/// <summary> /// This function is called when the behaviour becomes disabled() or inactive. /// </summary> private void OnDisable() { // Stop the calibration thread if it is not null. if (_calibrationThread != null) { var result = _calibrationThread.StopThread(); _calibrationThread = null; Debug.Log("Calibration thread stopped: " + (result ? "YES" : "NO")); } }
/// <summary> /// Calibration coroutine. Drives the calibration thread states. /// </summary> /// <param name="points">Optional point list. Null means default set.</param> /// <param name="resultCallback">A result callback or null for none.</param> /// <returns>An enumerator</returns> private IEnumerator PerformCalibration(Vector3[] points, System.Action <bool> resultCallback) { if (points == null) { /* * _points = new Vector3[] { * new Vector3(-0.3f, 0.15f, 1.2f), * new Vector3( 0.3f, 0.15f, 1.2f), * new Vector3(-0.3f, -0.15f, 1.2f), * new Vector3( 0.3f, -0.15f, 1.2f), * new Vector3( 0.0f, 0.0f, 1.2f)}; */ // PJ: extended! _points = new Vector3[] { new Vector3(-0.3f, 0.15f, 1.2f), new Vector3(-0.45f, 0.3f, 1.2f), new Vector3(0.3f, 0.15f, 1.2f), new Vector3(0.45f, 0.3f, 1.2f), new Vector3(-0.3f, -0.15f, 1.2f), new Vector3(-0.45f, -0.3f, 1.2f), new Vector3(0.3f, -0.15f, 1.2f), new Vector3(0.45f, -0.3f, 1.2f), new Vector3(0.0f, 0.0f, 1.2f) }; } if (_calibrationThread != null) { _calibrationThread.StopThread(); _calibrationThread = null; } // Create and start the calibration thread. _calibrationThread = new VRCalibrationThread(); // Only continue if the calibration thread is running. for (int i = 0; i < 10; i++) { if (_calibrationThread.Running) { break; } yield return(new WaitForSeconds(0.1f)); } if (!_calibrationThread.Running) { Debug.LogError("Failed to start calibration thread"); _calibrationThread.StopThread(); _calibrationThread = null; _calibrationInProgress = false; yield break; } _point.SetActive(true); var enterResult = _calibrationThread.EnterCalibrationMode(); // Wait for the call to finish yield return(StartCoroutine(WaitForResult(enterResult))); // Iterate through the calibration points. foreach (var pointPosition in _points) { // Set the local position and start the point animation _point.transform.localPosition = pointPosition; _pointScript.StartAnim(); // Wait for animation. yield return(new WaitForSeconds(1.4f)); // As of this writing, adding a point takes about 175 ms. A failing add can take up to 3000 ms. var collectResult = _calibrationThread.CollectData(new Point3D( _point.transform.localPosition.x * -1000f, _point.transform.localPosition.y * 1000f, _point.transform.localPosition.z * 1000f)); // Wait for the call to finish yield return(StartCoroutine(WaitForResult(collectResult))); // React to the result of adding a point. if (collectResult.Status == CalibrationStatus.Failure) { Debug.Log("There was an error gathering data for this calibration point: " + _point.transform.localPosition); } } // Compute and apply the result of the calibration. A succesful compute currently takes about 300 ms. A failure may bail out in a few ms. var computeResult = _calibrationThread.ComputeAndApply(); // Wait for the call to finish yield return(StartCoroutine(WaitForResult(computeResult))); // Leave calibration mode. var leaveResult = _calibrationThread.LeaveCalibrationMode(); // Wait for the call to finish yield return(StartCoroutine(WaitForResult(leaveResult))); // Stop the thread. _calibrationThread.StopThread(); _calibrationThread = null; // Finish up or restart if failure. LatestCalibrationSuccessful = computeResult.Status == CalibrationStatus.Success; _point.SetActive(false); if (resultCallback != null) { resultCallback(LatestCalibrationSuccessful); } _calibrationInProgress = false; }