Пример #1
0
        /// <summary> Go through any active haptic effects this frame, update any timers and flush everything as a single set of commands. </summary>
        protected virtual void UpdateHaptics()
        {
            if (this.ffbQueue.Count > 0 || this.buzzQueue.Count > 0 || thumperQueue.Count > 0)
            {
                int startBuzz = this.buzzQueue.Count;

                SGCore.Haptics.SG_FFBCmd  finalBrakeCmd = SGCore.Haptics.SG_FFBCmd.Off;
                SGCore.Haptics.SG_BuzzCmd finalBuzzCmd  = SGCore.Haptics.SG_BuzzCmd.Off;

                if (ffbQueue.Count > 0)
                {
                    for (int i = 0; i < ffbQueue.Count; i++)
                    {
                        finalBrakeCmd = finalBrakeCmd.Merge(ffbQueue[i]);
                    }
                }
                else
                {
                    finalBrakeCmd = lastFFB;
                }

                ffbQueue.Clear(); //clear buffer for next frame.

                float dTSec = Time.deltaTime;

                //Buzz motor
                for (int i = 0; i < buzzQueue.Count;)
                {
                    buzzQueue[i].UpdateTiming(dTSec);
                    if (buzzQueue[i].TimeElapsed()) //no more relevant cmds
                    {
                        buzzQueue.RemoveAt(i);      //do nothing
                    }
                    else
                    {
                        finalBuzzCmd = buzzQueue[i].Merge(finalBuzzCmd); //add to final cmd
                        i++;
                    }
                }

                //evaluate thumper
                int finalThump = 0;
                for (int i = 0; i < thumperQueue.Count;)
                {
                    thumperQueue[i].Update(dTSec);
                    if (thumperQueue[i].Elapsed)
                    {
                        thumperQueue.RemoveAt(i);
                    }
                    else
                    {
                        finalThump = Mathf.Max(finalThump, thumperQueue[i].magnitude);
                        i++;
                    }
                }

                //evaluate based on FFBEnabled BuzzEnabled
                int[] fForceLevels = finalBrakeCmd.Levels;
                int[] fBuzzLevels  = finalBuzzCmd.Levels;
                for (int f = 0; f < 5; f++)
                {
                    if (!ffbEnabled[f])
                    {
                        fForceLevels[f] = 0;
                    }
                    if (!vibroEnabled[f])
                    {
                        fBuzzLevels[f] = 0;
                    }
                }
                finalBrakeCmd.Levels = fForceLevels;
                finalBuzzCmd.Levels  = fBuzzLevels;

                //ToDo: Only send if there is a change?
                lastBuzz     = finalBuzzCmd;
                lastFFB      = finalBrakeCmd;
                lastThumpCmd = new ThumperCmd(finalThump);

                if (this.lastGlove != null)
                {
                    //Debug.Log("Sending Hatpics: " + finalBrakeCmd.ToString() + ", " + finalBuzzCmd.ToString() + ", [" + finalThump + "]");
                    this.lastGlove.SendHaptics(finalBrakeCmd, finalBuzzCmd, new ThumperCmd(finalThump));
                }
            }
        }
Пример #2
0
        // Update is called once per frame
        void Update()
        {
            if (!sComRuns)
            {
                bool nowRunning = SGCore.DeviceList.SenseCommRunning();
                if (!sComRuns && nowRunning)
                {
                    titleText.color = Color.white;
                    titleText.text  = "Awaiting connection to glove...";
                }
                sComRuns = nowRunning;
            }
            else if (glove.IsConnected)
            {
                if (!setup)
                {
                    setup = true;
                    this.SetupAfterConnect();
                }
                if (hapticGlove != null)
                {
                    if (hapticGlove.IsConnected())
                    {
                        titleText.text = "Connected to " + hapticGlove.GetDeviceID() + " running firmware v"
                                         + hapticGlove.GetFirmwareVersion() + "." + hapticGlove.GetSubFirmwareVersion() + "\r\n"
                                         + "Receiving " + hapticGlove.PacketsPerSecondReceived() + " packets/s";


                        //collect ffb and send.
                        int[] ffb = new int[this.fingerFFB.Length];
                        for (int f = 0; f < this.fingerFFB.Length; f++)
                        {
                            ffb[f] = (int)fingerFFB[f].SlideValue;
                        }
                        ffbCmd = new SG_FFBCmd(ffb);

                        int[] buzz = new int[this.fingerVibration.Length];
                        for (int f = 0; f < this.fingerVibration.Length; f++)
                        {
                            buzz[f] = (int)fingerVibration[f].SlideValue;
                        }
                        buzzCmd = new SG_BuzzCmd(buzz);

                        thumprCmd = new ThumperCmd((int)thumperVibration.SlideValue);

                        hapticGlove.SendHaptics(ffbCmd, buzzCmd, thumprCmd);
                    }
                    else
                    {
                        titleText.text = hapticGlove.GetDeviceID() + " is no longer connected...";
                    }
                }

                //KeyBinds
                if (Input.GetKeyDown(this.resetWristKey))
                {
                    this.CalibrateIMU();
                }
                if (Input.GetKeyDown(this.testBuzzKey))
                {
                    this.VibroEnabled = !this.VibroEnabled;
                }
                if (Input.GetKeyDown(this.testFFbKey))
                {
                    this.FFBEnabled = !this.FFBEnabled;
                }
                if (Input.GetKeyDown(this.testThumperKey))
                {
                    this.TestThumperSG();
                }
                if (Input.GetKeyDown(this.resetCalibrKey))
                {
                    this.ResetCalibration();
                }
            }
        }