// Use this for initialization void Start () { // Initialize some variables m_tangoRotation = Quaternion.Euler(90,0,0); m_tangoPosition = Vector3.zero; m_startPosition = transform.position; m_tangoApplication = FindObjectOfType<TangoApplication>(); if(m_tangoApplication != null) { // Request Tango permissions m_tangoApplication.RegisterPermissionsCallback(PermissionsCallback); m_tangoApplication.RequestNecessaryPermissionsAndConnect(); m_tangoApplication.Register(this); } else { Debug.Log("No Tango Manager found in scene."); } m_uwTss = new Matrix4x4(); m_uwTss.SetColumn (0, new Vector4 (1.0f, 0.0f, 0.0f, 0.0f)); m_uwTss.SetColumn (1, new Vector4 (0.0f, 0.0f, 1.0f, 0.0f)); m_uwTss.SetColumn (2, new Vector4 (0.0f, 1.0f, 0.0f, 0.0f)); m_uwTss.SetColumn (3, new Vector4 (0.0f, 0.0f, 0.0f, 1.0f)); m_dTuc = new Matrix4x4(); m_dTuc.SetColumn (0, new Vector4 (1.0f, 0.0f, 0.0f, 0.0f)); m_dTuc.SetColumn (1, new Vector4 (0.0f, 1.0f, 0.0f, 0.0f)); m_dTuc.SetColumn (2, new Vector4 (0.0f, 0.0f, -1.0f, 0.0f)); m_dTuc.SetColumn (3, new Vector4 (0.0f, 0.0f, 0.0f, 1.0f)); Application.targetFrameRate = 60; }
/// <summary> /// Use this for initialization. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType<TangoApplication>(); m_tangoApplication.Register(this); m_uwTss.SetColumn (0, new Vector4 (1.0f, 0.0f, 0.0f, 0.0f)); m_uwTss.SetColumn (1, new Vector4 (0.0f, 0.0f, 1.0f, 0.0f)); m_uwTss.SetColumn (2, new Vector4 (0.0f, 1.0f, 0.0f, 0.0f)); m_uwTss.SetColumn (3, new Vector4 (0.0f, 0.0f, 0.0f, 1.0f)); m_cTuc.SetColumn (0, new Vector4 (1.0f, 0.0f, 0.0f, 0.0f)); m_cTuc.SetColumn (1, new Vector4 (0.0f, -1.0f, 0.0f, 0.0f)); m_cTuc.SetColumn (2, new Vector4 (0.0f, 0.0f, 1.0f, 0.0f)); m_cTuc.SetColumn (3, new Vector4 (0.0f, 0.0f, 0.0f, 1.0f)); m_triangles = new int[VERT_COUNT]; // Assign triangles, note: this is just for visualizing point in the mesh data. for (int i = 0; i < VERT_COUNT; i++) { m_triangles[i] = i; } m_mesh = GetComponent<MeshFilter>().mesh; m_mesh.Clear(); m_mesh.triangles = m_triangles; m_mesh.RecalculateBounds(); m_mesh.RecalculateNormals(); }
/// <summary> /// Use this for initialization. /// </summary> public void Start() { m_marker.SetActive(false); m_pointCloud = FindObjectOfType<TangoPointCloud>(); m_pointCloudFloor = FindObjectOfType<TangoPointCloudFloor>(); m_tangoApplication = FindObjectOfType<TangoApplication>(); }
/// <summary> /// Draw motion tracking options. /// </summary> /// <param name="tangoApplication">Tango application.</param> private void _DrawMotionTrackingOptions(TangoApplication tangoApplication) { tangoApplication.m_enableMotionTracking = EditorGUILayout.Toggle("Enable Motion Tracking", tangoApplication.m_enableMotionTracking); if (tangoApplication.m_enableMotionTracking) { EditorGUI.indentLevel++; tangoApplication.m_motionTrackingAutoReset = EditorGUILayout.Toggle("Auto Reset", tangoApplication.m_motionTrackingAutoReset); tangoApplication.m_enableADFLoading = EditorGUILayout.Toggle("Load ADF", tangoApplication.m_enableADFLoading); tangoApplication.m_enableAreaLearning = EditorGUILayout.Toggle("Area Learning", tangoApplication.m_enableAreaLearning); tangoApplication.m_enableCloudADF = EditorGUILayout.Toggle("Cloud ADF", tangoApplication.m_enableCloudADF); if (tangoApplication.m_enableCloudADF) { tangoApplication.m_cloudApiKey = EditorGUILayout.TextField("Cloud API Key", tangoApplication.m_cloudApiKey); } EditorGUI.indentLevel--; } EditorGUILayout.Space(); }
/// <summary> /// Start this instance. /// </summary> public void Start() { m_tangoApplication = GetComponent<TangoApplication>(); m_tangoApplication.Register(this); AndroidHelper.InitTangoUx(); SetHoldPosture(m_holdPosture); }
// Use this for initialization void Start() { // Prevent the screen from sleeping Screen.sleepTimeout = SleepTimeout.NeverSleep; // Initialize some variables m_tangoRotation = Quaternion.identity; m_tangoPosition = Vector3.zero; m_startPosition = transform.position; m_tangoApplication = FindObjectOfType<TangoApplication>(); if(m_tangoApplication != null) { // Request Tango permissions m_tangoApplication.RegisterPermissionsCallback(PermissionsCallback); m_tangoApplication.RequestNecessaryPermissionsAndConnect(); m_tangoApplication.Register(this); } else { Debug.Log("No Tango Manager found in scene."); } //sp = new SerialPort( "baka", 9600, Parity.None, 8, StopBits.One); //sp.Open(); //sp.ReadTimeout = 50; }
