示例#1
0
        //public Categorias categorias;

        public override void Initialize(DIOManager dioManager)
        {
            base.dioManager = dioManager;
            EnableMoveCameraInside();
            EnableMoveCameraOutside();

            bt1.name = "floraYfauna";
            bt2.name = "superficies";
            bt3.name = "mitigaciones";
            bt4.name = "estructuras";

            NegativeAllButtons();

            mostrarCategoria = false;
            primerMovimiento = false;

            if (GLPlayerPrefs.GetBool(ProfileManager.Instance.currentEvaluationScope, "useMouse"))
            {
                posInicialMouse = Input.mousePosition;
            }

            initialPlaneAction = () =>
            {
                DisableMoveCameraInside();
                DisableMoveCameraOutside();
            };

            finalPlaneAction = () =>
            {
                EnableMoveCameraInside();
                EnableMoveCameraOutside();
            };
        }
示例#2
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        public void Initialize(DIOManager dioManager)
        {
            this.dioManager     = dioManager;
            this.BodySrcManager = dioManager.bodySrcManager;

            if (BodySrcManager == null)
            {
                Debug.Log("Falta asignar Game Object as BodySrcManager");
            }
            else
            {
                bodyManager = BodySrcManager.GetComponent <BodySourceManager>();
            }

            kinectSensor = KinectSensor.GetDefault();

            vgbFrameSource = VisualGestureBuilderFrameSource.Create(kinectSensor, 0);
            vgbFrameSource.TrackingIdLost += Source_TrackingIdLost;

            vgbFrameReader = vgbFrameSource.OpenReader();
            if (vgbFrameReader != null)
            {
                vgbFrameReader.IsPaused      = true;
                vgbFrameReader.FrameArrived += this.GestureFrameArrived;
            }

            //database = VisualGestureBuilderDatabase.Create("C:\\Users\\feres\\Documents\\Vortices-Bgiies\\Assets\\StreamingAssets\\kinectBDGestures.gbd");
            database = VisualGestureBuilderDatabase.Create(Application.streamingAssetsPath + "/KinectDB.gbd");
            foreach (GestureContinuous gesture in database.AvailableGestures)
            {
                this.vgbFrameSource.AddGesture(gesture);
            }
            initialize = true;
        }
示例#3
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        public virtual void InitializeDioControllers(DIOManager fatherDioManager, int Id, Vector3 center, int textureIndex, bool createNewObjects = false)
        {
            dioManager = fatherDioManager;
            id         = Id;
            notInZero  = true;

            if (createNewObjects)
            {
                dioControllerList = new List <DIOController>();
            }

            elementsPerRow = new int[visualizationRow];

            var extraItems  = elementsToDisplay % visualizationRow;   //elementos extras que sobran en las esferas
            var rowElements = elementsToDisplay / visualizationRow;   //cantidad de esferas

            for (int i = 0; i < elementsPerRow.Length; i++)
            {
                elementsPerRow[i] = rowElements;           //cantidad de elementos que se crearan por fila

                if (i == 1)
                {
                    elementsPerRow[i] += extraItems;
                }
            }
            CreateVisualization(createNewObjects, center);
        }
示例#4
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        public void Initialize(DIOManager dioManager)
        {
            _dioManager = dioManager;

            _loadImageBehaviour = GetComponent <LoadImageBehaviour>();
            _loadImageBehaviour.Initialize(_dioManager, this);
        }
示例#5
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        public override void Initialize(DIOManager dioManager)
        {
            base.dioManager = dioManager;

            DisableZoomIn();        //boton elegir
            zoomIn3DButton.gameObject.SetActive(base.dioManager.useLeapMotion && !dioManager.usePitchGrab);

            DisableZoomOut();       //boton atras
            zoomOut3DButton.gameObject.SetActive(dioManager.useLeapMotion);

            EnableMoveCameraInside();
            EnableMoveCameraOutside();

            DisableAccept();

            _originalAcceptColorBlock = new ColorBlock
            {
                normalColor      = accept3DButton.colors.normalColor,
                pressedColor     = accept3DButton.colors.pressedColor,
                highlightedColor = accept3DButton.colors.highlightedColor,
                disabledColor    = accept3DButton.colors.disabledColor,
                fadeDuration     = accept3DButton.colors.fadeDuration,
                colorMultiplier  = accept3DButton.colors.colorMultiplier
            };
        }
示例#6
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        public void Initialize(DIOManager dioManager)
        {
            _dioManager = dioManager;

            if (dioManager.useLeapMotion)
            {
                dioManager.leapMotionRig.leapSpace.SetActive(false);
            }
        }
示例#7
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        public override void Initialize(DIOManager fatherDioManager, LoadImagesController loadImagesController)
        {
            base.Initialize(fatherDioManager, loadImagesController);

            GenerateImageGroupDictionary();

            GenerateTestGroups();

            GenerateOrganizedItemList();
        }
示例#8
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        public void Initialize(DIOManager dioManager)
        {
            this.dioManager     = dioManager;
            this.BodySrcManager = dioManager.bodySrcManager;

            updateFrame = 0;

            // one sensor is currently supported
            kinectSensor = KinectSensor.GetDefault();

            // set the maximum number of bodies that would be tracked by Kinect
            bodyCount = kinectSensor.BodyFrameSource.BodyCount;

            // allocate storage to store body objects
            bodies = new Body[bodyCount];

            if (BodySrcManager == null)
            {
                Debug.Log("Falta asignar Game Object as BodySrcManager");
            }
            else
            {
                bodyManager = BodySrcManager.GetComponent <BodySourceManager>();
            }

