void Start() { Xtr3dGeneratorStateManager.RegisterColorImageCallback(MyColorImageFrameReadyEventHandler); imageInfo = Xtr3dGeneratorStateManager.GeneratorImageInfo; Debug.Log("ImageInfo format" + imageInfo.Format + " " + imageInfo.Width + "," + imageInfo.Height); buffer = new Texture2D(imageInfo.Width, imageInfo.Height, TextureFormat.RGB24, false); // init frameRateCalc for calculating avarage running fps in the last given frames frameRateCalc = new FrameRateCalc(50); newRgbImage = new byte[imageInfo.Width * imageInfo.Height * imageInfo.BitsPerPixel]; }
void Start() { CalculateTextureParams(); CreateJoints(); Xtr3dGeneratorStateManager.RegisterDataCallback(MyDataFrameReady); // init frameRateCalc for calculating avarage running fps in the last given frames frameRateCalc = new FrameRateCalc(50); // init targets handTarget = GameObject.CreatePrimitive(PrimitiveType.Sphere); handTarget.transform.position = new Vector3(1.0f, 1.5f, -6.0f); handTargetCollider = handTarget.gameObject.AddComponent <SphereCollider>(); handTargetCollider.center = Vector3.zero; handTargetCollider.radius = 1.0f; elbowTarget = GameObject.CreatePrimitive(PrimitiveType.Sphere); elbowTarget.transform.position = new Vector3((float)-2.0, (float)(1.5), (float)(-6.0)); elbowTargetCollider = elbowTarget.gameObject.AddComponent <SphereCollider>(); elbowTargetCollider.center = Vector3.zero; elbowTargetCollider.radius = 1.0f; }
void Awake() { rgbFrameRate = new FrameRateCalc(50); skeletonFrameRate = new FrameRateCalc(50); }