/// <summary> /// Draw motion tracking options. /// </summary> /// <param name="tangoApplication">Tango application.</param> private void _DrawMotionTrackingOptions(TangoApplication tangoApplication) { tangoApplication.m_enableMotionTracking = EditorGUILayout.Toggle("Enable Motion Tracking", tangoApplication.m_enableMotionTracking); if (tangoApplication.m_enableMotionTracking) { EditorGUI.indentLevel++; tangoApplication.m_motionTrackingAutoReset = EditorGUILayout.Toggle("Auto Reset", tangoApplication.m_motionTrackingAutoReset); tangoApplication.m_useLowLatencyIMUIntegration = EditorGUILayout.Toggle("Low Latency Pose", tangoApplication.m_useLowLatencyIMUIntegration); tangoApplication.m_enableAreaLearning = EditorGUILayout.Toggle("Area Learning", tangoApplication.m_enableAreaLearning); if (tangoApplication.m_enableAreaLearning) { EditorGUI.indentLevel++; tangoApplication.m_useExperimentalADF = EditorGUILayout.Toggle("High Accuracy (Experimental)", tangoApplication.m_useExperimentalADF); EditorGUI.indentLevel--; } EditorGUI.indentLevel--; } EditorGUILayout.Space(); }
/// <summary> /// Start this instance. /// </summary> private void Start() { Application.targetFrameRate = 60; m_tangoApplication = FindObjectOfType<TangoApplication>(); if(m_tangoApplication != null) { if(AndroidHelper.IsTangoCorePresent()) { // Request Tango permissions m_tangoApplication.RegisterPermissionsCallback(_OnTangoApplicationPermissionsEvent); m_tangoApplication.RequestNecessaryPermissionsAndConnect(); m_tangoApplication.Register(this); } else { // If no Tango Core is present let's tell the user to install it! StartCoroutine(_InformUserNoTangoCore()); } } else { Debug.Log("No Tango Manager found in scene."); } }
/// <summary> /// Check for a usable tango application component in the scene. Draw warning if /// one could not be found. /// /// Should be called first before using any other TangoPrefabInspectorHelper function /// during a given frame, to determine if a valid TangoApplication reference exists /// with which to call other TangoPrefabInspectorHelper methods. /// </summary> /// <returns><c>true</c>, if a tango application on an active GameObject can be identified, /// <c>false</c> otherwise.</returns> /// <param name="inspectedBehaviour">Prefab behavior that's being inspected.</param> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application, or /// null if no Tango Application on an active GameObject can be identified.</param> public static bool CheckForTangoApplication(MonoBehaviour inspectedBehaviour, ref TangoApplication tangoApplication) { if (tangoApplication == null || !tangoApplication.gameObject.activeInHierarchy) { tangoApplication = GameObject.FindObjectOfType<TangoApplication>(); } // Note: .isActiveAndEnabled is the appropriate thing to check here because all Register() // calls on existing Tango prefabs are called in Start(), which won't occur until both the // behaviour is enabled and the game object it is attached to is active. // // Conversely, if any of the tango prefabs called Register() in Awake(), the correct thing // to check against would be .gameObject.activeInHeirarchy, since Awake is called when the // game object it is attached to is active, regardless of whether the behaviour itself is // enabled. if (tangoApplication == null && inspectedBehaviour.isActiveAndEnabled) { EditorGUILayout.HelpBox("Could not find an active TangoApplication component in the scene.\n\n" + "Component will not function correctly if it cannot find " + "an active TangoApplication component at runtime.", MessageType.Warning); return false; } return tangoApplication != null; }
