private float GetIrisRadius(Transform screenTransform, NormalizedLandmark l1, NormalizedLandmark l2, NormalizedLandmark l3, NormalizedLandmark l4) { var r1 = GetDistance(screenTransform, l1, l3); var r2 = GetDistance(screenTransform, l2, l4); return((r1 + r2) / 4); }
private float CalculateDistance(UnityEngine.Rect rect, NormalizedLandmark a, NormalizedLandmark b) { var aPos = rect.GetPoint(a, rotationAngle, isMirrored); var bPos = rect.GetPoint(b, rotationAngle, isMirrored); aPos.z = 0.0f; bPos.z = 0.0f; return(Vector3.Distance(aPos, bPos)); }
float CalculateDistance(RectTransform rectTransform, NormalizedLandmark a, NormalizedLandmark b) { var aPos = rectTransform.GetLocalPosition(a, rotationAngle, isMirrored); var bPos = rectTransform.GetLocalPosition(b, rotationAngle, isMirrored); aPos.z = 0.0f; bPos.z = 0.0f; return(Vector3.Distance(aPos, bPos)); }
public void Draw(NormalizedLandmark target, bool visualizeZ = true) { if (ActivateFor(target)) { var position = GetAnnotationLayer().GetLocalPosition(target, rotationAngle, isMirrored); if (!visualizeZ) { position.z = 0.0f; } transform.localPosition = position; } }
/// <summary> /// Get the coordinates represented by <paramref name="normalizedLandmark" /> in local coordinate system. /// </summary> /// <param name="rectTransform"> /// <see cref="RectTransform" /> to be used for calculating local coordinates /// </param> /// <param name="imageRotation">Counterclockwise rotation angle of the input image</param> /// <param name="isMirrored">Set to true if the original coordinates is mirrored</param> public static Vector3 GetLocalPosition(this RectTransform rectTransform, NormalizedLandmark normalizedLandmark, RotationAngle imageRotation = RotationAngle.Rotation0, bool isMirrored = false) { return(GetLocalPositionNormalized(rectTransform, normalizedLandmark.X, normalizedLandmark.Y, normalizedLandmark.Z, imageRotation, isMirrored)); }
public void Correct(NormalizedLandmark landmark) { kalmanFilter.Correct(landmark); }
/// <summary> /// Get the coordinates represented by <paramref name="normalizedLandmark" /> in the local coordinate system. /// </summary> /// <param name="rectangle">Rectangle to get a point inside</param> /// <param name="imageRotation"> /// Counterclockwise rotation angle of the input image in the image coordinate system. /// In the local coordinate system, this value will often represent a clockwise rotation angle. /// </param> /// <param name="isMirrored">Set to true if the original coordinates is mirrored</param> public static Vector3 GetPoint(this UnityEngine.Rect rectangle, NormalizedLandmark normalizedLandmark, RotationAngle imageRotation = RotationAngle.Rotation0, bool isMirrored = false) { return(ImageNormalizedToPoint(rectangle, normalizedLandmark.X, normalizedLandmark.Y, normalizedLandmark.Z, imageRotation, isMirrored)); }