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Merge v3.8 (#242)
* fix recording path error * add updated lib for linux * Add Vsync in SK sample code * clean scenes parameters * initial commit * release 3.5 * 3.5 release * modify AR settings panel to AR Pass-through settings * change SK example scene (model + settings) * first commit + remove API errors * fix SK sample for unity 2020 * remove svo path (used for debug) in zedmanager * update linux wrapper * add unity version check and fix hasXRDevice() function * remove debug log from last commit * initial commit * multi cam - wip * 3.6 - WIP * add multicam scripts * add missings files * clean local repo / add missing shaders * update plugin version to 4.0 * New SK API - WIP * fix new Body tracking sample with new fitting API * Improve SK readme * add comments in SK sample scripts * clean SK sampleé * add missing meta file * update dll calls * fix dll call * release_3.6 * remove debug logs * fix object_class enum * clean repo * fix dll fonction name * merge xr compatibility branch - need more QA * add custom od sample * update OD readme * add is_grounded + body_34 * final update for 3.6 * update linux wrapper * modify grab error code to public variable * wip fix sk rigging * add new svo compression modes * initial commit * initial commit - add RPdefiner + remove LWRP * update linux wrapper * add hdrp/urp files * update shaders for planetarium scene * add option to convert zed prefab to srp * update mats * update planetarium materials * change VR rig to use only one cam * fix mat + add missing include * fix last materials + update readme * add new RT params : remove satured areas * add height offset slider * add keyboard bindings for height offset * update with new api (3.7) * prepare 3.7 release * update linux wrapper for 3.7 * update api to 3.8 * add new 3.8 params * prepare for release * add last api change for 3.8 * fix merge conflicts * update wrappers Co-authored-by: obraun <olivier.braun@stereolabs.com>
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ZEDCamera/Assets/ZED/Editor/Scripts/ZEDCameraEditor.cs

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@@ -116,6 +116,7 @@ public class ZEDCameraEditor : Editor
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private SerializedProperty OD_DetectionModel;
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private SerializedProperty OD_MaxRange;
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private SerializedProperty OD_FilteringMode;
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private SerializedProperty OD_MinimumKPThresh;
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//Object Detection Runtime Prop
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private SerializedProperty OD_VehicleDetectionConfidence;
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private SerializedProperty OD_PersonDetectionConfidence;
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OD_DetectionModel = serializedObject.FindProperty("objectDetectionModel");
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OD_MaxRange = serializedObject.FindProperty("objectDetectionMaxRange");
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OD_FilteringMode = serializedObject.FindProperty("objectDetectionFilteringMode");
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OD_MinimumKPThresh = serializedObject.FindProperty("minimumKeypointsThreshold");
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OD_PersonDetectionConfidence = serializedObject.FindProperty("OD_personDetectionConfidenceThreshold");
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SK_PersonDetectionConfidence = serializedObject.FindProperty("SK_personDetectionConfidenceThreshold");
@@ -380,7 +382,7 @@ public override void OnInspectorGUI()
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GUI.enabled = !Application.isPlaying;
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usbFPSProperty.intValue = EditorGUILayout.IntField(cameraFPSLabel, usbFPSProperty.intValue);
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GUIContent cameraSerialNumberLabel = new GUIContent("Serial Number", "Serial number of the camera to open. Set the SN to 0 to open the camera by ID.");
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GUIContent cameraSerialNumberLabel = new GUIContent("Serial Number", "Serial number of the camera to open. Leave the SN to 0 to open the camera by ID.");
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GUI.enabled = !Application.isPlaying;
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usbSNProperty.intValue = EditorGUILayout.IntField(cameraSerialNumberLabel, usbSNProperty.intValue);
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GUI.enabled = true;
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GUIContent BodyFittingLabel = new GUIContent("Enable Body Fitting", "Defines if the body fitting will be applied.\r\n\n" +
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"Requires tracking to be on. It's also recommended to enable Estimate Initial Position to find the floor.");
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OD_BodyFitting.boolValue = EditorGUILayout.Toggle(BodyFittingLabel, OD_BodyFitting.boolValue);
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GUIContent MinKPThresh = new GUIContent("Minimum keypoints threshold", "Filter detections with low number of keypoints detected");
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OD_MinimumKPThresh.intValue = EditorGUILayout.IntSlider(MinKPThresh, OD_MinimumKPThresh.intValue, 0, 34);
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}
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GUIContent MaxRangeLabel = new GUIContent("Max Range", "Defines a upper depth range for detections.");
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"an object exists to report it.\r\n\nEx: If the threshold is 80, then only objects where the SDK is 80% sure or greater will appear in the list of detected objects.");
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OD_PersonDetectionConfidence.intValue = EditorGUILayout.IntSlider(OD_personDetectionConfidenceThresholdLabel, OD_PersonDetectionConfidence.intValue, 1, 99);
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}
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else if (OD_DetectionModel.enumValueIndex == (int)sl.DETECTION_MODEL.CUSTOM_BOX_OBJECTS) {
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else if (OD_DetectionModel.enumValueIndex == (int)sl.DETECTION_MODEL.CUSTOM_BOX_OBJECTS) {
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}
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else //SKELETON
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{
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GUIContent enalbeIMUFusionLabel = new GUIContent("Visual-Inertial Tracking", "If true, and you are using a ZED2 or ZED Mini, IMU fusion uses data from the camera's IMU to improve tracking results. ");
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enableIMUFusionProperty.boolValue = EditorGUILayout.Toggle(enalbeIMUFusionLabel, enableIMUFusionProperty.boolValue);
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//Whether to enable the ZED SDK's self-calibration feature.
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//Whether to enable the ZED SDK's self-calibration feature.
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GUIContent enableselfcaliblabel = new GUIContent("Self-Calibration", "If true, the ZED SDK will subtly adjust the ZED's calibration " +
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"during runtime to account for heat and other factors. Reasons to disable this are rare. ");
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enableSelfCalibrationProperty.boolValue = EditorGUILayout.Toggle(enableselfcaliblabel, enableSelfCalibrationProperty.boolValue);
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EditorGUI.indentLevel++;
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//Style for the AR layer box.
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//Style for the AR layer box.
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GUIStyle layerboxstyle = new GUIStyle(EditorStyles.numberField);
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layerboxstyle.fixedWidth = 30;
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layerboxstyle.stretchWidth = false;
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"usually be left on. However, in some setups, like when using a custom mount, this can cause tracking errors.");
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setIMUPrior.boolValue = EditorGUILayout.Toggle(setimupriorlabel, manager.setIMUPriorInAR);
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//Fade In At Start toggle.
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//Fade In At Start toggle.
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GUIContent fadeinlabel = new GUIContent("Fade In at Start", "When enabled, makes the ZED image fade in from black when the application starts.");
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fadeinonstart.boolValue = EditorGUILayout.Toggle(fadeinlabel, manager.fadeInOnStart);
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