/// <summary> /// Use this for initialization. /// </summary> private void Start() { m_currentFPS = 0; m_framesSinceUpdate = 0; m_currentTime = 0.0f; m_fpsText = "FPS = Calculating"; m_tangoApplication = FindObjectOfType<TangoApplication>(); }
// Use this for initialization void Start() { m_tangoApplication = FindObjectOfType<TangoApplication>(); m_btnGuiText.text = "Start"; m_btnGuiText.color = m_txtStartColour; ColorBlock cb = m_btnStartStop.colors; cb.normalColor = m_btnStartColour; m_btnStartStop.colors = cb; }
/// <summary> /// Unity start override function. /// /// We register this object as a listener to the pose callbacks. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType<TangoApplication>(); if (m_tangoApplication != null) { m_tangoApplication.Register(this); } }
/// <summary> /// Use this for initialization. /// </summary> private void Start() { m_currentFPS = 0; m_framesSinceUpdate = 0; m_currentTime = 0.0f; m_FPSText = "FPS = Calculating"; m_label = new Rect((Screen.width * 0.025f) - 50, (Screen.height * 0.96f) - 25, 600.0f, 50.0f); m_tangoApplication = FindObjectOfType<TangoApplication>(); }
/// <summary> /// Unity Start() callback, we set up some initial values here. /// </summary> void Start () { m_currentFPS = 0; m_framesSinceUpdate = 0; m_currentTime = 0.0f; m_FPSText = "FPS = Calculating"; m_label = new Rect(Screen.width * 0.025f - 50, Screen.height * 0.96f - 25, 600.0f, 50.0f); m_tangoApplication = FindObjectOfType<TangoApplication>(); m_tangoServiceVersion = TangoApplication.GetTangoServiceVersion(); }
/// <summary> /// Start this instance. /// </summary> public void Start() { m_tangoApplication = GetComponent <TangoApplication>(); m_tangoApplication.RegisterPermissionsCallback(_OnTangoPermissionsEvent); m_tangoApplication.RegisterOnTangoConnect(_OnTangoServiceConnected); m_tangoApplication.RegisterOnTangoDisconnect(_OnTangoServiceDisconnected); m_tangoApplication.Register(this); AndroidHelper.InitTangoUx(); SetHoldPosture(m_holdPosture); }
/// <summary> /// Perform constructor logic. /// </summary> private void Awake() { if (m_instance != null) { Destroy(this); return; } m_instance = this; InitApplication(); DontDestroyOnLoad(gameObject); }
/// @cond /// <summary> /// Use this for initialization. /// </summary> public void Start() { m_pointCloud = FindObjectOfType<TangoPointCloud>(); m_tangoApplication = FindObjectOfType<TangoApplication>(); // All child objects are disabled until the floor is found. foreach (Transform t in transform) { t.gameObject.SetActive(false); } }
void Start () { tangoApplication = FindObjectOfType<TangoApplication>(); if(tangoApplication != null) { if(AndroidHelper.IsTangoCorePresent()) { // Request Tango permissions tangoApplication.RegisterPermissionsCallback(_OnTangoApplicationPermissionsEvent); tangoApplication.RequestNecessaryPermissionsAndConnect(); } } else { Debug.Log("No Tango Manager found in scene."); } }
/// <summary> /// Checks whether depth permissions are selected and draws a warning if they are not. /// </summary> /// <returns><c>true</c>, if depth permissions are enabled, <c>false</c> otherwise.</returns> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application.</param> public static bool CheckDepthPermissions(TangoApplication tangoApplication) { bool hasPermissions = tangoApplication.m_enableDepth; if (!hasPermissions) { EditorGUILayout.HelpBox("This component needs Depth to be enabled in TangoApplication to function.", MessageType.Warning); } return(hasPermissions); }
/// <summary> /// Raises the enable event. /// </summary> private void OnEnable() { m_tangoApplication = (TangoApplication)target; // Fixup the old state of TangoApplication before there were two checkboxes. If only m_enableVideoOverlay was // set, then that meant to use the Byte Buffer method. if (m_tangoApplication.m_enableVideoOverlay && !m_tangoApplication.m_videoOverlayUseByteBufferMethod && !m_tangoApplication.m_videoOverlayUseTextureIdMethod) { m_tangoApplication.m_videoOverlayUseByteBufferMethod = true; } }
