public static int SetDefaultDepthCase(DepthCase depthCase) { int result = ViveSR_Framework.SetParameterInt(ViveSR_Framework.MODULE_ID_DEPTH, (int)DepthParam.DEPTH_USING_CASE, (int)depthCase); if (result == (int)Error.WORK) { DepthCase = depthCase; } return(result); }
private bool UpdateRuntimeParameter() { bool result = true; int ret = (int)Error.FAILED; // live mesh display mode if ((int)LiveMeshDisplayMode != LastLiveMeshDisplayMode) { HideAllLiveMeshes(); result = SetMeshDisplayMode(LiveMeshDisplayMode) && result; LastLiveMeshDisplayMode = (int)LiveMeshDisplayMode; } // full scene quality ret = ViveSR_Framework.SetParameterInt(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)(ReconstructionParam.CONFIG_QUALITY), (int)FullSceneQuality); if (LiveMeshDisplayMode == ReconstructionDisplayMode.FULL_SCENE) { LiveMeshMaterial.SetFloat("_PointSizeScaler", (FullSceneQuality == ReconstructionQuality.LOW)? 1.2f : 0.8f); } result = result && (ret == (int)Error.WORK); // update live adaptive param if (LiveMeshDisplayMode == ReconstructionDisplayMode.ADAPTIVE_MESH) { ret = ViveSR_Framework.SetParameterFloat(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)ReconstructionParam.ADAPTIVE_MAX_GRID, ViveSR_RigidReconstruction.LiveAdaptiveMaxGridSize * 0.01f); // cm to m result = result && (ret == (int)Error.WORK); ret = ViveSR_Framework.SetParameterFloat(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)ReconstructionParam.ADAPTIVE_MIN_GRID, ViveSR_RigidReconstruction.LiveAdaptiveMinGridSize * 0.01f); result = result && (ret == (int)Error.WORK); ret = ViveSR_Framework.SetParameterFloat(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)ReconstructionParam.ADAPTIVE_ERROR_THRES, ViveSR_RigidReconstruction.LiveAdaptiveErrorThres); result = result && (ret == (int)Error.WORK); } if (EnableSector != LastEnableSector) { HideAllLiveMeshes(); ViveSR_Framework.SetParameterBool(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)(ReconstructionParam.ENABLE_FRUSTUM_CULLING), EnableSector); ViveSR_Framework.SetParameterBool(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)(ReconstructionParam.ENABLE_SECTOR_GROUPER), EnableSector); ViveSR_Framework.SetParameterFloat(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)(ReconstructionParam.SECTOR_SIZE), SectorSizeInMeter); LastEnableSector = EnableSector; } if (SetWireFrameOpaque != LastSetWireFrameOpaque) { WireframeMaterial.SetFloat("_Opaque", SetWireFrameOpaque ? 1.0f : 0.0f); LastSetWireFrameOpaque = SetWireFrameOpaque; } // refresh rate ViveSR_Framework.SetParameterInt(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)ReconstructionParam.MESH_REFRESH_INTERVAL, RefreshIntervalMS); return(result); }
public static bool SetQualityScale(int value) { int result = ViveSR_Framework.SetParameterInt(ViveSR_Framework.MODULE_ID_DEPTH, (int)DepthParam.COLLIDER_QUALITY, value); if (result == (int)Error.WORK) { QualityScale = value; return(true); } else { return(false); } }
// set self-setting to the static param public override bool RightBeforeStartModule() { bool result = ViveSR_RigidReconstruction.InitRigidReconstructionParamFromFile(ConfigFilePath); if (!result) { Debug.Log("[ViveSR] [RigidReconstruction] Set Config By Config File"); } else { Debug.Log("[ViveSR] [RigidReconstruction] Config File Not Found, Set Config From GameObject"); ViveSR_Framework.SetParameterInt(ViveSR_Framework.MODULE_ID_RIGID_RECONSTRUCTION, (int)ReconstructionParam.CONFIG_QUALITY, (int)FullSceneQuality); //ViveSR_RigidReconstruction.InitRigidReconstructionParam(); } WireframeMaterial.SetFloat("_Opaque", SetWireFrameOpaque ? 1.0f : 0.0f); return(true); }