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    Class PhotosensorSensingComponent

    Provides a common interface for all photosensor sensing components. This is used to delegate and allow the definition of new sensing components for the photosensor node.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    PhotosensorSensingComponent
    CameraSensingComponent
    PathtracedSensingComponent
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
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    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
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    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
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    Behaviour.enabled
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    Component.GetComponent(Type)
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    Component.transform
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    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
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    Object.Destroy(Object, float)
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    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
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    object.Equals(object, object)
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    object.GetType()
    object.MemberwiseClone()
    Namespace: Mechatronics.SensorSDK
    Assembly: solution.dll
    Syntax
    [Serializable]
    public abstract class PhotosensorSensingComponent : MonoBehaviour

    Fields

    Name Description
    OnSamplingCompleted

    The callback to execute when the sampling is done.

    _photosensorTrajectory

    The GPU structured buffer with poses along the photosensor trajectory during the last Update.

    _photosensorTrajectoryComponent

    The Trajectory component added to the game object with the sensing component.

    _photosensorTrajectoryCount

    The active size of _photosensorTrajectory.

    _photosensorTrajectoryList

    A temporary list used to hold the data when transferring from CPU to GPU _photosensorTrajectory. Kept here to reduce allocations.

    _referenceTrajectory

    The GPU structured buffer with poses along the reference frame trajectory during the last Update.

    _referenceTrajectoryComponent

    The Trajectory component added to the game object bound as Reference frame in the Photosensor node.

    _referenceTrajectoryCount

    The active size of _referenceTrajectory.

    _referenceTrajectoryList

    A temporary list used to hold the data when transferring from CPU to GPU _referenceTrajectory. Kept here to reduce allocations.

    _sensorData

    All the information required for sampling on the GPU.

    Methods

    Name Description
    Activate(PhotosensorData, GameObject, Action<CustomPassContext>)

    Initializes the sensing component.

    AssertBeamListIsValid(ExchangeBuffer<OrientedPoint>)

    Checks that all direction vectors are of unit length in the given beam list.

    Deactivate()

    Releases the sampler and other GPU resources.

    EndSampling(CustomPassContext)

    Common code used by subclasses after sampling is done, including calling callbacks.

    HasBeamListChanged(ExchangeBuffer<OrientedPoint>)

    Determines in beamList has changed since the last time UpdateBeamListModificationUid(ExchangeBuffer<OrientedPoint>) was called.

    StartSampling()

    Computes trajectories and prepares compute buffers for sampling. Common code used by subclasses.

    UpdateBeamListModificationUid(ExchangeBuffer<OrientedPoint>)

    Updates the modification UID to detect when the given beamList changes.

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