Class TuringCameraT1
- Namespace
- Turing.Core.StereoCore
- Assembly
- Turing.Core.dll
[ExecuteInEditMode]
[DefaultExecutionOrder(-980)]
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
public sealed class TuringCameraT1 : TuringCamera
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourTuringCameraT1
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.useGUILayoutMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.transformComponent.gameObjectComponent.tagObject.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
- Extension Methods
Fields
ClearScreenWhileSwitch
[HideInInspector]
[Tooltip("Add Gray screen while switch between 3D/2D")]
public TuringCameraT1.TypeClearFlag ClearScreenWhileSwitch
Field Value
EyeTrackFOV
public static float[] EyeTrackFOV
Field Value
- float[]
EyeTrackFOVBias
public static Vector4 EyeTrackFOVBias
Field Value
- Vector4
EyeTrackingSwitch
[HideInInspector]
public bool EyeTrackingSwitch
Field Value
FrustumSyncEnable
[HideInInspector]
[Tooltip("Enable frustum sync when start, this can benefit better 3D view experience and immersivity")]
public bool FrustumSyncEnable
Field Value
GrayScreenColor
[HideInInspector]
[Tooltip("Gray sreen color")]
public Color GrayScreenColor
Field Value
- Color
HoldBeforeSwitch3DOn
[HideInInspector]
public bool HoldBeforeSwitch3DOn
Field Value
IGNOREHEADROTATION
public static bool IGNOREHEADROTATION
Field Value
IgnoreDuplicate2DSwitch
public static bool IgnoreDuplicate2DSwitch
Field Value
NoneSmoothedHeadTilt
[HideInInspector]
public float NoneSmoothedHeadTilt
Field Value
OnTrackingFound
public static UnityEvent OnTrackingFound
Field Value
- UnityEvent
OnTrackingLost
public static UnityEvent OnTrackingLost
Field Value
- UnityEvent
ScriptPriority
public const int ScriptPriority = -980
Field Value
ScriptsToCopy
[HideInInspector]
[Tooltip("Select which scripts to copy(most time the post effects) to the new created stereo cameras at runtime")]
public string[] ScriptsToCopy
Field Value
- string[]
SmoothedHeadTilt
[HideInInspector]
public float SmoothedHeadTilt
Field Value
StereoRigs
[HideInInspector]
public GameObject StereoRigs
Field Value
- GameObject
USESTEREOBASIS
public static bool USESTEREOBASIS
Field Value
VirtualScreenWidth
[HideInInspector]
[Tooltip("It's the virtual avatar size for the 3D screen, Refer to user manual or the sample scenes to set it")]
public float VirtualScreenWidth
Field Value
_antiAliasing
[HideInInspector]
public int _antiAliasing
Field Value
allowExpandScreenSleep
public static bool allowExpandScreenSleep
Field Value
allowTuringScreenDetection
public static bool allowTuringScreenDetection
Field Value
curHeadMoveCompensationParam
[HideInInspector]
public float curHeadMoveCompensationParam
Field Value
doubleWidthFlag
public static int doubleWidthFlag
Field Value
enableDebugMenu
public static bool enableDebugMenu
Field Value
enableDebugging
public static bool enableDebugging
Field Value
et
[HideInInspector]
public EyeTracking et
Field Value
eyeTrackingMethod
[HideInInspector]
public EyeTracking.TrackingMethod eyeTrackingMethod
Field Value
focalDistance
public static float focalDistance
Field Value
mockHMDDetected
public static bool mockHMDDetected
Field Value
safeDisparity
public static float safeDisparity
Field Value
screenAspectRatio
public static float screenAspectRatio
Field Value
screenCapType
[HideInInspector]
public int screenCapType
Field Value
screenSizeInInch
public static float screenSizeInInch
Field Value
stereoBasis
public static float stereoBasis
Field Value
sysConfig
public static Dictionary<string, Dictionary<string, string>> sysConfig
Field Value
trackingDevice
[HideInInspector]
public EyeTracking.TrackingDevice trackingDevice
Field Value
usedShader
[HideInInspector]
public TuringCameraT1.AutoStereoShader usedShader
Field Value
Properties
HeadMoveCompensationParam
[HideInInspector]
public float HeadMoveCompensationParam { get; set; }
