ARCameraStream

open class ARCameraStream(materialLoader: MaterialLoader, standardMaterialFile: String = "materials/camera_stream_flat.filamat", depthOcclusionMaterialFile: String = "materials/camera_stream_depth.filamat") : RenderableComponent

Displays the Camera stream using Filament.

Constructors

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constructor(materialLoader: MaterialLoader, standardMaterialFile: String = "materials/camera_stream_flat.filamat", depthOcclusionMaterialFile: String = "materials/camera_stream_depth.filamat")

Types

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object Companion

Properties

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var cameraTexture: Texture

We apply the multithreaded actual rendering (Frame) texture

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Passing multiple textures allows for a multithreaded rendering pipeline

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var cameraTextures: Map<Int, Texture>

Textures buffer

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val depthTexture: Texture

Extracted texture from the session depth image

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open val enabledAttributes: List<MutableSet<VertexBuffer.VertexAttribute>>
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override val engine: Engine
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override val entity: Int
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This will process the incoming DepthImage to occlude virtual objects behind real world objects.

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open var materialInstance: MaterialInstance
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open var materialInstances: List<MaterialInstance>
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open val renderableManager: RenderableManager
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val standardMaterial: Material

Functions

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fun destroy()
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open fun getLightChannel(channel: Int): Boolean
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open fun getMaterialInstanceAt(primitiveIndex: Int): MaterialInstance
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open operator fun List<MaterialInstance>.set(primitiveIndex: Int, materialInstance: MaterialInstance)
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open fun setBlendOrder(blendOrder: Int)
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open fun setBlendOrderAt(primitiveIndex: Int, blendOrder: Int)
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open fun setBonesAsMatrices(matrices: Buffer, boneCount: Int, offset: Int)
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open fun setBonesAsQuaternions(quaternions: Buffer, boneCount: Int, offset: Int)
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open fun setCulling(enabled: Boolean)
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open fun setGeometry(geometry: Geometry)
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open fun setGeometryAt(primitiveIndex: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer, indices: IndexBuffer, offset: Int, count: Int)
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open fun setGlobalBlendOrderEnabledAt(primitiveIndex: Int, enabled: Boolean)
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open fun setLayerMask(select: Int, value: Int)
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open fun setLayerVisible(visible: Boolean)
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open fun setLightChannel(channel: Int, enable: Boolean)
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open fun setMaterialInstanceAt(primitiveIndex: Int, materialInstance: MaterialInstance)
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open override fun setMaterialInstances(materialInstance: MaterialInstance)

Depending on isDepthOcclusionEnabled and device Depth compatibility

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open fun setMorphTargetBufferAt(level: Int, primitiveIndex: Int, morphTargetBuffer: MorphTargetBuffer)
open fun setMorphTargetBufferAt(level: Int, primitiveIndex: Int, morphTargetBuffer: MorphTargetBuffer, offset: Int, count: Int)
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open fun setMorphWeights(weights: FloatArray, offset: Int)
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open fun setPriority(priority: Int)
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open fun setSkinningBuffer(skinningBuffer: SkinningBuffer, count: Int, offset: Int)
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fun update(session: Session, frame: Frame)