예제 #1
0
 // Use this for initialization
 void Start()
 {
     //Debug.Log("Initializing playable clip!" + this.ToString());
     _headTrack            = GetComponent <HeadTrack>();
     _mesh                 = this.GetComponent <MeshRenderer>();
     _mesh.material.shader = Shader.Find("Inside Sphere Blend");
 }
예제 #2
0
        public int MinLoopLengthFrames()
        {
            HeadTrack headtrack = _Sphere.GetComponent <HeadTrack>();
            int       frames    = (int)Math.Round(minLoopLengthSec * headtrack.GetVideoFps());

            return(frames);
        }
예제 #3
0
        public void MarkStoryPoint(GameObject sphere)
        {
            Debug.Log("Mark story point " + Gated + " to " + !Gated);
            RemoveCurrentComponent(sphere);
            Gated = !Gated;

            GenerateAndUpdateComponents(sphere);
            HeadTrack headtrack = sphere.GetComponent <HeadTrack>();

            headtrack.RefreshTimeline();
        }
예제 #4
0
        public virtual bool checkSalient(float currentTime, MultiplePlayerControl multiMedia, HeadTrack _headtrack)
        {
            if (_headTrack == null)
            {
                _headTrack = GetComponent <HeadTrack>();
            }
            MediaPlayer player = multiMedia.Player;

            float threshold = 1.0f / _headtrack.GetVideoFps();

            if (Math.Abs(currentTime - endTime) < threshold)
            {
                return(true);  // Saliency means we passed this clip. Can move pointer to next clip.
            }
            return(false);
        }
예제 #5
0
        public override bool checkSalient(float currentTime, MultiplePlayerControl multiMedia, HeadTrack _headtrack)
        {
            float relativeTime = currentTime - this.startTime;
            int   currentFrame = (int)(relativeTime * multiMedia.Player.Info.GetVideoFrameRate());
            int   gateFrame    = (int)(this.gateTime * multiMedia.Player.Info.GetVideoFrameRate());
            int   curView      = _headTrack.GetVisibleView();

            if (_currentView != curView)
            {
                if (multiMedia.isTransitioning && multiMedia.currentLoopArc.toTime > multiMedia.currentLoopArc.fromTime)
                {
                    Debug.Log("VIEW CHANGED IN MIDDLE OF TRANSITION. Was " + _currentView + ". Now: " + curView + ". Calling FinishTransition.");
                    multiMedia.FinishTransition();
                }
                if (multiMedia.IsPaused())
                {
                    if (GetComponent <PreviewMode>().requestedPlayMode)
                    {
                        Debug.Log("CURVIEW WAS IN PAUSED STATE. Now: " + curView + ". Playing again.");
                        _headtrack.playMode = true;
                    }
                }
                _currentView = curView;
            }

            if (!_ROIWithinView)
            {
                if (isTargetView(curView))
                {
                    _ROIWithinView = true;
                    if (multiMedia.isTransitioning)
                    {
                        Debug.Log("TARGET CAME INTO VIEW AGAIN. Calling FinishTransition");
                        multiMedia.FinishTransition();
                    }
                    if (multiMedia.IsPaused())
                    {
                        _headtrack.playMode = true;
                        multiMedia.Play();
                    }
                }
            }
            if (multiMedia.isTransitioning && (!isTargetView(curView) && sp.IsCutFrame(curView, currentFrame)))
            {
                Debug.Log("Current frame: " + currentFrame + ". Entered another valid frame when transitioning.... Exiting transition");
                multiMedia.FinishTransition();
                Debug.Log("Exited? " + !multiMedia.isTransitioning);
            }

            if (multiMedia.isTransitioning)
            {
                Debug.Log("Current loop is " + multiMedia.currentLoopArc);
                multiMedia.UnidirectionalTransition();
                multiMedia.expectedCurrentFrame = currentFrame;
                multiMedia.expectedNextFrame    = currentFrame + 1;
            }
            else
            {
                Transition(currentFrame, _currentView, multiMedia, _headtrack);
            }
            return(currentTime > this.endTime);  // Return true if Headtrack can move onto the next clip. Else false.
        }
예제 #6
0
        public void Transition(int currentFrame, int curView, MultiplePlayerControl multiMedia, HeadTrack _headtrack)
        {
            int gateFrame = (int)(this.gateTime * multiMedia.Player.Info.GetVideoFrameRate());

            if (!isTargetView(curView) && (multiMedia.expectedCurrentFrame == gateFrame || multiMedia.expectedNextFrame == gateFrame) && currentFrame != multiMedia.expectedCurrentFrame && currentFrame != multiMedia.expectedNextFrame)
            {
                Debug.LogError("SKIPPED GATE FRAME!");
            }
            else if (currentFrame > gateFrame || isTargetView(curView))
            {
                multiMedia.expectedCurrentFrame = currentFrame;
                multiMedia.expectedNextFrame    = currentFrame + 1;

