/// <summary> /// Use this for initialization. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType <TangoApplication>(); m_tangoApplication.Register(this); m_tangoDeltaPoseController = FindObjectOfType <TangoDeltaPoseController>(); m_unityWorldTStartService.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_unityWorldTStartService.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_colorCameraTUnityCamera.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(1, new Vector4(0.0f, -1.0f, 0.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(2, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Assign triangles, note: this is just for visualizing point in the mesh data. m_points = new Vector3[MAX_POINT_COUNT]; m_mesh = GetComponent <MeshFilter>().mesh; m_mesh.Clear(); m_renderer = GetComponent <Renderer>(); m_rand = new System.Random(); }
/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> public void Awake() { if (Player == null) { Player = this; } // Constant matrix converting start of service frame to Unity world frame. m_uwTss = new Matrix4x4(); m_uwTss.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_uwTss.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_dTuc = new Matrix4x4(); m_dTuc.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f)); m_dTuc.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); m_poseDeltaTime = -1.0f; m_poseTimestamp = -1.0f; m_poseCount = -1; m_poseStatus = TangoEnums.TangoPoseStatusType.NA; m_prevTangoRotation = m_tangoRotation = Quaternion.identity; m_prevTangoPosition = m_tangoPosition = Vector3.zero; m_uwTuc = Matrix4x4.identity; m_uwOffsetTuw = Matrix4x4.identity; }
/// @cond /// <summary> /// Use this for initialization. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType <TangoApplication>(); m_tangoApplication.Register(this); m_tangoDeltaPoseController = FindObjectOfType <TangoDeltaPoseController>(); m_unityWorldTStartService.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_unityWorldTStartService.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_colorCameraTUnityCamera.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(1, new Vector4(0.0f, -1.0f, 0.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(2, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Assign triangles, note: this is just for visualizing point in the mesh data. m_points = new Vector3[MAX_POINT_COUNT]; m_mesh = GetComponent <MeshFilter>().mesh; m_mesh.Clear(); // Points used for finding floor plane. m_numPointsAtY = new Dictionary <float, int>(); m_nonNoiseBuckets = new List <float>(); m_renderer = GetComponent <Renderer>(); }
/// <summary> /// Inspector GUI event for immediate-mode Editor GUI. /// </summary> public override void OnInspectorGUI() { DrawDefaultInspector(); TangoDeltaPoseController inspectedObject = (TangoDeltaPoseController)target; if (TangoPrefabInspectorHelper.CheckForTangoApplication(inspectedObject, ref m_tangoApplication)) { TangoPrefabInspectorHelper.CheckMotionTrackingPermissions(m_tangoApplication); TangoPrefabInspectorHelper.CheckAreaDescriptionPermissions(m_tangoApplication, inspectedObject.m_useAreaDescriptionPose); } }
/// <summary> /// Start is used to initialize. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType <TangoApplication>(); m_dynamicMesh = FindObjectOfType <TangoDynamicMesh>(); m_exporter = new Exporter(); m_tangoCamera = FindObjectOfType <TangoMultiCamera>(); m_poseController = FindObjectOfType <TangoDeltaPoseController>(); LineRenderer lineRenderer = gameObject.AddComponent <LineRenderer>(); Material lineMat = Resources.Load("Line", typeof(Material)) as Material; lineRenderer.material = lineMat; lineRenderer.SetWidth(0.01F, 0.01F); lineRenderer.SetVertexCount(2); lineRenderer.SetPosition(0, measurePointStart.transform.position); lineRenderer.SetPosition(1, measurePointEnd.transform.position); }
/// @cond /// <summary> /// Use this for initialization. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType <TangoApplication>(); m_tangoApplication.Register(this); m_tangoDeltaPoseController = FindObjectOfType <TangoDeltaPoseController>(); // Assign triangles, note: this is just for visualizing point in the mesh data. m_points = new Vector3[MAX_POINT_COUNT]; m_mesh = GetComponent <MeshFilter>().mesh; m_mesh.Clear(); // Points used for finding floor plane. m_numPointsAtY = new Dictionary <float, int>(); m_nonNoiseBuckets = new List <float>(); m_renderer = GetComponent <Renderer>(); }
