示例#1
0
        /// <summary>
        /// raycasts then spherecasts in a direction to find dynamic object being gazed at. returns true if hits dynamic
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="direction"></param>
        /// <param name="distance"></param>
        /// <param name="radius"></param>
        /// <returns></returns>
        public virtual bool DynamicRaycast(Vector3 pos, Vector3 direction, float distance, float radius, out float hitDistance, out DynamicObject hitDynamic, out Vector3 worldHitPoint, out Vector3 localHitPoint, out Vector2 hitTextureCoord)
        {
            //TODO raycast to dynamic. if failed, spherecast with radius
            //if hit dynamic, return info

            RaycastHit hit           = new RaycastHit();
            bool       didhitdynamic = false;

            hitDynamic      = null;
            hitDistance     = 0;
            worldHitPoint   = Vector3.zero;
            localHitPoint   = Vector3.zero;
            hitTextureCoord = Vector2.zero;

            if (Physics.Raycast(pos, direction, out hit, distance, CognitiveVR_Preferences.Instance.DynamicLayerMask, QueryTriggerInteraction.Ignore))
            {
                if (CognitiveVR_Preferences.S_DynamicObjectSearchInParent)
                {
                    hitDynamic = hit.collider.GetComponentInParent <DynamicObject>();
                }
                else
                {
                    hitDynamic = hit.collider.GetComponent <DynamicObject>();
                }

                if (hitDynamic != null)
                {
                    didhitdynamic = true;
                    worldHitPoint = hit.point;

                    Vector3 LocalGaze      = hitDynamic.transform.InverseTransformPointUnscaled(worldHitPoint);
                    float   relativeScalex = hitDynamic.transform.lossyScale.x / hitDynamic.StartingScale.x;
                    float   relativeScaley = hitDynamic.transform.lossyScale.y / hitDynamic.StartingScale.y;
                    float   relativeScalez = hitDynamic.transform.lossyScale.z / hitDynamic.StartingScale.z;

                    localHitPoint.x = LocalGaze.x / relativeScalex;
                    localHitPoint.y = LocalGaze.y / relativeScaley;
                    localHitPoint.z = LocalGaze.z / relativeScalez;

                    //Vector3 relativeScale = new Vector3(
                    //    hitDynamic.transform.lossyScale.x / hitDynamic.StartingScale.x,
                    //    hitDynamic.transform.lossyScale.y / hitDynamic.StartingScale.y,
                    //    hitDynamic.transform.lossyScale.z / hitDynamic.StartingScale.z);
                    //localHitPoint = new Vector3(LocalGaze.x / relativeScale.x, LocalGaze.y / relativeScale.y, LocalGaze.z / relativeScale.z);

                    hitDistance     = hit.distance;
                    hitTextureCoord = hit.textureCoord;
                }
            }
            if (!didhitdynamic && Physics.SphereCast(pos, radius, direction, out hit, distance, CognitiveVR_Preferences.Instance.DynamicLayerMask, QueryTriggerInteraction.Ignore))
            {
                if (CognitiveVR_Preferences.Instance.DynamicObjectSearchInParent)
                {
                    hitDynamic = hit.collider.GetComponentInParent <DynamicObject>();
                }
                else
                {
                    hitDynamic = hit.collider.GetComponent <DynamicObject>();
                }

                if (hitDynamic != null)
                {
                    didhitdynamic = true;
                    worldHitPoint = hit.point;

                    Vector3 LocalGaze      = hitDynamic.transform.InverseTransformPointUnscaled(worldHitPoint);
                    float   relativeScalex = hitDynamic.transform.lossyScale.x / hitDynamic.StartingScale.x;
                    float   relativeScaley = hitDynamic.transform.lossyScale.y / hitDynamic.StartingScale.y;
                    float   relativeScalez = hitDynamic.transform.lossyScale.z / hitDynamic.StartingScale.z;

                    localHitPoint.x = LocalGaze.x / relativeScalex;
                    localHitPoint.y = LocalGaze.y / relativeScaley;
                    localHitPoint.z = LocalGaze.z / relativeScalez;

