コード例 #1
0
ファイル: TestingFBClient.cs プロジェクト: thymen/buffer_bci
 public void initializeBuffer()
 {
     buffer = gameObject.AddComponent<UnityBuffer>();
     buffer.initializeBuffer();
     if(buffer!=null && buffer.bufferIsConnected){
         buffer.NewEventsAdded += new BufferChangeEventHandler(eventsAdded);//Attach the buffer's event hadnler to the eventsAdded function
         isBufferOn = true;
     }
 }
コード例 #2
0
    // Buffer
    // TODO: This is a horrible combination of service management and buffer/event tracking... should separate into different pieces.
    private void eventsAdded(UnityBuffer _buffer, EventArgs e)
    {
        BufferEvent latestEvent = _buffer.getLatestEvent();

        if (latestEvent.getType().toString() == Config.feedbackEventType)
        {
            IList alphaLatObjects = latestEvent.getValue().array as IList;
            currentAlphaLat = alphaLatObjects.Cast <double> ().ToArray();
        }
    }
コード例 #3
0
	// Buffer
	// TODO: This is a horrilble combination of service management and buffer/event tracking... should separate into different pieces.
	private void eventsAdded(UnityBuffer _buffer, EventArgs e){
		BufferEvent latestEvent = _buffer.getLatestEvent();
		if(bufferIsOn && latestEvent.getType().toString()==Config.feedbackEventType)
		{
			clientIsConnected = true;
			IList alphaLatObjects = latestEvent.getValue().array as IList;
			currentAlphaLat = alphaLatObjects.Cast<double>().ToArray();
			//Debug.Log (alphaLatObjects);
		}
	}
コード例 #4
0
 public void initializeBuffer()
 {
     buffer = gameObject.AddComponent <UnityBuffer>();
     buffer.initializeBuffer();
     if (buffer != null && buffer.bufferIsConnected)
     {
         buffer.NewEventsAdded += new BufferChangeEventHandler(eventsAdded);            //Attach the buffer's event hadnler to the eventsAdded function
         isBufferOn             = true;
     }
 }
コード例 #5
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	public void initializeBuffer(){
		if( buffer == null ) buffer = gameObject.AddComponent<UnityBuffer>();
		buffer.initializeBuffer();
		if(buffer!=null && buffer.bufferIsConnected){
			//Attach the buffer's event handler to the eventsAdded function
			buffer.NewEventsAdded += new BufferChangeEventHandler(eventsAdded);
			bufferIsOn = true;
		}else{
			Debug.Log ("Failed to initialize Unity Buffer Client");
		}
	}
コード例 #6
0
 public void initializeBuffer()
 {
     if( buffer == null ) buffer = gameObject.AddComponent<UnityBuffer>();
     buffer.initializeBuffer();
     if(buffer!=null && buffer.bufferIsConnected){
         //Attach the buffer's event handler to the eventsAdded function
         buffer.NewEventsAdded += new BufferChangeEventHandler(eventsAdded);
         bufferIsOn = true;
     }else{
         Debug.Log ("Failed to initialize Unity Buffer Client");
     }
 }
コード例 #7
0
    void PutData(int port, float[,] dataToPut)
    {
        UnityBuffer unityBuffer = new UnityBuffer();

        if (unityBuffer.connect(host: "127.0.0.1", port: port))
        {
            print("connected: " + port.ToString());
            unityBuffer.putData(dataToPut);
        }
        else
        {
            print("connection failed...");
        }
    }
コード例 #8
0
    float GetBufferDataStatus(int port)
    {
        UnityBuffer unityBuffer = new UnityBuffer();

        if (unityBuffer.connect(host: "127.0.0.1", port: port))
        {
            print("connected: " + port.ToString());
            unityBuffer.header = unityBuffer.getHeader();
            float[,] data      = unityBuffer.getFloatData(unityBuffer.header.nSamples - 1, unityBuffer.header.nSamples - 1);
            return(data[0, 0]);
        }
        else
        {
            print("connection failed...");
            return(0);
        }
    }
コード例 #9
0
    // Start is called before the first frame update
    void Start()
    {
        cursorMaterial = Resources.Load("unlitColor") as Material;

        float[,] GetBufferData(int port)
        {
            UnityBuffer unityBuffer = new UnityBuffer();

