// Update is called once per frame void LateUpdate() { frameCount++; #if UNITY_EDITOR if (Input.GetKeyDown(KeyCode.C)) { occupancyManager.Clear(); } if ((frameCount % 6) == 0) { float start = Time.realtimeSinceStartup; for (int i = 0; i < insertionCount; i++) { int x = UnityEngine.Random.Range(0, Screen.width); int y = UnityEngine.Random.Range(0, Screen.height); Ray ray = mainCamera.ScreenPointToRay(new Vector3(x, y, 0)); if (Physics.Raycast(ray, out hitInfo, 4, virutalRoomLayer)) { occupancyManager.InsertPoint(hitInfo.point, ray.direction, 1.0f / (hitInfo.distance + 1)); } } occupancyManager.QueueDirtyMeshesForRegeneration(); float stop = Time.realtimeSinceStartup; occupancyManager.InsertionTime = occupancyManager.InsertionTime * occupancyManager.Smoothing + (1.0f - occupancyManager.Smoothing) * (stop - start); } #endif }
/// <summary> /// Reset Point Cloud preview, history, and mesh data. /// </summary> public void Reset() { ClearLivePreviewCubes(); m_positionHistory.Clear(); m_meshManager.Clear(); }
public void Reset() { ClearQuads(); m_positionHistory.Clear(); m_occupancyManager.Clear(); }