Ejemplo n.º 1
0
 private IEnumerator CoroutineSpawnDespawnChildren(float interval)
 {
     while (true)
     {
         ItemData[] list = itemTree.GetNearby(Camera.main.transform.position, visibleDistance);
         foreach (KeyValuePair <string, ItemData> kv in itemDictionary)
         {
             ItemData  item           = kv.Value;
             Transform childTransform = transform.Find(item.Key);
             bool      isNearby       = list.Contains(item);
             if (isNearby && childTransform == null)
             {
                 CreateChild(item);
             }
             else if (isNearby && childTransform != null)
             {
                 SetChild(item);
             }
             else
             {
                 RemoveChild(item);
             }
         }
         yield return(new WaitForSeconds(interval));
     }
 }
    //get markers
    public bool GetMarkers(Vector3 head, ref Vector3 A, ref Vector3 B)
    {
        WatchData [] markers = pointTree.GetNearby(new Vector3(head.x, head.y, head.z), 1); //4 meters around head
        if (markers.Length > 0)
        {
            A = markers[0].position;
            B = markers[0].position;
            return(true);
        }

        return(false);
    }
Ejemplo n.º 3
0
    void postRender(Camera cam)
    {
        List <PCLPoint>        bodyPoints = KinectPCL.instance.bodyPoints;
        PointOctree <PCLPoint> po         = KinectPCL.instance.bodyTree;

        if (po.Count == 0 || po.Count == KinectPCL.instance.numPoints)
        {
            return;
        }

        if (!processLines)
        {
            return;
        }

        GL.Begin(GL.LINES);
        lineMat.SetPass(0);

        foreach (PCLPoint p in bodyPoints)
        {
            Ray        r  = new Ray(p.position, Vector3.forward);
            PCLPoint[] np = po.GetNearby(r, maxDistance);

            foreach (PCLPoint npp in np)
            {
                if (npp.position.x < p.position.x || Vector3.Distance(npp.position, p.position) > maxDistance)
                {
                    continue;
                }

                if (drawLines)
                {
                    float dist        = Vector3.Distance(npp.position, p.position);
                    float targetAlpha = alphaDecay.Evaluate(dist / maxDistance);

                    GL.Color(Color.Lerp(nearColor, farColor, targetAlpha));
                    GL.TexCoord(new Vector3(Time.time * targetAlpha, 0, 0));
                    GL.Vertex(npp.position);
                    GL.TexCoord(new Vector3(Time.time * targetAlpha + 1, 0, 0));
                    GL.Vertex(p.position);
                }
            }
        }

        GL.End();
    }
Ejemplo n.º 4
0
        public static void GetCsvData(this StopLine stopLine,
                                      PointOctree <CsvLane> finalLanes,
                                      out List <CsvPoint> csvPoints,
                                      out List <CsvLine> csvLines,
                                      out List <CsvVector> csvVectors,
                                      out List <CsvSignalLight> csvSignalLights,
                                      out List <CsvStopLine> csvStopLines)
        {
            csvPoints    = new List <CsvPoint>();
            csvLines     = new List <CsvLine>();
            csvStopLines = new List <CsvStopLine>();
            var csvSLPoints = new List <CsvPoint>();

            csvVectors      = new List <CsvVector>();
            csvSignalLights = new List <CsvSignalLight>();
            for (int i = 0; i < stopLine.Count; i++)
            {
                var csvPoint = new CsvPoint()
                {
                    Position = stopLine.LineRenderer.GetPosition(i)
                };
                csvPoints.Add(csvPoint);
                if (i > 0)
                {
                    var csvLine = new CsvLine()
                    {
                        PointBegin = csvPoints[i - 1], PointFinal = csvPoint
                    };
                    if (i > 1)
                    {
                        csvLine.LineLast = csvLines.Last();
                    }
                    csvLines.Add(csvLine);
                    var signalLight = stopLine.signalLights[i - 1];
                    var csvSLPoint  = new CsvPoint()
                    {
                        Position = signalLight.transform.position
                    };
                    csvSLPoints.Add(csvSLPoint);
                    var csvVector = new CsvVector()
                    {
                        Point = csvSLPoint, Rotation = signalLight.transform.rotation
                    };
                    csvVectors.Add(csvVector);
                    var csvSignalLight = new CsvSignalLight()
                    {
                        Vector = csvVector
                    };
                    csvSignalLights.Add(csvSignalLight);
                    var midPoint    = (csvLine.PointBegin.Position + csvLine.PointFinal.Position) / 2;
                    var csvStopLine = new CsvStopLine()
                    {
                        Line        = csvLine,
                        SignalLight = csvSignalLight,
                        Lane        = finalLanes
                                      .GetNearby(midPoint, Vector3.Distance(csvLine.PointBegin.Position, csvLine.PointFinal.Position))
                                      ?.OrderBy(_ => Vector3.Distance(_.FinalNode.Point.Position, midPoint))?
                                      .FirstOrDefault()
                    };
                    csvStopLines.Add(csvStopLine);
                }
            }
            csvPoints.AddRange(csvSLPoints);
        }
Ejemplo n.º 5
0
    void postRender(Camera cam)
    {
        //if (cam != Camera.main) return;
        if (autoBodyOnly)
        {
            bodyOnly     = KinectPCLK1.instance.bodyPoints.Count > 10;
            realBodyOnly = bodyOnly;
        }
        List <PCLPoint>        tPoints = bodyOnly ? KinectPCLK1.instance.bodyPoints : KinectPCLK1.instance.roiPoints;
        PointOctree <PCLPoint> po      = bodyOnly ? KinectPCLK1.instance.bodyTree : KinectPCLK1.instance.roiTree;

        if (po.Count == 0 || (bodyOnly && po.Count == KinectPCLK1.instance.numPoints))
        {
            return;
        }

        if (!processLines)
        {
            return;
        }

        lineMat.SetPass(0);

        foreach (PCLPoint p in tPoints)
        {
            if (!p.isInROI)
            {
                continue;
            }