/// <summary> /// Unity Start function. /// /// We find and assign pose controller and tango applicaiton, and register this class to callback events. /// </summary> public void Start() { // Constant matrix converting start of service frame to Unity world frame. m_uwTss = new Matrix4x4(); m_uwTss.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_uwTss.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_dTuc = new Matrix4x4(); m_dTuc.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f)); m_dTuc.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); m_deltaPoseController = FindObjectOfType <TangoDeltaPoseController>(); m_tangoApplication = FindObjectOfType <TangoApplication>(); if (m_tangoApplication != null) { m_tangoApplication.Register(this); } }
/// <summary> /// Use this for initialization. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType<TangoApplication>(); m_tangoApplication.Register(this); m_tangoDeltaPoseController = FindObjectOfType<TangoDeltaPoseController>(); m_unityWorldTStartService.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_unityWorldTStartService.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Assign triangles, note: this is just for visualizing point in the mesh data. m_points = new Vector3[MAX_POINT_COUNT]; m_mesh = GetComponent<MeshFilter>().mesh; m_mesh.Clear(); m_renderer = GetComponent<Renderer>(); m_rand = new System.Random(); }
/// @cond /// <summary> /// Use this for initialization. /// </summary> public void Start() { m_tangoApplication = FindObjectOfType<TangoApplication>(); m_tangoApplication.Register(this); m_tangoDeltaPoseController = FindObjectOfType<TangoDeltaPoseController>(); m_unityWorldTStartService.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_unityWorldTStartService.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_unityWorldTStartService.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_colorCameraTUnityCamera.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(1, new Vector4(0.0f, -1.0f, 0.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(2, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_colorCameraTUnityCamera.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Assign triangles, note: this is just for visualizing point in the mesh data. m_points = new Vector3[MAX_POINT_COUNT]; m_mesh = GetComponent<MeshFilter>().mesh; m_mesh.Clear(); // Points used for finding floor plane. m_numPointsAtY = new Dictionary<float, int>(); m_nonNoiseBuckets = new List<float>(); m_renderer = GetComponent<Renderer>(); }
/// <summary> /// Unity Start function. /// /// We find and assign pose controller and tango applicaiton, and register this class to callback events. /// </summary> public void Start() { // Constant matrix converting start of service frame to Unity world frame. m_uwTss = new Matrix4x4(); m_uwTss.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_uwTss.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_dTuc = new Matrix4x4(); m_dTuc.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f)); m_dTuc.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); m_deltaPoseController = FindObjectOfType<TangoDeltaPoseController>(); m_tangoApplication = FindObjectOfType<TangoApplication>(); if (m_tangoApplication != null) { m_tangoApplication.Register(this); } }
/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> public void Awake() { if (Player == null) Player = this; // Constant matrix converting start of service frame to Unity world frame. m_uwTss = new Matrix4x4(); m_uwTss.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(1, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); m_uwTss.SetColumn(2, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_uwTss.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Constant matrix converting Unity world frame frame to device frame. m_dTuc = new Matrix4x4(); m_dTuc.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); m_dTuc.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f)); m_dTuc.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); m_poseDeltaTime = -1.0f; m_poseTimestamp = -1.0f; m_poseCount = -1; m_poseStatus = TangoEnums.TangoPoseStatusType.NA; m_prevTangoRotation = m_tangoRotation = Quaternion.identity; m_prevTangoPosition = m_tangoPosition = Vector3.zero; m_uwTuc = Matrix4x4.identity; m_uwOffsetTuw = Matrix4x4.identity; }
void Awake() { source = GetComponent <AudioSource>(); tengoPointCloud = gameObject.GetComponent <TangoPointCloud>(); tangoDeltaPoseController = GameObject.Find("Tango Delta Camera").GetComponent <TangoDeltaPoseController>(); }