            if (unityBuffer.connect(host: "127.0.0.1", port: port))
            {
                print("connected");
                unityBuffer.header = unityBuffer.getHeader();

                float[,] data = unityBuffer.getFloatData(0, unityBuffer.header.nSamples - 1);

                print(data.GetLength(0));
                print(data.GetLength(1));

                return(data);
            }
            else
            {
                print("connection failed...");
                return(new float[0, 0]);
            }
        }

        foreach (var port in ports)
        {
            print(port);
            cursors.Add(new Cursor(gameObject: GameObject.CreatePrimitive(PrimitiveType.Plane), trajectory: GetBufferData(port)));

            print(cursors[cursors.Count - 1].trajectory.GetLength(0));
            print(cursors[cursors.Count - 1].trajectory.GetLength(1));



            cursors[cursors.Count - 1].gameObject.transform.localScale = new Vector3(.1f, .1f, .1f) * 15;
            cursors[cursors.Count - 1].gameObject.GetComponent <Renderer>().material = cursorMaterial;
        }
    }
コード例 #10
0
 public bool initializeBuffer()
 {
     if (buffer == null)
     {
         buffer = gameObject.AddComponent <UnityBuffer>();
     }
     if (!systemIsReady())
     {
         buffer.initializeBuffer();
     }
     if (systemIsReady())
     {
         //Attach the buffer's event handler to the eventsAdded function
         buffer.NewEventsAdded += new BufferChangeEventHandler(eventsAdded);
         return(true);
     }
     else
     {
         Debug.Log("Failed to initialize Unity Buffer Client");
         return(false);
     }
 }
コード例 #11
0
    void Start()
    {
        FPS_text = GameObject.Find("Canvas/FPS").GetComponent <TextMeshProUGUI>();

        Stopwatch sw = new Stopwatch();

        sw.Start();

        cursorMaterial = Resources.Load("UnlitColor") as Material;

        float[,] GetBufferData(int port)
        {
            UnityBuffer unityBuffer = new UnityBuffer();

            if (unityBuffer.connect(host: "127.0.0.1", port: port))
            {
                print("connected");
                unityBuffer.header = unityBuffer.getHeader();

                float[,] data = unityBuffer.getFloatData(0, unityBuffer.header.nSamples - 1);

                //print(data.GetLength(0));
                //print(data.GetLength(1));

                return(data);
            }
            else
            {
                print("connection failed...");
                return(new float[0, 0]);
            }
        }

        void printArrayDimensions(float[,] array)
        {
            print(array.GetLength(0));
            print(array.GetLength(1));
        }

        // get trajectories

        List <float[, ]> trajectory = new List <float[, ]>();

        foreach (var port in ports)
        {
            print(port);
            trajectory.Add(GetBufferData(port));
            printArrayDimensions(trajectory[trajectory.Count - 1]);
        }

        // get colors

        float[,] target_positions = GetBufferData(1002);
        printArrayDimensions(target_positions);


        // build cursors

        for (int TRIAL = 0; TRIAL < Number.trials; TRIAL++)
        {
            // reshape

            float[,] trajectory_to_use = new float[Number.frames, Number.axes];

            for (int FRAME = 0; FRAME < Number.frames; FRAME++)
            {
                for (int AXIS = 0; AXIS < Number.axes; AXIS++)
                {
                    //print(TRIAL.ToString() + ":" + FRAME.ToString() + ":" + AXIS.ToString());
                    trajectory_to_use[FRAME, AXIS] = trajectory[AXIS][TRIAL, FRAME];
                }
            }


            Color colorToUse  = colors[(int)target_positions[TRIAL, 0] - 1];
            float randomValue = Random.Range(.25f, 1);
            colorToUse.r = colorToUse.r * randomValue;
            colorToUse.g = colorToUse.g * randomValue;
            colorToUse.b = colorToUse.b * randomValue;


            PlaneObject cursorPlane = PlaneObject.Create(width: Sizes.cursor,
                                                         length: Sizes.cursor,
                                                         widthSegments: 1,
                                                         lengthSegments: 1);

            cursorPlane.gameObject.GetComponent <Renderer>().material       = cursorMaterial;
            cursorPlane.gameObject.GetComponent <Renderer>().material.color = colorToUse;

            cursors.Add(new Cursor(gameObject: cursorPlane.gameObject, trajectory: trajectory_to_use));

