void Start() { _canny1Bar.onValueChanged.AddListener(Canny1Changed); _canny2Bar.onValueChanged.AddListener(Canny2Changed); _threshold1Bar.onValueChanged.AddListener(Threshold1Changed); _threshold2Bar.onValueChanged.AddListener(Threshold2Changed); m_canShow = false; core = CoreWrapper.GetInstance(); core.InitCore(); core.OpenVideoStream(0); core.GetCameraFrame(); }
// Use this for initialization void Start() { core = CoreWrapper.GetInstance(); cameraOk = core.OpenVideoStream(0); if (!cameraOk) { showPopUp = true; return; } this.frame = core.GetCameraFrame(); this.texture = new Texture2D(core.GetFrameWidth(), core.GetFrameHeight(), TextureFormat.BGRA32, false); this.transform.localScale = new Vector3(core.GetFrameWidth(), core.GetFrameHeight(), 1); // Camera.main.transform.position = this.transform.position; // Camera.main.transform.Translate(Vector3.back); Camera.main.orthographicSize = core.GetFrameHeight() / 2f + 2; m_FinishedBuild = false; }
private void initializeMaze() { Debug.Log("Initgo"); GameObject prefabObstacle = ((GameObject)Resources.Load("Prefabs/" + Const.OBSTACLE_PREFAB_NAME, typeof(GameObject))); GameObject o = Instantiate(prefabObstacle, Vector3.zero, Quaternion.Euler(90.0f, 0.0f, 0.0f)); Vector3 mazeScale = this.GetMazeScale(); o.transform.localScale = mazeScale; o.transform.parent = GameObject.Find(Const.MAZE_GAMEOBJECT_NAME).transform; Renderer rend = o.GetComponent <Renderer>(); rend.material.SetTextureScale("_MainTex", new Vector2(mazeScale.x, mazeScale.y)); GameObject arrivalPrefab = ((GameObject)Resources.Load("Prefabs/" + Const.POINT_OF_ARRIVAL_PREFAB_NAME, typeof(GameObject))); double[] end = CoreWrapper.GetInstance().GetEndCenter(); //GameObject arrivalObject = Instantiate(arrivalPrefab, MazeData.MAZE_POINT_OF_ARRIVAL, Quaternion.Euler(-90.0f, 0.0f, 0.0f)); float x_scale_arrivee = -Const.HAUTEUR_MAZE / 2f + Const.HAUTEUR_MAZE * (float)end[0]; float y_scale_arrivee = -Const.LARGEUR_MAZE / 2f + Const.LARGEUR_MAZE * (float)end[1]; GameObject arrivalObject = Instantiate(arrivalPrefab, new Vector3(x_scale_arrivee, 1.0f, y_scale_arrivee), Quaternion.Euler(-90.0f, 0.0f, 0.0f)); arrivalObject.transform.parent = GameObject.Find(Const.MAZE_GAMEOBJECT_NAME).transform; arrivalObject.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); ParticleSystem arrivalPs = arrivalObject.GetComponent <ParticleSystem>(); ParticleSystem.MainModule arrivalMain = arrivalPs.main; arrivalPs.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); ParticleSystemRenderer arrivalPsr = arrivalObject.GetComponent <ParticleSystemRenderer>(); arrivalPsr.renderMode = ParticleSystemRenderMode.Billboard; Debug.Log(arrivalMain.simulationSpace); arrivalMain.simulationSpace = ParticleSystemSimulationSpace.Local; /* for (int i = 0; i < MazeData.ARRAY_DATAS_TEST.Length / 2; ++i) * { * MazeObstacle.Create(MazeData.ARRAY_DATAS_TEST[i, 0], MazeData.ARRAY_DATAS_TEST[i, 1]); * }*/ List <double[, ]> walls = CoreWrapper.GetInstance().GetWall(); foreach (double[,] wall in walls) { // Debug.Log("(" + -10f / 2f + 10f * (float)wall[0, 0] + " , " + -10f / 2f + 10f * (float)wall[0, 1] + "); (" + -10f / 2f + 10f * (float)wall[1, 0] + " , " + -10f / 2f + 10f * (float)wall[1, 1] + ")"); float