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);
            }
        }
    }