public KinectColorImageTexture(KinectDevice device) { m_Device = device; m_Image = new ImageBox(null); m_Image.FlipHorizontal = true; }
public KinectDepthImageTexture(KinectDevice device, KinectDepthImageType type) { m_Device = device; m_ImageType = type; m_Image = new ImageBox(null); }
public KinectFieldImageTexture(DS.Simulation.CompositeFieldImage.KinectFieldImage source, Color color, KinectFieldImageType type) { m_Source = source; m_Color = color; m_ImageType = type; m_Image = new ImageBox(null); m_Image.OverlayType = RugTech1.Framework.Effects.ImposterOverlayType.Alpha; }
//private float m_HeightScale = 1.4f; // private int m public SimulationScene() { m_Particles = new ParticleRender2(RugTech1.Helper.ResolvePath("~/Assets/particle2.png"), ArtworkStaticObjects.Ensemble.MaxNumberOfParticles); m_Particles.ColorScale = 1f; m_Particles.ParticleScale = 0.01f; m_Particles.MinDistance = 0; m_Particles.MaxDistance = 1000; m_Points = new StarInstanceVertex[m_Particles.MaxCount]; m_Composite = new CompositeFieldImageCS(); m_WarpGrid = new WarpGrid(); m_WarpGrid.FeedbackLevel = 0.99f; m_FeedbackImposters[0] = new Imposter(GameConfiguration.WindowWidth, GameConfiguration.WindowHeight, Format.R16G16B16A16_Float, new Color4(0f, 0f, 0f, 0f), ImposterOverlayType.Add); m_FeedbackImposters[1] = new Imposter(GameConfiguration.WindowWidth, GameConfiguration.WindowHeight, Format.R16G16B16A16_Float, new Color4(0f, 0f, 0f, 0f), ImposterOverlayType.Add); m_FeedbackScene = new FeedbackScene(); m_FeedbackScene.Grid = m_WarpGrid; m_FeedbackScene.Particles = m_Particles; m_FeedbackScene.Composite = m_Composite; m_RenderContext = new RenderContext(ArtworkStaticObjects.CompositeFieldImage.Width, ArtworkStaticObjects.CompositeFieldImage.Height); m_TargetBox = new ImageBox(null); }