            //cursors[cursors.Count - 1].gameObject.transform.localScale = new Vector3(.1f, .1f, .1f) * 15;
            //cursors[cursors.Count - 1].gameObject.GetComponent<Renderer>().material = cursorMaterial;
            //cursors[cursors.Count - 1].gameObject.GetComponent<Renderer>().material.color = colorToUse;
        }



        // add target positions

        for (int TARGET = 0; TARGET < Number.targetPositions; TARGET++)
        {
            GameObject target = Create.Polygon(position: new Vector3(targetPositions[TARGET].x, 0, targetPositions[TARGET].y),
                                               rotation: new Vector3(-90, 0, 0),
                                               radius: Sizes.target,
                                               edgeThickness: .1f,
                                               nSegments: Defaults.nSegementsCircle,
                                               color: Color.white, //colors[TARGET],
                                               sortingOrder: 2);

            //GameObject target = GameObject.CreatePrimitive(PrimitiveType.Plane);
            //target.transform.localScale = new Vector3(.1f, .1f, .1f) * 15;
            //target.transform.position = new Vector3(targetPositions[TARGET].x, 0, targetPositions[TARGET].y);
            //target.GetComponent<Renderer>().material = cursorMaterial;
            //target.GetComponent<Renderer>().material.color = colors[TARGET];

            target.name = TARGET.ToString();
        }

        print(sw.Elapsed.Seconds);
    }
コード例 #12
0
    void Start()
    {
        Stopwatch sw = new Stopwatch();

        sw.Start();

        // timeVector setup

        for (int FRAME = 0; FRAME < Number.frames; FRAME++)
        {
            timeVector[FRAME] = (float)FRAME / 144;
        }

        // scene setup

        FPS_text       = GameObject.Find("Canvas/FPS_text").GetComponent <TextMeshProUGUI>();
        cursorMaterial = Resources.Load("UnlitColor") as Material;

        // add target positions

        void DrawTargets(float xMod, string parentName)
        {
            GameObject targets = new GameObject(name: parentName);

            for (int TARGET = 0; TARGET < Number.targetPositions; TARGET++)
            {
                GameObject target = Create.Polygon(position: new Vector3(targetPositions[TARGET].x + xMod, 0, targetPositions[TARGET].y),
                                                   rotation: new Vector3(-90, 0, 0),
                                                   radius: Sizes.target,
                                                   edgeThickness: .1f,
                                                   nSegments: Defaults.nSegementsCircle,
                                                   color: Color.white, //colors[TARGET],
                                                   sortingOrder: 2);

                target.name             = "target." + TARGET.ToString();
                target.transform.parent = targets.transform;
            }
        }

        for (int CONTROL = 0; CONTROL < Number.control; CONTROL++)
        {
            DrawTargets(xMod[CONTROL], "targets." + Labels.control[CONTROL]);
        }

        // session setup

        float[,] GetBufferData(int port)
        {
            UnityBuffer unityBuffer = new UnityBuffer();

            if (unityBuffer.connect(host: "127.0.0.1", port: port))
            {
                print("connected");
                unityBuffer.header = unityBuffer.getHeader();
                float[,] data      = unityBuffer.getFloatData(0, unityBuffer.header.nSamples - 1);
                return(data);
            }
            else
            {
                print("connection failed...");
                return(new float[0, 0]);
            }
        }

        void printArrayDimensions(float[,] array)
        {
            print(array.GetLength(0));
            print(array.GetLength(1));
        }

        // reshape method
        List <Vector2> reshapeTrajectory(List <float[, ]> trajectoryData, int TRIAL, float xMod)
        {
            List <Vector2> trajectoryToUse = new List <Vector2>();

            for (int FRAME = 0; FRAME < Number.frames; FRAME++)
            {
                Vector2 position = new Vector2();

                for (int AXIS = 0; AXIS < Number.axes; AXIS++)
                {
                    //print(TRIAL.ToString() + ":" + FRAME.ToString() + ":" + AXIS.ToString());
                    if (AXIS == 0)
                    {
                        position[AXIS] = trajectoryData[AXIS][TRIAL, FRAME] + xMod;
                    }
                    else
                    {
                        position[AXIS] = trajectoryData[AXIS][TRIAL, FRAME];
                    }
                }
                trajectoryToUse.Add(position);
            }

            return(trajectoryToUse);
        }

        void AddCursors(int[] ports, string parentName, CursorType cursorType, float xMod, float[,] target_positions)
        {
            GameObject parent = new GameObject(name: parentName);

