void Start() { rotation = Quaternion.Euler(0, 90, 0); // rotation of 90 degrees about y axis int size = 10; target = new GameObject[size]; visibility = GameObject.FindWithTag("Cursor"); // search object with tag cursor if (PluginImport.InitHapticDevice()) { Debug.Log("OpenGL Context Launched"); Debug.Log("Haptic Device Launched"); } else { Debug.Log("Haptic Device cannot be launched"); } /***************************************************************/ //Launch the Haptic Event for all different haptic objects /***************************************************************/ PluginImport.LaunchHapticEvent(); }
void Start() { if (PluginImport.InitHapticDevice()) { Debug.Log("OpenGL Context Launched"); Debug.Log("Haptic Device Launched"); myGenericFunctionsClassScript.SetHapticWorkSpace(); myGenericFunctionsClassScript.GetHapticWorkSpace(); //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)); //Set Mode of Interaction /* * Mode = 0 Contact * Mode = 1 Manipulation - So objects will have a mass when handling them * Mode = 2 Custom Effect - So the haptic device simulate vibration and tangential forces as power tools * Mode = 3 Puncture - So the haptic device is a needle that puncture inside a geometry */ PluginImport.SetMode(ModeIndex); //Show a text descrition of the mode myGenericFunctionsClassScript.IndicateMode(); } else { Debug.Log("Haptic Device cannot be launched"); } /***************************************************************/ //Set Environmental Haptic Effect /***************************************************************/ // Constant Force Example - We use this environmental force effect to simulate the weight of the cursor myGenericFunctionsClassScript.SetEnvironmentConstantForce(); /***************************************************************/ //Setup the Haptic Geometry in the OpenGL context //And read haptic characteristics /***************************************************************/ myGenericFunctionsClassScript.SetHapticGeometry(); //Get the Number of Haptic Object //Debug.Log ("Total Number of Haptic Objects: " + PluginImport.GetHapticObjectCount()); /***************************************************************/ //Launch the Haptic Event for all different haptic objects /***************************************************************/ PluginImport.LaunchHapticEvent(); }
void Start() { if (PluginImport.InitHapticDevice()) { Debug.Log("OpenGL Context Launched"); Debug.Log("Haptic Device Launched"); getInitialParameters(); myGenericFunctionsClassScript.SetHapticWorkSpace(); myGenericFunctionsClassScript.GetHapticWorkSpace(); //Update Workspace as function of camera PluginImport.UpdateWorkspace(myHapticCamera.transform.rotation.eulerAngles.y); //Set Mode of Interaction /* * Mode = 0 Contact * Mode = 1 Manipulation - So objects will have a mass when handling them * Mode = 2 Custom Effect - So the haptic device simulate vibration and tangential forces as power tools * Mode = 3 Puncture - So the haptic device is a needle that puncture inside a geometry */ PluginImport.SetMode(1); //Show a text descrition of the mode myGenericFunctionsClassScript.IndicateMode(); //Set the touchable face(s) PluginImport.SetTouchableFace(ConverterClass.ConvertStringToByteToIntPtr(TouchableFace)); } else { Debug.Log("Haptic Device cannot be launched"); } /***************************************************************/ //Set Environmental Haptic Effect /***************************************************************/ // Constant Force Example - We use this environmental force effect to simulate the weight of the cursor //myGenericFunctionsClassScript.SetEnvironmentConstantForce(); /***************************************************************/ //Setup the Haptic Geometry in the OpenGL context /***************************************************************/ myGenericFunctionsClassScript.SetHapticGeometry(); //Get the Number of Haptic Object //Debug.Log ("Total Number of Haptic Objects: " + PluginImport.GetHapticObjectCount()); /***************************************************************/ //Launch the Haptic Event for all different haptic objects /***************************************************************/ PluginImport.LaunchHapticEvent(); }