                    //Vector3 relativeScale = new Vector3(
                    //    hitDynamic.transform.lossyScale.x / hitDynamic.StartingScale.x,
                    //    hitDynamic.transform.lossyScale.y / hitDynamic.StartingScale.y,
                    //    hitDynamic.transform.lossyScale.z / hitDynamic.StartingScale.z);
                    //localHitPoint = new Vector3(LocalGaze.x / relativeScale.x, LocalGaze.y / relativeScale.y, LocalGaze.z / relativeScale.z);
                    hitDistance     = hit.distance;
                    hitTextureCoord = hit.textureCoord;
                }
            }

            return(didhitdynamic);
        }
示例#2
0
        //each row is 30 pixels
        void DrawDynamicObject(DynamicObject dynamic, Rect rect, bool darkbackground)
        {
            Event e = Event.current;

            if (e.isMouse && e.type == EventType.mouseDown)
            {
                if (e.mousePosition.x < rect.x || e.mousePosition.x > rect.x + rect.width || e.mousePosition.y < rect.y || e.mousePosition.y > rect.y + rect.height)
                {
                }
                else
                {
                    if (e.shift) //add to selection
                    {
                        GameObject[] gos = new GameObject[Selection.transforms.Length + 1];
                        Selection.gameObjects.CopyTo(gos, 0);
                        gos[gos.Length - 1] = dynamic.gameObject;
                        Selection.objects   = gos;
                    }
                    else
                    {
                        Selection.activeTransform = dynamic.transform;
                    }
                }
            }

            if (darkbackground)
            {
                GUI.Box(rect, "", "dynamicentry_even");
            }
            else
            {
                GUI.Box(rect, "", "dynamicentry_odd");
            }

            //GUI.color = Color.white;

            Rect mesh       = new Rect(rect.x + 10, rect.y, 120, rect.height);
            Rect gameobject = new Rect(rect.x + 160, rect.y, 120, rect.height);
            //Rect id = new Rect(rect.x + 290, rect.y, 120, rect.height);

            Rect collider = new Rect(rect.x + 320, rect.y, 24, rect.height);
            Rect uploaded = new Rect(rect.x + 380, rect.y, 24, rect.height);

            if (dynamic.UseCustomMesh)
            {
                GUI.Label(mesh, dynamic.MeshName, "dynamiclabel");
            }
            else
            {
                GUI.Label(mesh, dynamic.CommonMesh.ToString(), "dynamiclabel");
            }
            GUI.Label(gameobject, dynamic.gameObject.name, "dynamiclabel");

            if (!dynamic.HasCollider())
            {
                GUI.Label(collider, new GUIContent(EditorCore.Alert, "Tracking Gaze requires a collider"), "image_centered");
            }
            if (EditorCore.GetExportedDynamicObjectNames().Contains(dynamic.MeshName) || !dynamic.UseCustomMesh)
            {
                GUI.Label(uploaded, EditorCore.Checkmark, "image_centered");
            }
            else
            {
                GUI.Label(uploaded, EditorCore.EmptyCheckmark, "image_centered");
            }
        }
示例#3
0
 void OnVectorChanged(DynamicObject dynamic, bool right, string name, int input, float x, float y, List <ButtonState> states)
 {
     states.Add(new ButtonState(name, input, x, y, true));
 }
示例#4
0
 //writes for normalized inputs (touchpads)
 void OnVectorChanged(DynamicObject dynamic, bool right, string name, int input, Vector2 vector, List <ButtonState> states)
 {
     states.Add(new ButtonState(name, input, vector.x, vector.y, true));
 }
示例#5
0
 //writes for 0-100 inputs (triggers)
 void OnSingleChanged(DynamicObject dynamic, bool right, string name, int single, List <ButtonState> states)
 {
     states.Add(new ButtonState(name, single));
 }
示例#6
0
 void OnButtonChanged(DynamicObject dynamic, bool right, string name, bool down, List <ButtonState> states)
 {
     states.Add(new ButtonState(name, down ? 100 : 0));
 }
        //writes manifest entry and object snapshot to string then send http request
        public IEnumerator Thread_StringThenSend(Queue <DynamicObjectManifestEntry> SendObjectManifest, Queue <DynamicObjectSnapshot> SendObjectSnapshots, CognitiveVR_Preferences.SceneSettings trackingSettings, string uniqueid, double sessiontimestamp, string sessionid)
        {
            //save and clear snapshots and manifest entries
            DynamicObjectManifestEntry[] tempObjectManifest = new DynamicObjectManifestEntry[SendObjectManifest.Count];
            SendObjectManifest.CopyTo(tempObjectManifest, 0);
            SendObjectManifest.Clear();