            // get trajectories

            List <float[, ]> trajectory = new List <float[, ]>();

            foreach (var port in ports)
            {
                print(port);
                trajectory.Add(GetBufferData(port));
                printArrayDimensions(trajectory[trajectory.Count - 1]);
            }

            // build cursors

            for (int TRIAL = 0; TRIAL < Number.trials; TRIAL++)
            {
                List <Vector2> cursorTrajectory = reshapeTrajectory(trajectory, TRIAL, xMod);

                Color colorToUse = colors[(int)target_positions[TRIAL, 0] - 1];

                float randomValue = UnityEngine.Random.Range(.25f, 1);
                colorToUse.r = colorToUse.r * randomValue;
                colorToUse.g = colorToUse.g * randomValue;
                colorToUse.b = colorToUse.b * randomValue;

                GameObject SpawnCursorObject()
                {
                    switch (cursorType)
                    {
                    case CursorType.cursor:
                        GameObject cursorObject1 = PlaneObject.Create(width: Sizes.cursor,
                                                                      length: Sizes.cursor,
                                                                      widthSegments: 1,
                                                                      lengthSegments: 1).gameObject;

                        cursorObject1.GetComponent <Renderer>().material       = cursorMaterial;
                        cursorObject1.GetComponent <Renderer>().material.color = colorToUse;
                        return(cursorObject1);

                    case CursorType.gaze:
                        GameObject cursorObject2 = Create.Polygon(position: Vector3.zero,
                                                                  rotation: new Vector3(-90, 0, 0),
                                                                  radius: Sizes.gaze,
                                                                  edgeThickness: .1f,
                                                                  nSegments: Defaults.nSegementsCircle,
                                                                  color: colorToUse,
                                                                  sortingOrder: 1);
                        return(cursorObject2);

                    default:
                        return(new GameObject());
                    }
                }

                GameObject cursorObject = SpawnCursorObject();
                cursorObject.name             = "cursor." + TRIAL.ToString();
                cursorObject.transform.parent = parent.transform;

                cursors.Add(new Cursor(gameObject: cursorObject, trajectory: cursorTrajectory));
            }
        }

        float[,] target_positions_solo = GetBufferData(Ports.target_positions_solo);

        AddCursors(Ports.P1, "P1", CursorType.cursor, xMod[0], target_positions_solo);
        AddCursors(Ports.P2, "P2", CursorType.cursor, xMod[0], target_positions_solo);

        AddCursors(Ports.P1_gaze_solo, "P1_gaze_solo", CursorType.gaze, xMod[0], target_positions_solo);
        AddCursors(Ports.P2_gaze_solo, "P2_gaze_solo", CursorType.gaze, xMod[0], target_positions_solo);

        float[,] target_positions_joint = GetBufferData(Ports.target_positions_joint);

        AddCursors(Ports.joint, "joint", CursorType.cursor, xMod[1], target_positions_joint);

        AddCursors(Ports.P1_gaze_joint, "P1_gaze_joint", CursorType.gaze, xMod[1], target_positions_joint);
        AddCursors(Ports.P2_gaze_joint, "P2_gaze_joint", CursorType.gaze, xMod[1], target_positions_joint);

        print(sw.Elapsed.Seconds);
    }
コード例 #13
0
    private void eventsAdded(UnityBuffer _buffer, EventArgs e)
    {
        BufferEvent latestEvent = _buffer.getLatestEvent();

        Debug.Log(latestEvent.getType().toString() + ": " + latestEvent.getValue().toString());
    }
コード例 #14
0
ファイル: TestingFBClient.cs プロジェクト: thymen/buffer_bci
 private void eventsAdded(UnityBuffer _buffer, EventArgs e)
 {
     BufferEvent latestEvent = _buffer.getLatestEvent();
     Debug.Log (latestEvent.getType().toString()+": "+latestEvent.getValue().toString());
 }
コード例 #15
0
    void Start()
    {
        Stopwatch sw = new Stopwatch();

        sw.Start();

