forked from cgvr/DeltaVR
change shape checker configurations + fix bug with rounding
This commit is contained in:
Binary file not shown.
@@ -24,7 +24,7 @@ Transform:
|
|||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 2354450984668654816}
|
m_GameObject: {fileID: 2354450984668654816}
|
||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0.36, y: 0, z: 0.36}
|
m_LocalPosition: {x: -0.36, y: 0, z: 0.36}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children: []
|
||||||
@@ -5363,7 +5363,7 @@ Transform:
|
|||||||
- {fileID: 9144315919467176582}
|
- {fileID: 9144315919467176582}
|
||||||
- {fileID: 838688587096854655}
|
- {fileID: 838688587096854655}
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 0
|
m_RootOrder: -1
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!33 &7357316722049006805
|
--- !u!33 &7357316722049006805
|
||||||
MeshFilter:
|
MeshFilter:
|
||||||
@@ -5880,7 +5880,7 @@ Transform:
|
|||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 8166908684741444074}
|
m_GameObject: {fileID: 8166908684741444074}
|
||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: -0.36, y: 0, z: -0.36}
|
m_LocalPosition: {x: 0.36, y: 0, z: -0.36}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children: []
|
||||||
|
|||||||
Binary file not shown.
@@ -166,7 +166,7 @@ public class ShapeScanner : MonoBehaviour
|
|||||||
|
|
||||||
private float calculateCorrectPercentage()
|
private float calculateCorrectPercentage()
|
||||||
{
|
{
|
||||||
return Mathf.RoundToInt((float)correctRayStates / rayCount * 100);
|
return (float) correctRayStates / rayCount * 100;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void IncrementCorrectRayCount()
|
public void IncrementCorrectRayCount()
|
||||||
|
|||||||
Reference in New Issue
Block a user