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Updated Spatial Awareness System (#694)
* updated lumin build tools updated lumin submodule checkout * updated lumin checkout * updated lumin checkout * Breaking change Removed MeshTrianglesPerCubicMeter from Spatial Mesh Observer Profile Updated SpatialAwarenessMeshLevelOfDetail to be more consistent * updated submodules updated package info * don't iterate over the same gameobjects twice, just clear * updated submodues * updated lumin checkout * updated submodules
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23 changes: 9 additions & 14 deletions
23
Runtime/Definitions/SpatialAwarenessSystem/SpatialAwarenessMeshLevelOfDetail.cs
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Original file line number | Diff line number | Diff line change |
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@@ -1,32 +1,27 @@ | ||
// Copyright (c) Microsoft Corporation. All rights reserved. | ||
// Copyright (c) XRTK. All rights reserved. | ||
// Licensed under the MIT License. See LICENSE in the project root for license information. | ||
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namespace XRTK.Definitions.SpatialAwarenessSystem | ||
{ | ||
/// <summary> | ||
/// Enumeration defining levels of detail for the spatial awareness mesh subsystem. | ||
/// Enumeration defining levels of detail for the spatial awareness service. | ||
/// </summary> | ||
/// <remarks> | ||
/// The integral values for these levels of detail generally map to triangle density, in triangles per cubic meter. | ||
/// </remarks> | ||
public enum SpatialAwarenessMeshLevelOfDetail | ||
{ | ||
/// <summary> | ||
/// The custom level of detail allows specifying a custom value for | ||
/// MeshTrianglesPerCubicMeter. | ||
/// The low level of detail is well suited for identifying large | ||
/// environmental features, such as floors and walls. | ||
/// </summary> | ||
Custom = -1, | ||
Low = 0, | ||
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/// <summary> | ||
/// The coarse level of detail is well suited for identifying large | ||
/// environmental features, such as floors and walls. | ||
/// The medium level of detail is suited for fast environmental mesh occlusion. | ||
/// </summary> | ||
Coarse = 0, | ||
Medium = 1, | ||
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/// <summary> | ||
/// The fine level of detail is well suited for using as an occlusion | ||
/// mesh. | ||
/// The high level of detail is well suited for mesh occlusion for object like hands. | ||
/// </summary> | ||
Fine = 2000 | ||
High = 2 | ||
} | ||
} |
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