        // timeVector setup

        for (int FRAME = 0; FRAME < Number.frames; FRAME++)
        {
            timeVector[FRAME] = (float)FRAME / 144;
        }

        // scene setup

        FPS_text       = GameObject.Find("Canvas/FPS").GetComponent <TextMeshProUGUI>();
        cursorMaterial = Resources.Load("UnlitColor") as Material;
        timeText       = GameObject.Find("Canvas/Time").GetComponent <TextMeshProUGUI>();
        sessionText    = GameObject.Find("Canvas/Session").GetComponent <TextMeshProUGUI>();

        // session setup

        float[,] GetBufferData(int port)
        {
            UnityBuffer unityBuffer = new UnityBuffer();

            if (unityBuffer.connect(host: "127.0.0.1", port: port))
            {
                print("connected: " + port.ToString());
                unityBuffer.header = unityBuffer.getHeader();
                float[,] data      = unityBuffer.getFloatData(0, unityBuffer.header.nSamples - 1);
                return(data);
            }
            else
            {
                print("connection failed...");
                return(new float[0, 0]);
            }
        }

        void printArrayDimensions(float[,] array)
        {
            print(array.GetLength(0));
            print(array.GetLength(1));
        }

        // reshape method
        List <Vector2> reshapeTrajectory(List <float[, ]> trajectoryData, int TRIAL, float xMod, float yMod)
        {
            List <Vector2> trajectoryToUse = new List <Vector2>();

            for (int FRAME = 0; FRAME < Number.frames; FRAME++)
            {
                Vector2 position = new Vector2();

                for (int AXIS = 0; AXIS < Number.axes; AXIS++)
                {
                    //print(TRIAL.ToString() + ":" + FRAME.ToString() + ":" + AXIS.ToString());
                    if (AXIS == 0)
                    {
                        position[AXIS] = trajectoryData[AXIS][TRIAL, FRAME] + xMod;
                    }
                    else
                    {
                        position[AXIS] = trajectoryData[AXIS][TRIAL, FRAME] + yMod;
                    }
                }
                trajectoryToUse.Add(position);
            }

            return(trajectoryToUse);
        }

        void AddCursors(int[] ports, string parentName, CursorType cursorType, float xMod, float yMod, float[,] target_positions, GameObject grandParent)
        {
            GameObject parent = new GameObject(name: parentName);

            parent.transform.parent = grandParent.transform;

            // get trajectories

            List <float[, ]> trajectory = new List <float[, ]>();

            foreach (var port in ports)
            {
                //print(port);
                trajectory.Add(GetBufferData(port));
                //printArrayDimensions(trajectory[trajectory.Count - 1]);
            }

            // build cursors

            for (int TRIAL = 0; TRIAL < Number.trials; TRIAL++)
            {
                List <Vector2> cursorTrajectory = reshapeTrajectory(trajectory, TRIAL, xMod, yMod);

                Color colorToUse = colors[(int)target_positions[TRIAL, 0] - 1];

                float randomValue = UnityEngine.Random.Range(.25f, 1);
                colorToUse.r = colorToUse.r * randomValue;
                colorToUse.g = colorToUse.g * randomValue;
                colorToUse.b = colorToUse.b * randomValue;

                GameObject SpawnCursorObject()
                {
                    switch (cursorType)
                    {
                    case CursorType.cursor:
                        GameObject cursorObject1 = PlaneObject.Create(width: Sizes.cursor,
                                                                      length: Sizes.cursor,
                                                                      widthSegments: 1,
                                                                      lengthSegments: 1).gameObject;

                        cursorObject1.GetComponent <Renderer>().material       = cursorMaterial;
                        cursorObject1.GetComponent <Renderer>().material.color = colorToUse;
                        return(cursorObject1);

                    case CursorType.gaze:
                        GameObject cursorObject2 = Create.Polygon(position: Vector3.zero,
                                                                  rotation: new Vector3(-90, 0, 0),
                                                                  radius: Sizes.gaze,
                                                                  edgeThickness: .1f,
                                                                  nSegments: Defaults.nSegementsCircle,
                                                                  color: colorToUse,
                                                                  sortingOrder: 1);
                        return(cursorObject2);

                    default:
                        return(new GameObject());
                    }
                }

