// Use this for initialization void Start() { _OSCReader = new OSCReader(); _AVG_X = new MovingAverage(Position_Smoothing); _AVG_Y = new MovingAverage(Position_Smoothing); _AVG_Z = new MovingAverage(Position_Smoothing); _AVG_Pitch = new MovingAverage(Orientation_Smoothing); _AVG_Roll = new MovingAverage(Orientation_Smoothing); _AVG_Yaw = new MovingAverage(Orientation_Smoothing); }
public int Orientation_Smoothing; // Adjust as necessary (1 = No sampling, > 1 = increased smoothing) // Use this for initialization void Start() { _OSCReader = new OSCReader(); _AVG_X = new DataSmooth(Position_Smoothing); _AVG_Y = new DataSmooth(Position_Smoothing); _AVG_Z = new DataSmooth(Position_Smoothing); _AVG_Pitch = new DataSmooth(Orientation_Smoothing); _AVG_Roll = new DataSmooth(Orientation_Smoothing); _AVG_Yaw = new DataSmooth(Orientation_Smoothing); }
private const int _ORIENTATION_SMOOTHING = 3; // Adjust as necessary (1 = No sampling, > 1 = increased smoothing) // Use this for initialization void Start() { _OSCReader = new OSCReader(); _AVG_X = new DataSmooth(_POSITION_SMOOTHING); _AVG_Y = new DataSmooth(_POSITION_SMOOTHING); _AVG_Z = new DataSmooth(_POSITION_SMOOTHING); _AVG_QtX = new DataSmooth(_ORIENTATION_SMOOTHING); _AVG_QtY = new DataSmooth(_ORIENTATION_SMOOTHING); _AVG_QtZ = new DataSmooth(_ORIENTATION_SMOOTHING); _AVG_QtW = new DataSmooth(_ORIENTATION_SMOOTHING); }
// Use this for initialization void Start() { Application.targetFrameRate = 60; OSCtimer = 0; penrose = GameObject.FindObjectOfType <Penrose>(); penrose.Init(); myIPText.text = GetLocalIPv4(); SetupEffects(); SetupTransitions(); try { setupUDP(); } catch (Exception e) { Debug.Log($"Failed to setup UDP: {e.Message}"); } osc = gameObject.AddComponent(typeof(OSCReader)) as OSCReader; osc.SetAllMessageHandler(OscHandler); dance = new Dance(); dance.Init(); drum = new drums(); drum.Init(); readACN = new ACNHandler(); readACN.Init(); cameraOverlay = new CameraReader(); cameraOverlay.Init((int)penrose.Bounds.size.x, (int)penrose.Bounds.size.y, Penrose.Total); timer = new Timer(effectTime, false); timer.onFinished += OnTimerFinished; effectText.text = effects[currentEffect].GetType().ToString(); StartCoroutine(Fps()); }