public void SendCalibrationData(bool value) { CalibrationMessage msg = new CalibrationMessage(); msg.enable = value; msg.idDevice = client.getConnectionId(); client.SendMessage(CalibrationMessage.id, msg); }
public void OnCalibrationMessageReceived(NetworkMessage netMsg) { CalibrationMessage msg = netMsg.ReadMessage <CalibrationMessage>(); minX = msg.minX; minY = msg.minY; maxX = msg.maxX; maxY = msg.maxY; }
public void SendCalibrationMessage(float minX, float minY, float maxX, float maxY, int id) { CalibrationMessage msg = new CalibrationMessage(); msg.minX = minX; msg.minY = minY; msg.maxX = maxX; msg.maxY = maxY; Debug.Log("MinX = " + minX + "MinY = " + minY + "MaxX = " + maxX + "MaxY = " + maxY); NetworkServer.SendToClient(id, CalibrationMessage.id, msg); }
public void OnCalibrationMessageReceived(NetworkMessage netMsg) { CalibrationMessage msg = netMsg.ReadMessage <CalibrationMessage>(); if (msg.enable) { //Enable(); Vector3 topLeft, bottomRight; topLeft = Camera.main.ScreenToWorldPoint(new Vector3(0f, Camera.main.pixelHeight, 10f)); bottomRight = Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, 0f, 10f)); Debug.Log(topLeft + " " + bottomRight); gameSceneManager.SendCalibrationMessage(topLeft.x, bottomRight.y, bottomRight.x, topLeft.y, netMsg.conn.connectionId); } else { Disable(); } }
private void OnCalibration(NetworkMessage netMsg) { CalibrationMessage msg = netMsg.ReadMessage <CalibrationMessage>(); Texture2D tex = new Texture2D(2, 2); tex.LoadImage(msg.imageData); // Create a GameObject to which the texture can be applied GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); Renderer quadRenderer = quad.GetComponent <Renderer>() as Renderer; quadRenderer.material = new Material(Shader.Find("Unlit/Texture")); quad.transform.parent = this.transform; quad.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); quadRenderer.material.SetTexture("_MainTex", tex); var response = new CalibrationResponseMessage(); response.response = "Image received"; netMsg.conn.Send(NetMsg.StartCalibration, response); }
void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame) { // Copy the raw image data into the target texture photoCaptureFrame.UploadImageDataToTexture(targetTexture); // Create a GameObject to which the texture can be applied GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); Renderer quadRenderer = quad.GetComponent <Renderer>() as Renderer; quadRenderer.material = new Material(Shader.Find("Unlit/Texture")); quad.transform.parent = this.transform; quad.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); quadRenderer.material.SetTexture("_MainTex", targetTexture); //Encode the texture and send over network var msg = new CalibrationMessage(); msg.imageData = targetTexture.EncodeToPNG(); client.Send(NetMsg.StartCalibration, msg); Debug.Log("Image sent"); // Deactivate the camera photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode); }