/// <summary> /// Checks whether 3D Reconstruction permissions are selected and draws a warning if they are not. /// </summary> /// <returns><c>true</c>, if 3D Reconstruction permissions are enabled, <c>false</c> otherwise.</returns> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application.</param> public static bool Check3dReconstructionPermissions(TangoApplication tangoApplication) { bool hasPermissions = tangoApplication.m_enable3DReconstruction; if (!hasPermissions) { EditorGUILayout.HelpBox("This component needs 3D Reconstruction to be enabled in " + "TangoApplication to function.", MessageType.Warning); } return(hasPermissions); }
/// <summary> /// Checks whether motion tracking permissions are selected and draws a warning if they are not. /// </summary> /// <returns><c>true</c>, if motion tracking permissions are enabled, <c>false</c> otherwise.</returns> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application.</param> public static bool CheckMotionTrackingPermissions(TangoApplication tangoApplication) { bool hasPermissions = tangoApplication.m_enableMotionTracking; if (!hasPermissions) { EditorGUILayout.HelpBox("This component needs motion tracking to be enabled in " + "TangoApplication to function.", MessageType.Warning); } return hasPermissions; }
// Use this for initialization void Start () { Statics.currentTangoState = TangoPoseStates.Connecting; tangoApplication = FindObjectOfType<TangoApplication>(); if (tangoApplication == null) { tangoApplication = FindObjectOfType<TangoApplication>(); } tangoApplication.InitProviders(Statics.curADFId); tangoApplication.Register(this); tangoApplication.ConnectToService(); startingRotation = transform.rotation; }
/// <summary> /// Checks whether motion tracking permissions are selected and draws a warning if they are not. /// </summary> /// <returns><c>true</c>, if motion tracking permissions are enabled, <c>false</c> otherwise.</returns> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application.</param> public static bool CheckMotionTrackingPermissions(TangoApplication tangoApplication) { bool hasPermissions = tangoApplication.m_enableMotionTracking; if (!hasPermissions) { EditorGUILayout.HelpBox("This component needs motion tracking to be enabled in " + "TangoApplication to function.", MessageType.Warning); } return(hasPermissions); }
/// <summary> /// Draw motion tracking options. /// </summary> /// <param name="tangoApplication">Tango application.</param> private void _DrawMotionTrackingOptions(TangoApplication tangoApplication) { tangoApplication.m_enableMotionTracking = EditorGUILayout.Toggle( "Enable Motion Tracking", tangoApplication.m_enableMotionTracking); if (tangoApplication.m_enableMotionTracking) { ++EditorGUI.indentLevel; tangoApplication.m_motionTrackingAutoReset = EditorGUILayout.Toggle( "Auto Reset", tangoApplication.m_motionTrackingAutoReset); --EditorGUI.indentLevel; } EditorGUILayout.Space(); }
/// <summary> /// Set up cameras. /// </summary> private void Start() { Application.targetFrameRate = 60; EnableCamera(); m_tangoApplication = FindObjectOfType<TangoApplication>(); m_textures = m_tangoApplication.GetVideoOverlayTextureYUV(); // Pass YUV textures to shader for process. m_screenMaterial.SetTexture("_YTex", m_textures.m_videoOverlayTextureY); m_screenMaterial.SetTexture("_UTex", m_textures.m_videoOverlayTextureCb); m_screenMaterial.SetTexture("_VTex", m_textures.m_videoOverlayTextureCr); m_tangoApplication.Register(this); }
// Use this for initialization void Start() { // Initialize some variables m_tangoRotation = Quaternion.identity; m_tangoPosition = Vector3.zero; m_startPosition = transform.position; m_tangoApplication = FindObjectOfType<TangoApplication>(); if (m_tangoApplication != null) { // Request Tango permissions m_tangoApplication.RegisterPermissionsCallback(PermissionsCallback); m_tangoApplication.RequestNecessaryPermissionsAndConnect(); m_tangoApplication.Register(this); } else { Debug.Log("No Tango Manager found in scene."); } }
