add fixed (simple videogoggle) mode
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1 changed files with 26 additions and 11 deletions
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@ -225,9 +225,8 @@ public class ZEDManager : MonoBehaviour
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[HideInInspector]
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public bool estimateInitialPosition = true;
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//public bool headfree = false;
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public bool zLockZED = false;
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public bool ZLockCam = true;
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@ -1850,6 +1849,16 @@ public class ZEDManager : MonoBehaviour
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/// </summary>
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private void UpdateTracking()
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{
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bool enableFixed = false; //simple video goggle mode
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bool zLockZED = true; // rotation of zed camera does not rotate image plane in hmd
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bool ZLockCam = false; // do not rotate image plane if hmd rotates
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if (enableFixed)
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{
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zLockZED = false;
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ZLockCam = false;
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}
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if (!zedReady)
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return;
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@ -1884,9 +1893,17 @@ public class ZEDManager : MonoBehaviour
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//Rotate Image plane with zed rotation
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r = zedOrientation;
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zedRigDisplayer.transform.localRotation = r; //(Mod) zedRigDisplayer should move/rotate the image plane
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//zedRigDisplayer.transform.localEulerAngles = new Vector3(r.x,r.y,0);
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if (enableFixed)
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{
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zedRigDisplayer.transform.localRotation = camLeft.transform.rotation;
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}
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else
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{
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zedRigDisplayer.transform.localRotation = r; //(Mod) zedRigDisplayer should move/rotate the image plane
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//zedRigDisplayer.transform.localEulerAngles = new Vector3(r.x,r.y,0);
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}
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//Fixed
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@ -1947,7 +1964,7 @@ public class ZEDManager : MonoBehaviour
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//rotationTransformhelper.transform.localEulerAngles = new Vector3(-zedRigDisplayer.transform.eulerAngles.x, -zedRigDisplayer.transform.eulerAngles.y, 0);
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camRigDisplayer.transform.localRotation = Quaternion.identity;
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//camRigDisplayer.transform.localRotation = Quaternion.identity; //asdf
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/*if (Input.GetKeyDown("space"))
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{ //Restoring position does currently not work
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Debug.Log("fix");
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@ -1976,15 +1993,13 @@ public class ZEDManager : MonoBehaviour
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}
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//if (zLockZED)
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if (true)
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if (zLockZED)
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{
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Vector3 zedDirection = new Vector3(0, 0, 1); //Create Vector towars Z+
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zedDirection = zedRigDisplayer.transform.rotation * zedDirection; //rotate vector by zedRigRotation (vector should point towards +Z of zedRigDisplayer)
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camRigDisplayer.transform.localRotation = Quaternion.AngleAxis(zedRigDisplayer.transform.localEulerAngles.z, zedDirection); //rotate only around zedDirection.z with respect to original coordinate system
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}
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//if (ZLockCam)
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if (false)
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if (ZLockCam)
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{
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//same for camera Z rotation compensation
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Vector3 hmdDirection = new Vector3(0, 0, 1); //Create Vector towars Z+
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