void Start() { if (PluginImport.InitHapticDevice()) { Debug.Log("OpenGL Context Launched"); Debug.Log("Haptic Device Launched"); myGenericFunctionsClassScript.SetHapticWorkSpace(); myGenericFunctionsClassScript.GetHapticWorkSpace(); //Update Workspace as function of camera PluginImport.UpdateWorkspace(myHapticCamera.transform.rotation.eulerAngles.y); //Set Mode of Interaction /* * Mode = 0 Contact * Mode = 1 Manipulation - So objects will have a mass when handling them * Mode = 2 Custom Effect - So the haptic device simulate vibration and tangential forces as power tools * Mode = 3 Puncture - So the haptic device is a needle that puncture inside a geometry */ PluginImport.SetMode(ModeIndex); //Show a text descrition of the mode myGenericFunctionsClassScript.IndicateMode(); //Set the touchable face(s) PluginImport.SetTouchableFace(ConverterClass.ConvertStringToByteToIntPtr(TouchableFace)); } else { Debug.Log("Haptic Device cannot be launched"); } /***************************************************************/ //Set Environmental Haptic Effect /***************************************************************/ // Viscous Force Example // myGenericFunctionsClassScript.SetEnvironmentViscosity(); // Constant Force Example - We use this environmental force effect to simulate the weight of the cursor // myGenericFunctionsClassScript.SetEnvironmentConstantForce(); //Custom Force Effect Vibration Motor // myGenericFunctionsClassScript.SetVibrationMotor(); //Custom Force Effect Vibration at Contact//Good for p1ulsation // myGenericFunctionsClassScript.SetVibrationContact(); //Custom Tangential Force corresponding to that of a rotating power tool (e.g. Drill, Polisher, Grinder) // if tool is angled set direction to 0,1,0 otherwise it does not matter (Tool will be straight) // myGenericFunctionsClassScript.SetTangentialForce(); /***************************************************************/ //Setup the Haptic Geometry in the OpenGL context /***************************************************************/ myGenericFunctionsClassScript.SetHapticGeometry(); //Get the Number of Haptic Object //Debug.Log ("Total Number of Haptic Objects: " + PluginImport.GetHapticObjectCount()); /***************************************************************/ //Launch the Haptic Event for all different haptic objects /***************************************************************/ PluginImport.LaunchHapticEvent(); }
void Start() { blocks = new GameObject[height * 3]; makeJengaBlocks(); if (PluginImport.InitHapticDevice()) { Debug.Log("OpenGL Context Launched"); Debug.Log("Haptic Device Launched"); myGenericFunctionsClassScript.SetHapticWorkSpace(); myGenericFunctionsClassScript.GetHapticWorkSpace(); //Update Workspace as function of camera PluginImport.UpdateWorkspace(myHapticCamera.transform.rotation.eulerAngles.y); //Set Mode of Interaction /* * Mode = 0 Contact * Mode = 1 Manipulation - So objects will have a mass when handling them * Mode = 2 Custom Effect - So the haptic device simulate vibration and tangential forces as power tools * Mode = 3 Puncture - So the haptic device is a needle that puncture inside a geometry */ PluginImport.SetMode(ModeIndex); //Show a text descrition of the mode myGenericFunctionsClassScript.IndicateMode(); } else { Debug.Log("Haptic Device cannot be launched"); } /***************************************************************/ //Set Environmental Haptic Effect /***************************************************************/ // Viscous Force Example myGenericFunctionsClassScript.SetEnvironmentViscosity(); // Constant Force Example - We use this environmental force effect to simulate the weight of the cursor myGenericFunctionsClassScript.SetEnvironmentConstantForce(); // Friction Force Example //myGenericFunctionsClassScript.SetEnvironmentFriction(); // Spring Force Example //myGenericFunctionsClassScript.SetEnvironmentSpring(); /***************************************************************/ //Setup the Haptic Geometry in the OpenGL context //And read haptic characteristics /***************************************************************/ myGenericFunctionsClassScript.SetHapticGeometry(); //Get the Number of Haptic Object //Debug.Log ("Total Number of Haptic Objects: " + PluginImport.GetHapticObjectCount()); /***************************************************************/ //Launch the Haptic Event for all different haptic objects /***************************************************************/ PluginImport.LaunchHapticEvent(); }