/// <summary> /// Initialize the AR Screen. /// </summary> private void Start() { // Constant matrix converting start of service frame to Unity world frame. m_uwTss = new Matrix4x4(); m_uwTss.SetColumn (0, new Vector4 (1.0f, 0.0f, 0.0f, 0.0f)); m_uwTss.SetColumn (1, new Vector4 (0.0f, 0.0f, 1.0f, 0.0f)); m_uwTss.SetColumn (2, new Vector4 (0.0f, 1.0f, 0.0f, 0.0f)); m_uwTss.SetColumn (3, new Vector4 (0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_cTuc.SetColumn (0, new Vector4 (1.0f, 0.0f, 0.0f, 0.0f)); m_cTuc.SetColumn (1, new Vector4 (0.0f, -1.0f, 0.0f, 0.0f)); m_cTuc.SetColumn (2, new Vector4 (0.0f, 0.0f, 1.0f, 0.0f)); m_cTuc.SetColumn (3, new Vector4 (0.0f, 0.0f, 0.0f, 1.0f)); m_tangoApplication = FindObjectOfType<TangoApplication>(); if(m_tangoApplication != null) { if(AndroidHelper.IsTangoCorePresent()) { // Request Tango permissions m_tangoApplication.RegisterPermissionsCallback(_OnTangoApplicationPermissionsEvent); m_tangoApplication.RequestNecessaryPermissionsAndConnect(); m_tangoApplication.Register(this); } else { // If no Tango Core is present let's tell the user to install it. Debug.Log("Tango Core is outdated."); } } else { Debug.Log("No Tango Manager found in scene."); } if(m_tangoApplication != null) { m_textures = m_tangoApplication.GetVideoOverlayTextureYUV(); // Pass YUV textures to shader for process. m_screenMaterial.SetTexture("_YTex", m_textures.m_videoOverlayTextureY); m_screenMaterial.SetTexture("_UTex", m_textures.m_videoOverlayTextureCb); m_screenMaterial.SetTexture("_VTex", m_textures.m_videoOverlayTextureCr); } m_tangoApplication.Register(this); }
/// <summary> /// Checks whether video overlay permissions are selected and draws a warning if they are not. /// </summary> /// <returns><c>true</c>, if appropriate video permissions are enabled, <c>false</c> otherwise.</returns> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application.</param> /// <param name="textureIdMethodRequired"><c>true</c> if texture ID method is required.</param> /// <param name="byteBufferMethodRequired"><c>true</c> if byte buffer method is required.</param> public static bool CheckVideoOverlayPermissions(TangoApplication tangoApplication, bool textureIdMethodRequired, bool byteBufferMethodRequired) { bool hasNeededVideoPermissions = tangoApplication.m_enableVideoOverlay; if (textureIdMethodRequired && !tangoApplication.m_videoOverlayUseTextureMethod) { hasNeededVideoPermissions = false; } else if (byteBufferMethodRequired && !tangoApplication.m_videoOverlayUseByteBufferMethod) { hasNeededVideoPermissions = false; } if (!hasNeededVideoPermissions) { if (textureIdMethodRequired || byteBufferMethodRequired) { string requirementsString; if (textureIdMethodRequired && byteBufferMethodRequired) { requirementsString = "\"Both\""; } else if (textureIdMethodRequired) { requirementsString = "\"Texture ID\" or \"Both\""; } else { requirementsString = "\"Raw Bytes\" or \"Both\""; } EditorGUILayout.HelpBox("This component needs Video Overlay to be enabled and set to method of " + requirementsString + " in TangoApplication to function.", MessageType.Warning); } else { EditorGUILayout.HelpBox("This component needs Video Overlay to be enabled in " + "TangoApplication to function.", MessageType.Warning); } } return(hasNeededVideoPermissions); }
/// <summary> /// Use this to initialize. /// </summary> public void Start() { tangoApplication = FindObjectOfType<TangoApplication>(); if (tangoApplication != null) { if (AndroidHelper.IsTangoCorePresent()) { // Request Tango permissions tangoApplication.Register(this); tangoApplication.RequestPermissions(); } } else { Debug.Log("No Tango Manager found in scene."); } }