            DynamicObjectSnapshot[] tempSnapshots = new DynamicObjectSnapshot[SendObjectSnapshots.Count];
            SendObjectSnapshots.CopyTo(tempSnapshots, 0);

            //for (int i = 0; i<tempSnapshots.Length; i++)
            //{
            //    var s = DynamicObject.SetSnapshot(tempSnapshots[i]);
            //    Debug.Log(">>>>>>>>>>>>>queue snapshot  " + s);
            //}


            //write manifest entries to thread
            List <string> manifestEntries = new List <string>();
            bool          done            = true;

            if (tempObjectManifest.Length > 0)
            {
                done = false;
                new System.Threading.Thread(() =>
                {
                    for (int i = 0; i < tempObjectManifest.Length; i++)
                    {
                        manifestEntries.Add(DynamicObject.SetManifestEntry(tempObjectManifest[i]));
                    }
                    done = true;
                }).Start();

                while (!done)
                {
                    yield return(null);
                }
            }



            List <string> snapshots = new List <string>();

            if (tempSnapshots.Length > 0)
            {
                done = false;
                new System.Threading.Thread(() =>
                {
                    for (int i = 0; i < tempSnapshots.Length; i++)
                    {
                        snapshots.Add(DynamicObject.SetSnapshot(tempSnapshots[i]));
                    }
                    //System.GC.Collect();
                    done = true;
                }).Start();

                while (!done)
                {
                    yield return(null);
                }
            }

            while (SendObjectSnapshots.Count > 0)
            {
                SendObjectSnapshots.Dequeue().ReturnToPool();
            }

            DynamicObject.SendSavedSnapshots(manifestEntries, snapshots, trackingSettings, uniqueid, sessiontimestamp, sessionid);
        }
示例#8
0
        /// <summary>
        /// raycasts then spherecasts in a direction to find dynamic object being gazed at. returns true if hits dynamic
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="direction"></param>
        /// <param name="distance"></param>
        /// <param name="radius"></param>
        /// <returns></returns>
        public virtual bool DynamicRaycast(Vector3 pos, Vector3 direction, float distance, float radius, out float hitDistance, out DynamicObject hitDynamic, out Vector3 worldHitPoint, out Vector2 hitTextureCoord)
        {
            //TODO raycast to dynamic. if failed, spherecast with radius
            //if hit dynamic, return info

            RaycastHit hit           = new RaycastHit();
            bool       didhitdynamic = false;

            hitDynamic      = null;
            hitDistance     = 0;
            worldHitPoint   = Vector3.zero;
            hitTextureCoord = Vector2.zero;

            if (Physics.Raycast(pos, direction, out hit, distance))
            {
                if (CognitiveVR_Preferences.S_DynamicObjectSearchInParent)
                {
                    hitDynamic = hit.collider.GetComponentInParent <DynamicObject>();
                }
                else
                {
                    hitDynamic = hit.collider.GetComponent <DynamicObject>();
                }

                if (hitDynamic != null)
                {
                    didhitdynamic   = true;
                    worldHitPoint   = hit.point;
                    hitDistance     = hit.distance;
                    hitTextureCoord = hit.textureCoord;
                }
            }
            if (!didhitdynamic && Physics.SphereCast(pos, radius, direction, out hit, distance))
            {
                if (CognitiveVR_Preferences.Instance.DynamicObjectSearchInParent)
                {
                    hitDynamic = hit.collider.GetComponentInParent <DynamicObject>();
                }
                else
                {
                    hitDynamic = hit.collider.GetComponent <DynamicObject>();
                }

                if (hitDynamic != null)
                {
                    didhitdynamic   = true;
                    worldHitPoint   = hit.point;
                    hitDistance     = hit.distance;
                    hitTextureCoord = hit.textureCoord;
                }
            }

            return(didhitdynamic);
        }
示例#9
0
        void RecordEyeCapture()
        {
            //check for new fixation
            //check for ending fixation
            //update eyecapture state

            if (!IsFixating)
            {
                //check if this is the start of a new fixation. set this and all next captures to this
                //the 'current' fixation we're checking is 1 second behind recoding eye captures

                if (TryBeginLocalFixation(index))
                {
                    ActiveFixation.IsLocal = true;
                    //FixationTransform set in TryBeginLocalFixation
                    IsFixating = true;
                }
                else
                {
                    if (TryBeginFixation())
                    {
                        ActiveFixation.IsLocal = false;
                        //FixationTransform = null;
                        IsFixating = true;
                    }
                }
            }
            else
            {
                //center is about 0.01
                //off screen is ~0.3

