add blackout fade toggle
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fb2c379ccf
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1 changed files with 28 additions and 6 deletions
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@ -66,6 +66,7 @@ public class ZEDManager : MonoBehaviour
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/// </summary>
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/// </summary>
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public sl.ZEDCamera zedCamera = null;
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public sl.ZEDCamera zedCamera = null;
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/////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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///////////////////////// Camera Settings ///////////////////////////////
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///////////////////////// Camera Settings ///////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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@ -1368,6 +1369,7 @@ public class ZEDManager : MonoBehaviour
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//Create the spatial mapping module object (even if not used necessarly)
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//Create the spatial mapping module object (even if not used necessarly)
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spatialMapping = new ZEDSpatialMapping(transform, this);
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spatialMapping = new ZEDSpatialMapping(transform, this);
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}
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}
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@ -1841,7 +1843,7 @@ public class ZEDManager : MonoBehaviour
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private int blackoutToggleSpeed = 0;
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/// <summary>
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/// <summary>
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/// Gets the tracking position from the ZED and updates zedRigRoot's position. Also updates the AR tracking if enabled.
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/// Gets the tracking position from the ZED and updates zedRigRoot's position. Also updates the AR tracking if enabled.
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/// Only called in Live (not SVO playback) mode. Called in Update().
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/// Only called in Live (not SVO playback) mode. Called in Update().
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@ -1883,7 +1885,7 @@ public class ZEDManager : MonoBehaviour
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r = zedOrientation;
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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.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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//zedRigDisplayer.transform.localEulerAngles = new Vector3(r.x,r.y,0);
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@ -1946,12 +1948,31 @@ public class ZEDManager : MonoBehaviour
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camRigDisplayer.transform.localRotation = Quaternion.identity;
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camRigDisplayer.transform.localRotation = Quaternion.identity;
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if (Input.GetKeyDown("space"))
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/*if (Input.GetKeyDown("space"))
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{ //Restoring position does currently not work
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{ //Restoring position does currently not work
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Debug.Log("fix");
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Debug.Log("fix");
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//camRigDisplayer.transform.localRotation = zedRigDisplayer.transform.rotation; //moves camera image to origin (not view point)
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//camRigDisplayer.transform.localRotation = zedRigDisplayer.transform.rotation; //moves camera image to origin (not view point)
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camRigDisplayer.transform.localRotation = zedRigDisplayer.transform.rotation;
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camRigDisplayer.transform.localRotation = zedRigDisplayer.transform.rotation;
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camRigDisplayer.transform.Rotate(-camLeft.transform.rotation.eulerAngles);
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camRigDisplayer.transform.Rotate(-camLeft.transform.rotation.eulerAngles);
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}*/
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if (Input.GetKeyDown("space")) //Tollge Blackout
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{
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blackoutToggleSpeed = CameraBrightness < 50 ? blackoutToggleSpeed = 1 : blackoutToggleSpeed = -1; //set speed direction
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}
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if (blackoutToggleSpeed!=0) //fade running
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{
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CameraBrightness += blackoutToggleSpeed;
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if (CameraBrightness >= 100)
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{
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CameraBrightness = 100;
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blackoutToggleSpeed = 0; //stop fade
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}
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if (CameraBrightness <= 0)
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{
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CameraBrightness = 0;
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blackoutToggleSpeed = 0; //stop fade
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}
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}
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}
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@ -1993,6 +2014,7 @@ public class ZEDManager : MonoBehaviour
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isCameraTracked = false;
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isCameraTracked = false;
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}
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}
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/// <summary>
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/// <summary>
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/// Stores the HMD's current pose. Used in AR mode for latency compensation.
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/// Stores the HMD's current pose. Used in AR mode for latency compensation.
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/// Pose will be applied to final canvases when a new image's timestamp matches
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/// Pose will be applied to final canvases when a new image's timestamp matches
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