/// <summary> /// Checks whether area description permissions are selected (on the assumption we're /// dealing with a prefab that has an m_useAreaDescriptionPose option) and draws /// a warning if they seem to be set inappropriately. /// </summary> /// <returns><c>true</c>, if area description permissions are enabled, <c>false</c> otherwise.</returns> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application.</param> /// <param name="shouldUsePermissions">If set to <c>true</c> should use permissions.</param> public static bool CheckAreaDescriptionPermissions(TangoApplication tangoApplication, bool shouldUsePermissions) { bool hasPermissions = tangoApplication.m_enableAreaDescriptions; if (!hasPermissions && shouldUsePermissions) { EditorGUILayout.HelpBox("\"Use Area Description Pose\" option selected but active " + "TangoApplication component does not have Area " + "Descriptions enabled.", MessageType.Warning); } else if (hasPermissions && !shouldUsePermissions) { EditorGUILayout.HelpBox("TangoApplication has Area Descriptions enabled but \"Use " + "Area Description Pose\" option is not selected.\n\n" + "If left as-is, this script will use the Start of Service " + "pose even if an area description is loaded and/or area learning is enabled", MessageType.Warning); } return(hasPermissions == tangoApplication.m_enableAreaDescriptions); }
/// <summary> /// Initialize the AR Screen. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType<TangoApplication>(); m_arCameraPostProcess = gameObject.GetComponent<ARCameraPostProcess>(); if (m_tangoApplication != null) { m_tangoApplication.Register(this); // Pass YUV textures to shader for process. m_textures = m_tangoApplication.GetVideoOverlayTextureYUV(); m_screenMaterial.SetTexture("_YTex", m_textures.m_videoOverlayTextureY); m_screenMaterial.SetTexture("_UTex", m_textures.m_videoOverlayTextureCb); m_screenMaterial.SetTexture("_VTex", m_textures.m_videoOverlayTextureCr); } if (m_enableOcclusion) { TangoPointCloud pointCloud = FindObjectOfType<TangoPointCloud>(); if (pointCloud != null) { Renderer renderer = pointCloud.GetComponent<Renderer>(); renderer.enabled = true; // Set the renderpass as background renderqueue's number minus one. YUV2RGB shader executes in // Background queue which is 1000. // But since we want to write depth data to Z buffer before YUV2RGB shader executes so that YUV2RGB // data ignores Ztest from the depth data we set renderqueue of PointCloud as 999. renderer.material.renderQueue = BACKGROUND_RENDER_QUEUE - 1; renderer.material.SetFloat("point_size", POINTCLOUD_SPLATTER_UPSAMPLE_SIZE); pointCloud.m_updatePointsMesh = true; } else { Debug.Log("Point Cloud data is not available, occlusion is not possible."); } } }
/// <summary> /// Use this for initialization. /// </summary> public void Start() { Statics.currentTangoState = TangoPoseStates.Connecting; tangoApplication = FindObjectOfType<TangoApplication>(); if (tangoApplication == null) { tangoApplication = FindObjectOfType<TangoApplication>(); } tangoApplication.Register(this); tangoApplication.Startup(AreaDescription.ForUUID(Statics.curADFId)); startingRotation = transform.rotation; }
/// <summary> /// Start is called on the frame when a script is enabled. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType<TangoApplication>(); m_tangoARScreen = GetComponent<TangoARScreen>(); if (m_tangoApplication != null) { if (AndroidHelper.IsTangoCorePresent()) { // Request Tango permissions m_tangoApplication.Register(this); m_tangoApplication.RequestPermissions(); } else { // If no Tango Core is present let's tell the user to install it! StartCoroutine(_InformUserNoTangoCore()); } } else { Debug.Log("No Tango Manager found in scene."); } }
/// <summary> /// Unity Start() callback, we set up some initial values here. /// </summary> public void Start() { m_currentFPS = 0; m_framesSinceUpdate = 0; m_currentTime = 0.0f; m_fpsText = "FPS = Calculating"; m_tangoApplication = FindObjectOfType<TangoApplication>(); m_tangoPose = FindObjectOfType<TangoARPoseController>(); m_arCameraPostProcess = FindObjectOfType<ARCameraPostProcess>(); m_tangoServiceVersion = TangoApplication.GetTangoServiceVersion(); m_tangoApplication.Register(this); }
/// <summary> /// Draw depth options. /// </summary> /// <param name="tangoApplication">Tango application.</param> private void _DrawDepthOptions(TangoApplication tangoApplication) { tangoApplication.m_enableDepth = EditorGUILayout.Toggle("Enable Depth", tangoApplication.m_enableDepth); EditorGUILayout.Space(); }
/// <summary> /// Raises the enable event. /// </summary> private void OnEnable() { m_tangoApplication = (TangoApplication)target; }