TemporalWarpingStatus.cs
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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2017. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using UnityEngine;
using UnityEngine.UI;
using Leap;
using System.Collections;
namespace Leap.Unity{
public class TemporalWarpingStatus : MonoBehaviour {
public LeapVRTemporalWarping cameraAlignment;
protected Text textField;
protected SmoothedFloat _imageLatency = new SmoothedFloat();
protected SmoothedFloat _frameDelta = new SmoothedFloat();
[SerializeField]
LeapProvider Provider;
void Start () {
textField = GetComponent<Text> ();
if (textField == null) {
gameObject.SetActive(false);
}
_imageLatency.delay = 0.1f;
_frameDelta.delay = 0.1f;
}
// Update is called once per frame
void Update () {
//if (cameraAlignment == null) {
// Debug.Log("TemporalWarpingStatus requires LeapCameraAlignment reference -> status will be disabled");
// gameObject.SetActive(false);
// return;
//}
//if (!cameraAlignment.isActiveAndEnabled) {
// return;
//}
//ImageList list = Provider.CurrentFrame.Images;
// Leap.Image image = list.IRLeft;
// float latency = Provider.GetLeapController().Now() - image.Timestamp;
// _imageLatency.Update(latency, Time.deltaTime);
//_frameDelta.Update(Time.deltaTime, Time.deltaTime);
//string statusText = "IMAGE LATENCY: " + (_imageLatency.value / 1000f).ToString("#00.0") + " ms\n";
//statusText += "FRAME DELTA: " + (_frameDelta.value * 1000).ToString ("#00.0") + " ms\n";
//statusText += "REWIND ADJUST: " + (cameraAlignment.RewindAdjust).ToString ("#00.0") + " ms\n";
//textField.text = statusText;
}
}
}