public PointSmoother() { smoothers = new CoordinateSmoother[2]; for (int i = 0; i < 2; i++) { smoothers[i] = new CoordinateSmoother(); } }
public Vector3Smoother() { smoothers = new CoordinateSmoother[3]; for (int i = 0; i < 3; i++) { smoothers[i] = new CoordinateSmoother(); } }
private void OnNewCoordinates(TobiiCoordinates coordinates) { lock (Helpers.locker) { if (mouse_state == MouseState.Idle && (DateTime.Now - idle_start_time).TotalSeconds > 60) { CoordinateSmoother.Reset(); return; } if (DateTime.Now > freeze_until) { if (mouse_state == MouseState.Calibrating && Helpers.GetDistance(coordinates.gaze_point, calibration_start_gaze_point) > Options.Instance.reset_calibration_zone_size) { mouse_state = MouseState.Controlling; } if (mouse_state == MouseState.Calibrating) { // The only thing to update while calibrating is gaze point. float[] coordinates_copy = new float[smoothened_error_correction.сoordinates.Length]; smoothened_error_correction.сoordinates.CopyTo(coordinates_copy, 0); var smoothened_error_correction_clone = new EyeTrackerErrorCorrection(coordinates_copy, smoothened_error_correction.shift); smoothened_error_correction_clone.сoordinates[0] = coordinates.gaze_point.X; smoothened_error_correction_clone.сoordinates[1] = coordinates.gaze_point.Y; smoothened_error_correction = CoordinateSmoother.Smoothen(smoothened_error_correction_clone); } else { // The eye tracker provides shaky data that has to be smoothened before transforming to the mouse cursor position. // |CalibrationManager| amplifies this shaking. // To cancel the amplification we smoothen data BEFORE it goes to |CalibrationManager|. // // Another problem is |CalibrationManager| also may be a source of shaking (even on smoothened input). // So in addition to smoothening its input we have to smoothen its output. // Smoothening data twice leads to bigger latency but otherwise, the cursor shakes. // Big latency is compensated by |instant_jump_distance|. var shift = smoothened_error_correction == null ? new Point(0, 0) : CalibrationManager.Instance.GetShift(smoothened_error_correction.сoordinates); var shaky_coordinates = coordinates.ToCoordinates(Options.Instance.calibration_mode.additional_dimensions_configuration); smoothened_error_correction = CoordinateSmoother.Smoothen(new EyeTrackerErrorCorrection(shaky_coordinates, shift)); } } else { // Adds inertia on exit from freeze state. CoordinateSmoother.Smoothen(smoothened_error_correction); } if (mouse_state == MouseState.Controlling || mouse_state == MouseState.Calibrating) { UpdateCursorPosition(); } } }
private void StartCalibration() { if (mouse_state != MouseState.Calibrating) { calibration_start_gaze_point = new Point((int)smoothened_error_correction.сoordinates[0], (int)smoothened_error_correction.сoordinates[1]); mouse_state = MouseState.Calibrating; } freeze_until = DateTime.Now.AddMilliseconds(Options.Instance.calibrate_freeze_time_ms); statistics.OnCalibrate(); CoordinateSmoother.Reset(); }
public void StartCalibration(bool dynamic_calibration) { this.dynamic_calibration = dynamic_calibration; if (mouse_state != MouseState.Calibrating) { calibration_start_gaze_point = new Point((int)smoothened_error_correction.сoordinates[0], (int)smoothened_error_correction.сoordinates[1]); mouse_state = MouseState.Calibrating; } freeze_until = DateTime.Now.AddMilliseconds(Options.Instance.calibrate_freeze_time_ms); CoordinateSmoother.Reset(); }