            // specify the required face frame results
            FaceFrameFeatures faceFrameFeatures =
                FaceFrameFeatures.BoundingBoxInColorSpace
                | FaceFrameFeatures.PointsInColorSpace
                | FaceFrameFeatures.BoundingBoxInInfraredSpace
                | FaceFrameFeatures.PointsInInfraredSpace
                | FaceFrameFeatures.RotationOrientation
                | FaceFrameFeatures.FaceEngagement
                | FaceFrameFeatures.Glasses
                | FaceFrameFeatures.Happy
                | FaceFrameFeatures.LeftEyeClosed
                | FaceFrameFeatures.RightEyeClosed
                | FaceFrameFeatures.LookingAway
                | FaceFrameFeatures.MouthMoved
                | FaceFrameFeatures.MouthOpen;

            // create a face frame source + reader to track each face in the FOV
            faceFrameSources = new FaceFrameSource[bodyCount];
            faceFrameReaders = new FaceFrameReader[bodyCount];
            for (int i = 0; i < bodyCount; i++)
            {
                // create the face frame source with the required face frame features and an initial tracking Id of 0
                faceFrameSources[i] = FaceFrameSource.Create(kinectSensor, 0, faceFrameFeatures);

                // open the corresponding reader
                faceFrameReaders[i] = faceFrameSources[i].OpenReader();
            }
            initialize = true;
        }
示例#9
0
        public void Initialize(DIOManager dioManager)
        {
            this.dioManager     = dioManager;
            this.BodySrcManager = dioManager.bodySrcManager;

            if (BodySrcManager == null)
            {
                Debug.Log("Falta asignar Game Object as BodySrcManager");
            }
            else
            {
                bodyManager = BodySrcManager.GetComponent <BodySourceManager>();
            }

            initialize = true;
            tiempo     = Time.deltaTime;
        }
示例#10
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        public void Initialize(DIOManager dioManager)
        {
            Debug.Log("inicializa");
            openGloveAPI = OpenGloveAPI.GetInstance();
            try
            {
                gloveRight = openGloveAPI.Devices[0];
                Debug.Log("Guante derecho esta conectado");
            }
            catch
            {
                Debug.Log("Guante derecho no esta conectado");
            }

            try
            {
                gloveLeft = openGloveAPI.Devices[1];
                Debug.Log("Guante izquierdo conectado");
            }
            catch
            {
                Debug.Log("Guante izquierdo no esta conectado");
            }
        }
示例#11
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 public abstract void Initialize(DIOManager dioManager);
示例#12
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        public void Initialize(DIOManager dioManager)
        {
            _dioManager = dioManager;

            unityHapticGlove = _dioManager.unityHapticGlove;
        }
示例#13
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 public void Initialize(DIOManager fatherDioManager)
 {
     dioManager = fatherDioManager;
 }
示例#14
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 public void Initialize(DIOManager dioManager)
 {
     _dioManager = dioManager;
 }
示例#15
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        public void Initialize(DIOManager dioManager)
        {
            _dioManager = dioManager;

            if (!_dioManager.useLeapMotion || !_dioManager.useHapticGlove)
            {
                return;
            }

            _positivePins = new List <int> {
                11, 10, 9, 6, 5, 3
            };
            _negativePins = new List <int> {
                16, 15, 14, 12, 8, 2
            };

            _leftPinky = new List <int> {
                10
            };
            _leftRing = new List <int> {
                9
            };
            _leftMiddle = new List <int> {
                3
            };
            _leftIndex = new List <int> {
                5
            };
            _leftThumb = new List <int> {
                6
            };

            _rightThumb = new List <int> {
                10
            };
            _rightIndex = new List <int> {
                9
            };
            _rightMiddle = new List <int> {
                6
            };
            _rightRing = new List <int> {
                5
            };
            _rightPinky = new List <int> {
                3
            };

            _palm = new List <int> {
                11
            };

            _valuesOff = new List <string> {
                "LOW", "LOW", "LOW", "LOW", "LOW", "LOW"
            };

            _leftGlove  = new OpenGloveClass();
            _rightGlove = new OpenGloveClass();

            PrintDebug("Start Left Glove");
            _leftGlove.OpenPort(leftComDevice, leftBaudRate);
            System.Threading.Thread.Sleep(2000);
            _leftGlove.InitializeMotor(_positivePins);
            _leftGlove.InitializeMotor(_negativePins);
            _leftGlove.ActivateMotor(_negativePins, _valuesOff);
            _leftGlove.ActivateMotor(_negativePins, _valuesOff);

            PrintDebug("Start Right Glove");
            _rightGlove.OpenPort(rightComDevice, rightBaudRate);
            System.Threading.Thread.Sleep(2000);
            _rightGlove.InitializeMotor(_positivePins);
            _rightGlove.InitializeMotor(_negativePins);
            _rightGlove.ActivateMotor(_negativePins, _valuesOff);
            _rightGlove.ActivateMotor(_negativePins, _valuesOff);

            PrintDebug("Ports Open");

            DeactivateLeftHand();
            DeactivateRightHand();
        }
示例#16
0
 public override void Initialize(DIOManager dioManager)
 {
     base.dioManager = dioManager;
     EnableMoveCameraInside();
     EnableMoveCameraOutside();
 }
示例#17
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 public override void Initialize(DIOManager dioManager)
 {
 }
示例#18
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 public void Initialize(DIOManager dioManager)
 {
     _dioManager = dioManager;
     initialized = true;
 }
示例#19
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 public virtual void Initialize(DIOManager fatherDioManager, LoadImagesController loadImagesController)
 {
     dioManager = fatherDioManager;
     this.loadImagesController = loadImagesController;
 }