/// <summary> /// Converts the given direction vector from world space to device space. /// </summary> /// <param name="vector">The direction vector in world space.</param> /// <returns>The equivalent direction vector in device space.</returns> public Vector3 WorldToDeviceDirection(UnityEngine.Vector3 vector) { // Transform the world direction to the local space of the array var localDirection = _arrayOrigin.InverseTransformDirection(vector); // Construct an Ultrahaptics Vector3 // Note that the y and z coordinates are swapped as Ultrahaptics uses a coordinate system where the positive Y-axis is up var ultrahapticsDirection = new Vector3(localDirection.x, localDirection.z, localDirection.y); return(ultrahapticsDirection); }
// Update on every frame public void Update() { // The Leap Motion can see a hand, so get its palm position // Convert to our vector class, and then convert to our coordinate space //Vive Tracker Position Ultrahaptics.Vector3 uhPalmPosition = new Ultrahaptics.Vector3(ViveHand.transform.position.x, ViveHand.transform.position.y, ViveHand.transform.position.z); // Leap Motion hand position // From here, we can establish how many timepoints there are in a single "iteration" of the cosine wave for (int i = 0; i < _timepoint_count; i++) { float intensity = VM.intensity * (1.0f - (float)Math.Cos(2.0f * Math.PI * i / _timepoint_count)); // Set a constant position of 20cm above the array _positions[i] = new Ultrahaptics.Vector3(0.0f, 0.0f, 0.3f); _intensities[i] = (intensity); } _emitter.setEmissionCallback(callback, null); }