                GameObject cursorObject = SpawnCursorObject();
                cursorObject.name             = "cursor." + TRIAL.ToString();
                cursorObject.transform.parent = parent.transform;

                cursors.Add(new Cursor(gameObject: cursorObject, trajectory: cursorTrajectory));
            }
        }

        // add target positions

        void DrawTargets(float xMod, float yMod, string parentName, GameObject grandParent)
        {
            GameObject targets = new GameObject(name: parentName);

            targets.transform.parent = grandParent.transform;

            for (int TARGET = 0; TARGET < Number.targetPositions; TARGET++)
            {
                GameObject target = Create.Polygon(position: new Vector3(targetPositions[TARGET].x + xMod, 0, targetPositions[TARGET].y + yMod),
                                                   rotation: new Vector3(-90, 0, 0),
                                                   radius: Sizes.target,
                                                   edgeThickness: .1f,
                                                   nSegments: Defaults.nSegementsCircle,
                                                   color: Color.white, //colors[TARGET],
                                                   sortingOrder: 2);

                target.name             = "target." + TARGET.ToString();
                target.transform.parent = targets.transform;
            }
        }

        //int[] sessionsToUse = new int[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
        int[] sessionsToUse = new int[] { 12, 13, 14, 15, 16, 17 };
        int   sessionCount  = 0;


        void prepareSession(int SESSION)
        {
            print("***************************************************************");
            print("SESSION: " + SESSION.ToString());

            sessionText.text = "S" + Labels.session[SESSION];

            GameObject grandParentObject = new GameObject(name: Labels.session[SESSION]);

            float yModToUse = 0;

            for (int CONTROL = 0; CONTROL < Number.control; CONTROL++)
            {
                DrawTargets(xMod[CONTROL], yModToUse, "targets." + Labels.control[CONTROL], grandParentObject);
            }

            float[,] target_positions_solo = GetBufferData(Ports.target_positions_solo);

            AddCursors(Ports.P1, "P1", CursorType.cursor, xMod[0], yModToUse, target_positions_solo, grandParentObject);
            AddCursors(Ports.P2, "P2", CursorType.cursor, xMod[0], yModToUse, target_positions_solo, grandParentObject);

            AddCursors(Ports.P1_gaze_solo, "P1_gaze_solo", CursorType.gaze, xMod[0], yModToUse, target_positions_solo, grandParentObject);
            AddCursors(Ports.P2_gaze_solo, "P2_gaze_solo", CursorType.gaze, xMod[0], yModToUse, target_positions_solo, grandParentObject);

            float[,] target_positions_joint = GetBufferData(Ports.target_positions_joint);

            AddCursors(Ports.joint, "joint", CursorType.cursor, xMod[1], yModToUse, target_positions_joint, grandParentObject);

            AddCursors(Ports.P1_gaze_joint, "P1_gaze_joint", CursorType.gaze, xMod[1], yModToUse, target_positions_joint, grandParentObject);
            AddCursors(Ports.P2_gaze_joint, "P2_gaze_joint", CursorType.gaze, xMod[1], yModToUse, target_positions_joint, grandParentObject);
        }

        prepareSession(1);

        void StartOBSrecording()
        {
            var proc = new System.Diagnostics.Process
            {
                StartInfo = new System.Diagnostics.ProcessStartInfo // get process by window name - super dodge - also cannot run Pathly from unity
                {
                    FileName               = @"C:\Program Files (x86)\obs-studio\OBSCommand_v1.5.4\OBSCommand\OBSCommand.exe",
                    Arguments              = "/startrecording",
                    UseShellExecute        = false,
                    RedirectStandardOutput = true,
                    CreateNoWindow         = true
                }
            };

            proc.Start();
        }

        StartOBSrecording();

        print(sw.Elapsed.Seconds);
    }
コード例 #16
0
 // Buffer
 // TODO: This is a horrible combination of service management and buffer/event tracking... should separate into different pieces.
 private void eventsAdded(UnityBuffer _buffer, EventArgs e)
 {
     BufferEvent latestEvent = _buffer.getLatestEvent();
     if(bufferIsOn && latestEvent.getType().toString()==Config.feedbackEventType)
     {
         IList alphaLatObjects = latestEvent.getValue().array as IList;
         currentAlphaLat = alphaLatObjects.Cast<double>().ToArray();
     }
 }