private void UpdateEyeGazeSignal(string[] split, InputPointerVisualizer vizz) { Ray?ray = GetEyeRay(split); if (ray.HasValue) { vizz.UpdateDataVis(new Ray(ray.Value.origin, ray.Value.direction)); } }
private void ShowAllAndFreeze(InputPointerVisualizer visualizer, InputSourceType iType) { if (visualizer != null) { visualizer.gameObject.SetActive(true); #if UNITY_EDITOR Load(); #elif WINDOWS_UWP txt_LoadingUpdate.text = "[Load.2] " + FileName; bool result = AsyncHelpers.RunSync <bool>(() => UWP_Load()); txt_LoadingUpdate.text = "[Load.2] Done. "; #endif txt_LoadingUpdate.text = "Loading done. Visualize data..."; // Let's unpause the visualizer to make updates visualizer.UnpauseApp(); // Let's make sure that the visualizer will show all data at once visualizer.AmountOfSamples = loggedLines.Count; // Now let's populate the visualizer for (int i = 0; i < loggedLines.Count; i++) { string[] split = loggedLines[i].Split(new char[] { ',' }); if (iType == InputSourceType.Eyes) { UpdateEyeGazeSignal(split, visualizer); } if (iType == InputSourceType.Head) { UpdateHeadGazeSignal(split, visualizer); } } visualizer.PauseApp(); } }
private void UpdateTargetingSignal(string ox, string oy, string oz, string dirx, string diry, string dirz, Ray cursorRay, InputPointerVisualizer vizz) { bool isValidVec1 = false, isValidVec2 = false; Vector3 origin = TryParseStringToVector3(ox, oy, oz, out isValidVec1); Vector3 dir = TryParseStringToVector3(dirx, diry, dirz, out isValidVec2); if (isValidVec1 && isValidVec2) { cursorRay = new Ray(origin, dir); vizz.UpdateDataVis(cursorRay); } }
private void UpdateHeadGazeSignal(string[] split, InputPointerVisualizer vizz) { }