            Ray        r  = new Ray(p.position, Vector3.forward);
            PCLPoint[] np = po.GetNearby(r, maxDistance);

            foreach (PCLPoint npp in np)
            {
                if (npp.position.x < p.position.x || Vector3.Distance(npp.position, p.position) > maxDistance)
                {
                    continue;
                }

                if (drawLines)
                {
                    float dist        = Vector3.Distance(npp.position, p.position);
                    float targetAlpha = alphaDecay.Evaluate(dist / maxDistance);

                    GL.Begin(GL.LINES);
                    GL.Color(Color.Lerp(nearColor, farColor, targetAlpha));

                    GL.TexCoord(Vector3.zero);
                    GL.TexCoord(new Vector3(Time.time * texSpeed * targetAlpha, 0, 0));
                    GL.Vertex(npp.position);

                    GL.TexCoord(Vector3.one);
                    GL.TexCoord(new Vector3(Time.time * texSpeed * targetAlpha + 1, 0, 0));
                    GL.Vertex(p.position);
                    GL.End();
                }
            }
        }

        // GL.End();
    }
Ejemplo n.º 6
0
        /// <summary>
        /// Runs current tracked object data through Octree.
        /// </summary>
        private TrackedObjectStates evaluateOctree(OctreeThreadParameters otp)
        {
            int alloc = WorldMonitor.Instance.AllocationSpace;

            updatePositions = new Vector3[alloc];  // otp.ObjectIDs.Count
            float[] thresholds = new float[alloc]; // otp.ObjectIDs.Count

            //for (int i = 0; i < otp.ObjectIDs.Count; i++)
            foreach (int id in otp.ObjectIDs)
            {
                KeyValuePair <float, Vector3> pos;

                if (!otp.Coordinates.TryGetValue(id, out pos))
                {
                    Debug.LogError("unknown object position request in octree eval");
                }

                thresholds[id]      = pos.Key;
                updatePositions[id] = pos.Value;

                PointOctree.Remove(id);
                PointOctree.Add(id, pos.Value);
            }

            List <int[]> enteringIDs = new List <int[]>();
            List <int[]> leavingIDs  = new List <int[]>();

            List <int> parentIDLeavers  = new List <int>();
            List <int> parentIDEnterers = new List <int>();

            int ind = 0;

            foreach (int id in otp.ObjectIDs)
            {
                List <int> validConflicts = new List <int>();
                List <int> stayers        = new List <int>();

                int[] areaObjects = PointOctree.GetNearby(updatePositions[id], thresholds[id]);

                for (int j = 0; j < areaObjects.Length; j++)
                {
                    string affiliateObj     = WorldMonitor.Instance.TrackedObjectAffiliations[id];
                    string affiliateCompare = WorldMonitor.Instance.TrackedObjectAffiliations[areaObjects[j]];

                    /*
                     * run conflict validity checks: if not the same object && not an object of the same class type && is a new conflict
                     */

                    if (areaObjects[j] != id && !MasterList[id].Contains(areaObjects[j]) && string.Compare(affiliateObj, affiliateCompare) != 0)
                    {
                        if (!parentIDEnterers.Contains(id))
                        {
                            parentIDEnterers.Add(id);
                        }

                        MasterList[id].Add(areaObjects[j]); // add conflicting object to master list of current conflicts
                        validConflicts.Add(areaObjects[j]); // *new* conflicts
                        stayers.Add(areaObjects[j]);        // use to look for conflicts that have ended
                    }
                    else if (MasterList[id].Contains(areaObjects[j]))
                    {
                        stayers.Add(areaObjects[j]); // this is an object staying in conflict
                    }
                }

                bool       leaverDetected = false;
                List <int> leavers        = new List <int>();

                foreach (int _id in MasterList[id]) // look at master list's record of conflicts for this parent ID - if it isn't in stayers, it has left the conflict area or been destroyed
                {
                    if (!stayers.Contains(_id))
                    {
                        leaverDetected = true;
                        leavers.Add(_id);
                    }

                    switch (WorldMonitor.Instance.ConflictEndMode)
                    {
                    case ConflictEndMode.OnAllConflictsEnded:
                        if (leavers.Count == MasterList[id].Count)
                        {
                            parentIDLeavers.Add(id);
                        }
                        break;

                    case ConflictEndMode.OnIndividualConflictEnded:
                        if (leaverDetected && !parentIDEnterers.Contains(id) && !parentIDLeavers.Contains(id))
                        {
                            parentIDLeavers.Add(id);
                        }
                        break;
                    }
                }

                foreach (int leaver in leavers)
                {
                    MasterList[id].Remove(leaver);
                }

                int numValid = leavers.ToArray().Length;

                if (numValid > 0)
                {
                    leavingIDs.Add(leavers.ToArray());
                }

                numValid = validConflicts.ToArray().Length;

                if (numValid > 0)
                {
                    enteringIDs.Add(validConflicts.ToArray());
                }

                ind++;
            }

            return(new TrackedObjectStates
            {
                ParentIDEnterers = parentIDEnterers.ToArray(), // parent IDs of new or increased conflict states
                ParentIDLeavers = parentIDLeavers.ToArray(),   // parent IDs of expired or reduced conflict states
                LeavingIDs = leavingIDs,                       // child IDs - ended conflict(s)
                EnteringIDs = enteringIDs,                     // child IDs - the conflict(s)
                PriorConflictingIDs = parentIDLeavers          // parent IDs that need informed all conflicts have ceased
            });
        }