                if (sp.jumpImmediately && currentFrame < gateFrame - HeadTrack._LOOP_TRANS_DURATION && isTargetView(curView))
                {
                    int jumpToFrame = gateFrame - (int)(HeadTrack._LOOP_TRANS_DURATION * multiMedia.Player.Info.GetVideoFrameRate());
                    if (sp.views[curView].CanJumpTo(currentFrame, jumpToFrame, sp.jumpThreshold))
                    {
                        float jumpToTime = this.gateTime - HeadTrack._LOOP_TRANS_DURATION;
                        Debug.Log("Frame rate: " + multiMedia.Player.Info.GetVideoFrameRate());
                        Debug.Log("Sp start time: " + sp.startTime + " Jump to time: " + jumpToTime);
                        Debug.Log("GOING to jump from " + (sp.startTime + 1f * currentFrame / multiMedia.Player.Info.GetVideoFrameRate()) + " to time " + (sp.startTime + jumpToTime));
                        this.sp.views[curView].AddLoopArc(sp.startTime + 1f * currentFrame / multiMedia.Player.Info.GetVideoFrameRate(), sp.startTime + jumpToTime, sp.startTime, sp.endTime);
                        Debug.Log("Sp now has " + this.sp.views[curView].GetLoopArcs().Count() + " looparcs");

                        LoopArc currentLoop = this.sp.views[curView].GetCurrentLoop();
                        multiMedia.currentLoopArc = currentLoop;
                        multiMedia._mediaOffset   = currentLoop.fromTime - currentLoop.toTime;
                        Debug.Log("Media current loop arc is " + multiMedia.currentLoopArc + ". Set media offset to " + multiMedia._mediaOffset);

                        // Seek to apply media offset.
                        multiMedia.isTransitioning = true;
                        multiMedia.SyncMediaPlayers();
                        multiMedia.expectedCurrentFrame = jumpToFrame;
                        multiMedia.expectedNextFrame    = jumpToFrame + 1;
                    }
                }

                return; // Don't transition if current frame is past gate frame.
            }

            int jumpTo;
            int fromFrame = currentFrame;

            if (sp.ReachedCutFrame(curView, currentFrame))
            {
                jumpTo = sp.FindJumpToFrame(curView, currentFrame);
                Debug.Log("Reached cut frame. Jumping to: " + jumpTo);
            }
            else if (sp.PastLastCutFrame(curView, currentFrame))  // May happen if computer suddenly lagged and missed a frame update.
            {
                Debug.LogWarning("ERROR! REACHED DANGER ZONE " + curView + ", " + currentFrame);
                int lastCutFrame = sp.FindLastCutFrame(curView);
                jumpTo    = sp.FindJumpToFrame(curView, lastCutFrame);
                fromFrame = lastCutFrame;
            }
            else
            {
                jumpTo = currentFrame + 1;
            }
            multiMedia.expectedCurrentFrame = currentFrame;
            multiMedia.expectedNextFrame    = jumpTo;

            if (jumpTo == currentFrame)
            {
                Debug.Log("Paused media player because jumpto " + jumpTo + " is same as current frame: " + currentFrame);
                _headtrack.playMode = false;
                multiMedia.Pause();
            }
            else if (jumpTo != currentFrame + 1)  // if jumping to a frame that's not the next frame, then perform a seek. Otherwise just keep playing.
            {
                float jumpToTime = 1f * jumpTo / multiMedia.Player.Info.GetVideoFrameRate();
                Debug.Log("Frame rate: " + multiMedia.Player.Info.GetVideoFrameRate());
                Debug.Log("Sp start tiem: " + sp.startTime + " Jump to time: " + jumpToTime);
                Debug.Log("GOING to jump from " + (sp.startTime + 1f * currentFrame / multiMedia.Player.Info.GetVideoFrameRate()) + " to time " + (sp.startTime + jumpToTime));
                this.sp.views[curView].AddLoopArc(sp.startTime + currentFrame / multiMedia.Player.Info.GetVideoFrameRate(), sp.startTime + jumpToTime, sp.startTime, sp.endTime);
                Debug.Log("Sp now has " + this.sp.views[curView].GetLoopArcs().Count() + " looparcs");

                // Set media offset.
                LoopArc currentLoop = this.sp.views[curView].GetCurrentLoop();
                multiMedia.currentLoopArc = currentLoop;
                multiMedia._mediaOffset   = currentLoop.fromTime - currentLoop.toTime;

                Debug.Log("Set media offset to " + multiMedia._mediaOffset);

                // Seek to apply media offset.
                multiMedia.isTransitioning = true;
                multiMedia.SyncMediaPlayers();
                multiMedia.expectedCurrentFrame = jumpTo;
                multiMedia.expectedNextFrame    = jumpTo + 1;
            }
        }