void Start() { if (PluginImport.InitHapticDevice()) { Debug.Log("OpenGL Context Launched"); Debug.Log("Haptic Device Launched"); myGenericFunctionsClassScript.SetHapticWorkSpace(); myGenericFunctionsClassScript.GetHapticWorkSpace(); //Update Workspace as function of camera PluginImport.UpdateWorkspace(myHapticCamera.transform.rotation.eulerAngles.y); //Set Mode of Interaction /* * Mode = 0 Contact * Mode = 1 Manipulation - So objects will have a mass when handling them * Mode = 2 Custom Effect - So the haptic device simulate vibration and tangential forces as power tools * Mode = 3 Puncture - So the haptic device is a needle that puncture inside a geometry */ PluginImport.SetMode(3); //Show a text descrition of the mode myGenericFunctionsClassScript.IndicateMode(); //Define a Penetration direction Vector - useful for brain biopsy for instance. //For realism, the orientation of the needle will need to be detached from that of the haptic device //The new orientation on local Z of the needle will be that indicated by the vector set below. /*double[] injectionDir = new double[3]{0.0f,0.0f,1.0f}; * PluginImport.SetPunctureDirection(ConverterClass.ConvertDouble3ToIntPtr(injectionDir));*/ //Set the lenght of the syringue needle to penetrate inside the tissue PluginImport.SetMaximumPunctureLenght(maxPenetration); //Set the touchable face(s) PluginImport.SetTouchableFace(ConverterClass.ConvertStringToByteToIntPtr(TouchableFace)); } else { Debug.Log("Haptic Device cannot be launched"); } /***************************************************************/ //Set Environmental Haptic Effect /***************************************************************/ // Constant Force Example - We use this environmental force effect to simulate the weight of the cursor //myGenericFunctionsClassScript.SetEnvironmentConstantForce(); /***************************************************************/ //Setup the Haptic Geometry in the OpenGL context /***************************************************************/ myGenericFunctionsClassScript.SetHapticGeometry(); //Get the Number of Haptic Object //Debug.Log ("Total Number of Haptic Objects: " + PluginImport.GetHapticObjectCount()); /***************************************************************/ //Launch the Haptic Event for all different haptic objects /***************************************************************/ PluginImport.LaunchHapticEvent(); }
void Start() { blocks = new GameObject[height * 3]; if (jenga) { makeJengaBlocks(); } else { for (int i = 0; i < 5; i++) { float antX = init.transform.position.x; float antY = init.transform.position.y; float antZ = init.transform.position.z; init.transform.position = new Vector3(antX + 1.1f, antY + 0.4f, antZ); generarBloques(); } Invoke("quitarPiso", time); } if (PluginImport.InitHapticDevice()) { Debug.Log("OpenGL Context Launched"); Debug.Log("Haptic Device Launched"); myGenericFunctionsClassScript.SetHapticWorkSpace(); myGenericFunctionsClassScript.GetHapticWorkSpace(); //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)); //Set Mode of Interaction /* * Mode = 0 Contact * Mode = 1 Manipulation - So objects will have a mass when handling them * Mode = 2 Custom Effect - So the haptic device simulate vibration and tangential forces as power tools * Mode = 3 Puncture - So the haptic device is a needle that puncture inside a geometry */ PluginImport.SetMode(ModeIndex); //Show a text descrition of the mode myGenericFunctionsClassScript.IndicateMode(); //Set the touchable face(s) PluginImport.SetTouchableFace(ConverterClass.ConvertStringToByteToIntPtr(TouchableFace)); } else { Debug.Log("Haptic Device cannot be launched"); } /***************************************************************/ //Set Environmental Haptic Effect /***************************************************************/ // Viscous Force Example myGenericFunctionsClassScript.SetEnvironmentViscosity(); // Constant Force Example - We use this environmental force effect to simulate the weight of the cursor myGenericFunctionsClassScript.SetEnvironmentConstantForce(); // Friction Force Example //myGenericFunctionsClassScript.SetEnvironmentFriction(); // Spring Force Example //myGenericFunctionsClassScript.SetEnvironmentSpring(); /***************************************************************/ //Setup the Haptic Geometry in the OpenGL context //And read haptic characteristics /***************************************************************/ myGenericFunctionsClassScript.SetHapticGeometry(); //Get the Number of Haptic Object //Debug.Log ("Total Number of Haptic Objects: " + PluginImport.GetHapticObjectCount()); /***************************************************************/ //Launch the Haptic Event for all different haptic objects /***************************************************************/ PluginImport.LaunchHapticEvent(); }