Unity追踪心理物理学实验

时间:2018-12-21 05:05:14

标签: c# unity3d graphics 3d monodevelop

空间中的玩家和用户立方体:

img

我想为我目前正在从事的项目寻求想法和帮助。

在此项目中,用户利用鼠标移动立方体(称为用户)以跟踪球体(称为播放器)的随机运动。有20个随机动作。当用户移动多维数据集时,它只能在x-y平面或x-z平面上移动,并且通过使用Shift键可以切换模式。然后,每3秒显示20个球体运动坐标和立方体(用户)坐标。

尽管具有此功能,但该程序无法正常运行。操纵立方体非常困难。有时,换档压力机无法很好地套准,因此很难在x-y平面上移动到x-z平面上。这不是最佳的用户体验。如果多维数据集不可见,则几乎不可能将其取回。另外,我很难弄清楚如何在盒子环境中绑定立方体和球体。

我希望我将来可以在Windows机器上针对Oculus Rift进行调整(我在MacBook Pro上运行),但是截至目前,我只是在尝试完成此原型合理的用户功能。

任何建议或帮助将不胜感激。

下面包含的是我GitHub上整个项目的链接,以及我项目的主要代码。

谢谢你,节日快乐!

链接:https://github.com/debarshikundu/TrackingExperiments

PlayerController类(控制领域):

using System.Collections;
using System.IO;

using UnityEngine;

public class PlayerController : MonoBehaviour
{

float movementDuration = 2.0f;
WaitForSeconds waitBeforeMoving = new WaitForSeconds(2f);
Vector3[] path = new Vector3[20];

void Start()
{
    StartCoroutine(MainRoutine());
}

IEnumerator MainRoutine()
{
    //generate new path:
    for (int i = 0; i < path.Length; i++)
    {
        float timer = 0.0f;
        Vector3 startPos = transform.position;
        float x = RandomNum(timer);
        float y = RandomNum(x);
        float z = RandomNum(y);
        path[i] = new Vector3(x, y, z);
    }

    //traverse path:
    for (int i = 0; i < path.Length; i++)
    {
        float timer = 0.0f;
        Vector3 startPos = transform.position;
        while (timer < movementDuration)
        {
            timer += Time.deltaTime;
            float t = timer / movementDuration;
            t = t * t * t * (t * (6f * t - 15f) + 10f);
            transform.position = Vector3.Lerp(startPos, path[i], t);
            yield return null;
        }
        yield return waitBeforeMoving;
    }

    //print path:
    PrintPoints();
}

void PrintPoints()
{
    string filepath = Application.dataPath + "/Player.txt";
    if (File.Exists(filepath) == false)
    {
        File.WriteAllText(filepath, "The player blob visited these random coordinates: \n\n");
    }
    foreach (Vector3 vector in path)
    {
        File.AppendAllText(filepath, string.Format("{0}\n\n", JsonUtility.ToJson(vector)));
    }
}

float RandomNum(float lastRandNum)
{
    //Random value range can be changed in the future if necessary
    float randNum = Random.Range(-10.0f, 10.0f);
    return System.Math.Abs(randNum - lastRandNum) < float.Epsilon ? RandomNum(randNum) : randNum;
}

}

UserController类(使用户能够移动多维数据集):

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;

[RequireComponent(typeof(MeshCollider))]

public class UserController : MonoBehaviour {


bool shiftOn = false;

void OnMouseDrag()
{

    if (Input.GetMouseButton(0))
    {
        if(shiftOn)
        {
            //3D Drag, courtesy of Unity Forums
            float distance_to_screen =    Camera.main.WorldToScreenPoint(gameObject.transform.position).z;
            transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, distance_to_screen));
        }

        else
        {
            //Plane Drag
            float distance_to_screen = Camera.main.WorldToScreenPoint(gameObject.transform.position).z;
            Vector3 pos_move = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, distance_to_screen));
            transform.position = new Vector3(pos_move.x, transform.position.y, pos_move.z);
        }



    }

  }

void changeShift()
{
    shiftOn = !shiftOn;
}

// Use this for initialization
void Start()
{

}
    // Update is called once per frame
    void Update()
    {
        OnMouseDrag();
        if (Input.GetKey(KeyCode.LeftShift)||Input.GetKey(KeyCode.RightShift))
        {
        changeShift();
        }




    }



}

CubeTracker类(每3秒跟踪一次多维数据集的坐标并输出到文件):

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;

public class CubeTracker : MonoBehaviour {

private bool logging = true;

void Awake()
{
    StartCoroutine(LogPosition());
}

private IEnumerator LogPosition()
{
    while (logging)
    {
        PrintPoint(transform.position);
        yield return new WaitForSeconds(3f);
    }
}

void PrintPoint(Vector3 position)
{
    string filepath = Application.dataPath + "/User.txt";
    if (File.Exists(filepath) == false)
    {
        File.WriteAllText(filepath, "The player blob visited these random coordinates: \n\n");
    }
    File.AppendAllText(filepath, string.Format("{0}\n\n", JsonUtility.ToJson(position)));
}

}

0 个答案:

没有答案