Property Value
IpAddress
[HideInInspector]
public string IpAddress { get; set; }
Property Value
NearClipPlaneAdj
public float NearClipPlaneAdj { get; set; }
Property Value
Port
public int Port { get; set; }
Property Value
StereoStrength
Stereobasis dynamically adjusted all the time
public float StereoStrength { get; set; }
Property Value
ZOffset
A convenient way to adjust depth at the runtime
public float ZOffset { get; set; }
Property Value
Methods
AdjustFOVScale(float)
public override void AdjustFOVScale(float FovScale)
Parameters
FovScale
float
CalibHelpSwitch(GameObject)
public void CalibHelpSwitch(GameObject helpMenu)
Parameters
helpMenu
GameObject
CalibRecenter(Text)
re-Calibration Rotation and Yaw benefit bigger parallax scenaries when looking far and near
public void CalibRecenter(Text value)
Parameters
value
Text
CalibRecenterClear(Text)
public void CalibRecenterClear(Text value)
Parameters
value
Text
CalibResultRefresh(Text)
public void CalibResultRefresh(Text value)
Parameters
value
Text
CheckAndRefreshScreens()
public void CheckAndRefreshScreens()
CheckMultiScreen()
public int CheckMultiScreen()
Returns
ClearMainScreen(bool)
public void ClearMainScreen(bool recover)
Parameters
recover
bool
ClearMainScreenUsingOldCamEnd()
public void ClearMainScreenUsingOldCamEnd()
ClearMainScreenUsingOldCamStart()
public void ClearMainScreenUsingOldCamStart()
DelaySwitchTo3D()
public void DelaySwitchTo3D()
ExitPrepareElse(Action)
public void ExitPrepareElse(Action action)
Parameters
action
Action
ForceSwitchScreenWeaving()
public void ForceSwitchScreenWeaving()
InitSysconfig()
public Dictionary<string, Dictionary<string, string>> InitSysconfig()
Returns
LRInterleaveSwitch()
public void LRInterleaveSwitch()
MinimizeWindow()
public void MinimizeWindow()
NearClipPlaneReset()
public void NearClipPlaneReset()
PFNotify(PlatformFeatures)
public void PFNotify(EyeTracking.PlatformFeatures features)
Parameters
features
EyeTracking.PlatformFeatures
Quit()
public override void Quit()
ReSetVirtualScreenWidth(float)
public void ReSetVirtualScreenWidth(float width)
Parameters
width
float
RefreshEye(Vector3, Vector3)
public void RefreshEye(Vector3 EyeLeft, Vector3 EyeRight)
Parameters
EyeLeft
Vector3EyeRight
Vector3
SetEyeTrackingEnable(bool)
public bool SetEyeTrackingEnable(bool param)
Parameters
param
bool
Returns
SetScreen()
public void SetScreen()
SetScreenMono()
public void SetScreenMono()
SetScreenMonoImmediate()
public void SetScreenMonoImmediate()
SetScreenSBS()
public void SetScreenSBS()
SetScreenSBSImmediate()
public void SetScreenSBSImmediate()
Start()
public void Start()
Switch3DCoroutine(uint, bool, Action, TypeClearFlag, bool, int, bool)
As long as eesvr can not report acurate switch time, the timeout can be vary around 140ms-2s for callback, however, real effect happen on about 40ms/50ms, just let it go but restrict next call with fix delay > 140ms
public IEnumerator Switch3DCoroutine(uint status, bool hardWait = false, Action callback = null, TuringCameraT1.TypeClearFlag clearTag = TypeClearFlag.AutoClear, bool FixedTiming = false, int clearDuration = 3, bool ignoreIfSwitching = false)
Parameters
status
uint3D On /Off status
hardWait
boolblock the thread to wait
callback
Actionregister other process
clearTag
TuringCameraT1.TypeClearFlagclear screen with selected color in switching,ignored if 3d status need not change
FixedTiming
boolWhen jumping from a 3d application like 3dExplorer, the OnOff3D is not reliable, have to switch to fixed timeout
clearDuration
intframe numbers for screen clearing, in number of frames
ignoreIfSwitching
boolignore this switch command if last switching is not done
Returns
SwitchFrustumSyncEnable()
public void SwitchFrustumSyncEnable()
SwitchScreen3D(bool)
public override void SwitchScreen3D(bool focus)
Parameters
focus
bool
UpdateMonoPerspective()
public void UpdateMonoPerspective()
initScreen()
public void initScreen()