public void Start() { Circles = new HapticCircle[HandPositions.Length]; for (int i = 0; i < Circles.Length; i++) { Circles[i] = new HapticCircle() { Position = new Vector3(0, 0, 0), Radius = _circleRadius, }; } // Create a timepoint streaming emitter // Note that this automatically attempts to connect to the device, if present _emitter = new TimePointStreamingEmitter(); // Inform the SDK how many control points you intend to use // This also calculates the resulting sample rate in Hz, which is returned to the user uint sample_rate = _emitter.setMaximumControlPointCount((uint)HandPositions.Length); _emitter.setExtendedOption("setFilterCutoffFrequencies", "0 0 0 0"); // Set our callback to be called each time the device is ready for new points _emitter.setEmissionCallback(Callback, null); // Instruct the device to call our callback and begin emitting bool started = _emitter.start(); if (!started) { // We couldn't use the emitter, so exit immediately Console.WriteLine("Could not start emitter."); } }
public static void Main(string[] args) { // Create a timepoint streaming emitter // Note that this automatically attempts to connect to the device, if present _emitter = new TimePointStreamingEmitter(); // Inform the SDK how many control points you intend to use // This also calculates the resulting sample rate in Hz, which is returned to the user uint sample_rate = _emitter.setMaximumControlPointCount(1); float desired_frequency = 200.0f; // From here, we can establish how many timepoints there are in a single "iteration" of the cosine wave _timepoint_count = (uint)(sample_rate / desired_frequency); _positions = new Vector3[_timepoint_count]; _intensities = new float[_timepoint_count]; // Populate the positions and intensities ahead of time, so that the callback is as fast as possible later // Modulate the intensity to be a complete cosine waveform over the full set of points. for (int i = 0; i < _timepoint_count; i++) { float intensity = 0.5f * (1.0f - (float)Math.Cos(2.0f * Math.PI * i / _timepoint_count)); // Set a constant position of 20cm above the array _positions[i] = new Vector3(0.0f, 0.0f, 0.2f); _intensities[i] = (intensity); } // Set our callback to be called each time the device is ready for new points _emitter.setEmissionCallback(callback, null); // Instruct the device to call our callback and begin emitting bool isOK = _emitter.start(); // Wait until the program is ready to stop Console.ReadKey(); // Stop the device _emitter.stop(); // Dispose/destroy the emitter _emitter.Dispose(); _emitter = null; }
// 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, 0.2f); _intensities[i] = (intensity); } _emitter.setEmissionCallback(callback, null); }