Esempio n. 1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (secondCounter >= 0.3f && probe != null)
        {
            Graphics.Blit(null, cameraImage, m_ARCameraBackground.material);

            //float dist = Vector3.Distance(probe.transform.position, sampleCamera.transform.position);


            ////mGLEAM.probeSampleSize = (int)(Map(dist, 0.7f, 0.06f, 128f, Screen.width * 1f));
            //mGLEAM.probeSampleSize = 500;
            mGLEAM.GLEAM_Update(sampleCamera, cameraImage);
            //mGLEAM.UpdateDebugDisplay("Distance: " + Vector3.Distance(probe.transform.position, sampleCamera.transform.position));
            secondCounter = 0.0f;
        }
        else if (probe == null)
        {
            origin = GameObject.FindWithTag("Origin");
            if (origin != null)
            {
                probe = Instantiate(probePrefab);
                probe.transform.parent        = origin.transform;
                probe.transform.localPosition = probeOffset;

                mGLEAM = probe.GetComponent <GLEAMBehaviour>();

                mGLEAM.sampleViewer    = sampleViewer;
                mGLEAM.debugDisplay    = debugDisplay;
                mGLEAM.probe           = probe;
                mGLEAM.probeSampleSize = probeSampleSize;
                mGLEAM.imageFaceNegX   = imageFaceNegX;
                mGLEAM.imageFaceNegY   = imageFaceNegY;
                mGLEAM.imageFaceNegZ   = imageFaceNegZ;
                mGLEAM.imageFacePosX   = imageFacePosX;
                mGLEAM.imageFacePosY   = imageFacePosY;
                mGLEAM.imageFacePosZ   = imageFacePosZ;
                mGLEAM.probeOffset     = probeOffset;
                mGLEAM.skyMaterial     = skyMaterial;
                mGLEAM.debug           = debug;
                mGLEAM.intensity       = intensity;
                mGLEAM.debugViewer     = debugViewer;
                mGLEAM.THREADING       = THREADING;

                mGLEAM.Init();
            }
        }
        secondCounter += Time.deltaTime;
    }