x_scale_wall_start = -Const.HAUTEUR_MAZE / 2f + Const.HAUTEUR_MAZE * (float)wall[0, 0]; float y_scale_wall_start = -Const.LARGEUR_MAZE / 2f + Const.LARGEUR_MAZE * (float)wall[0, 1]; float x_scale_wall_end = -Const.HAUTEUR_MAZE / 2f + Const.HAUTEUR_MAZE * (float)wall[1, 0]; float y_scale_wall_end = -Const.LARGEUR_MAZE / 2f + Const.LARGEUR_MAZE * (float)wall[1, 1]; Debug.Log("(" + x_scale_wall_start + " , " + y_scale_wall_start + "); (" + x_scale_wall_end + " , " + y_scale_wall_end + ")"); MazeObstacle.Create(new Vector3(x_scale_wall_start, 1f, y_scale_wall_start), new Vector3(x_scale_wall_end, 1f, y_scale_wall_end)); } GameObject mazeObject = GameObject.Find(Const.MAZE_GAMEOBJECT_NAME); mazeObject.transform.position = new Vector3(0.8f, 394.74f, -10.15f); mazeObject.transform.localScale = new Vector3(1.4f, 1.0f, 1.0f); }
// Update is called once per frame void Update() { if (paused) { return; } if (!cameraOk) { return; } this.frame = core.GetCameraFrame(); this.texture.LoadRawTextureData(this.frame); this.texture.Apply(); this.GetComponent <Renderer>().material.SetTexture("_MainTex", this.texture); /* * * if(!m_calibrated && !m_config_exists) * { * * accTime += Time.deltaTime; * if( accTime >= 1) * { * accTime -= 1; * Debug.Log("mdr"); * StartCoroutine(AsycnFindPattern()); * //core.AddPatternToCalibrator(); * * if(core.CheckCalibrator()) * { * m_calibrated = true; * core.Calibrate(); * } * * } * return; * * } * */ //this.camera.Video(); if (!m_FinishedBuild) { core.Build(); if (core.CheckBuid()) { m_FinishedBuild = true; core.InitTransformDefault(); Debug.Log("Built"); double[] start = CoreWrapper.GetInstance().GetBeginCenter(); GameObject prefabBall = ((GameObject)Resources.Load("Prefabs/" + Const.BALL_PREFAB_NAME, typeof(GameObject))); float x_unity = -Const.HAUTEUR_MAZE / 2 + Const.HAUTEUR_MAZE * (float)start[0]; float y_unity = (-Const.LARGEUR_MAZE / 2 + Const.LARGEUR_MAZE * (float)start[1]) - 10.15f; Vector3 spawnPosition = new Vector3(x_unity, 400.0f, y_unity); GameObject objetBall = Instantiate(prefabBall, spawnPosition, Quaternion.Euler(90.0f, 0.0f, 0.0f)); objetBall.GetComponent <Ball>().spawnPosition = spawnPosition; GameObject o = ((GameObject)Resources.Load("Prefabs/" + Const.MAZE_PREFAB_NAME, typeof(GameObject))); maze = Instantiate(o, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, 0.0f)); GameObject Init = ((GameObject)Resources.Load("Prefabs/" + Const.GAMEINITIALIZER_PREFAB_NAME, typeof(GameObject))); GameObject o2 = Instantiate(Init, Vector3.zero, Quaternion.Euler(0.0f, 0.0f, 0.0f)); double[] rot = core.GetInitRot(); rotLab = new Vector3(-(float)(rot[0]) + rotOffsetX, -(float)(rot[2]) + rotOffsetY, -(float)(rot[1]) + rotOffsetZ); inGameController.StartTimer(); } } else { core.Tracking(); core.UpdateTranform(); double[] rot = core.GetDeltaRot(); rotLab += new Vector3(-(float)rot[0], -(float)(rot[2]), -(float)(rot[1])); // correction /* * float rotZ = rotLab[2]; * if(rotZ > 0) * rotZ -= 35.50f; * else * rotZ += 35.5f; */ Quaternion previousRotation = maze.transform.rotation; Quaternion nextRotation = Quaternion.Euler(rotLab); maze.transform.rotation = Quaternion.Lerp(previousRotation, nextRotation, Time.deltaTime * 15.0f); } }