                EyeCaptures[index].OffTransform = IsGazeOffTransform(EyeCaptures[index]);
                EyeCaptures[index].OutOfRange   = IsGazeOutOfRange(EyeCaptures[index]);
                ActiveFixation.AddEyeCapture(EyeCaptures[index]);

                ActiveFixation.DurationMs = EyeCaptures[index].Time - ActiveFixation.StartMs;

                if (CheckEndFixation(ActiveFixation))
                {
                    FixationCore.RecordFixation(ActiveFixation);

                    IsFixating = false;

                    if (ActiveFixation.IsLocal)
                    {
                        ActiveFixation.LocalTransform = null;
                    }
                    CachedEyeCapturePositions.Clear();
                }
            }

            //reset all values
            EyeCaptures[index].Discard = false;
            EyeCaptures[index].SkipPositionForFixationAverage = false;
            EyeCaptures[index].OffTransform = false;
            EyeCaptures[index].OutOfRange   = false;

            bool areEyesClosed = AreEyesClosed();

#if CVR_PUPIL
            // discard gaze point if confidence too low. WILL THIS CONFLICT WITH BLINKING?
            //EyeCaptures[index].Discard = PupilTools.FloatFromDictionary(PupilTools.gazeDictionary, "confidence") < 0.5f;
#endif
#if CVR_TOBIIVR
            // discard gaze point if direction from either eye is invalid. WILL THIS CONFLICT WITH BLINKING?
            //EyeCaptures[index].Discard = currentData.Right.GazeDirectionValid && currentData.Left.GazeDirectionValid ? false : true;
#endif
#if CVR_AH
            //EyeCaptures[index].Discard = eyetracker.CurrentTrackingState == EyeTracker.TrackingState.TrackingUnknown || (eyetracker.CurrentTrackingState == EyeTracker.TrackingState.TrackingLost && !areEyesClosed);
#endif

            //set new current values
            EyeCaptures[index].EyesClosed  = areEyesClosed;
            EyeCaptures[index].HmdPosition = GameplayReferences.HMD.position;
            EyeCaptures[index].Time        = EyeCaptureTimestamp();

            Vector3 world;

            DynamicObject hitDynamic = null;

            var hitresult = GazeRaycast(out world, out hitDynamic);

            if (hitresult == GazeRaycastResult.HitWorld)
            {
                //hit something as expected
                EyeCaptures[index].WorldPosition = world;

                if (hitDynamic != null)
                {
                    EyeCaptures[index].HitDynamicTransform = hitDynamic.transform;
                    EyeCaptures[index].LocalPosition       = hitDynamic.transform.InverseTransformPoint(world);
                }
                else
                {
                    EyeCaptures[index].HitDynamicTransform = null;
                }
            }
            else if (hitresult == GazeRaycastResult.HitNothing)
            {
                //eye capture world point could be used for getting the direction, but position is invalid (on skybox)
                EyeCaptures[index].SkipPositionForFixationAverage = true;
                EyeCaptures[index].HitDynamicTransform            = null;
                EyeCaptures[index].WorldPosition = world;
            }
            else if (hitresult == GazeRaycastResult.Invalid)
            {
                EyeCaptures[index].SkipPositionForFixationAverage = true;
                EyeCaptures[index].HitDynamicTransform            = null;
                EyeCaptures[index].Discard = true;
            }
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            if (float.IsNaN(world.x) || float.IsNaN(world.y) || float.IsNaN(world.z))
            {
            }
            else if (lastEyeTrackingPointer != null)
            {
                lastEyeTrackingPointer.transform.position = world;
            }                                                                                              //turned invalid somewhere

            VISGazepoints.Add(EyeCaptures[index].WorldPosition);
#endif
            index = (index + 1) % CachedEyeCaptures;
        }