Exemple #1
0
    public static bool isOnTopOf(NCARTrackableEventHandler topTarget, NCARTrackableEventHandler botTarget, float angleThreshold = 0, float distThreshold = 0)
    {
        Vector3 vLeft1  = topTarget.wBottomLeft - topTarget.wTopLeft;
        Vector3 vLeft2  = botTarget.wBottomLeft - botTarget.wTopLeft;
        float   angLeft = Vector3.Angle(vLeft1, vLeft2);

        Vector3 vRight1  = topTarget.wBottomRight - topTarget.wTopRight;
        Vector3 vRight2  = botTarget.wBottomRight - botTarget.wTopRight;
        float   angRight = Vector3.Angle(vRight1, vRight2);

        Vector3 diffLeft  = topTarget.wBottomLeft - botTarget.wTopLeft;
        Vector3 diffRight = topTarget.wBottomRight - botTarget.wTopRight;

        //Debug.Log("--" + angBottom + "--" + angTop + "--" + diffTop.magnitude + "--" + diffBot.magnitude);
        return(topTarget.IsBeingTracked && botTarget.IsBeingTracked &&
               angLeft < angleThreshold &&
               angRight < angleThreshold &&
               diffLeft.magnitude < distThreshold &&
               diffRight.magnitude < distThreshold);
    }
Exemple #2
0
    public static bool IsLeftTo(NCARTrackableEventHandler leftTarget, NCARTrackableEventHandler rightTarget, float angleThreshold = 0, float distThreshold = 0)
    {
        Vector3 vBottom1  = leftTarget.wBottomLeft - leftTarget.wBottomRight;
        Vector3 vBottom2  = rightTarget.wBottomLeft - rightTarget.wBottomRight;
        float   angBottom = Vector3.Angle(vBottom1, vBottom2);

        Vector3 vTop1  = leftTarget.wTopLeft - leftTarget.wTopRight;
        Vector3 vTop2  = rightTarget.wTopLeft - rightTarget.wTopRight;
        float   angTop = Vector3.Angle(vTop1, vTop2);

        Vector3 diffBot = leftTarget.wBottomRight - rightTarget.wBottomLeft;
        Vector3 diffTop = leftTarget.wTopRight - rightTarget.wTopLeft;

        return(rightTarget.IsBeingTracked && rightTarget.IsBeingTracked &&
               angBottom < angleThreshold &&
               angTop < angleThreshold &&
               diffBot.magnitude < distThreshold &&
               diffTop.magnitude < distThreshold)
        ;
    }
    bool IsTargetLeftRight(NCEH mLeft, NCEH mRight, float looseness = 1.0f)
    {
        Vector3 vBottom1  = mLeft.wBottomLeft - mLeft.wBottomRight;
        Vector3 vBottom2  = mRight.wBottomLeft - mRight.wBottomRight;
        float   angBottom = Vector3.Angle(vBottom1, vBottom2);

        Vector3 vTop1  = mLeft.wTopLeft - mLeft.wTopRight;
        Vector3 vTop2  = mRight.wTopLeft - mRight.wTopRight;
        float   angTop = Vector3.Angle(vTop1, vTop2);

        Vector3 diffBot = mLeft.wBottomRight - mRight.wBottomLeft;
        Vector3 diffTop = mLeft.wTopRight - mRight.wTopLeft;

        //Debug.Log("--"+ angBottom + "--" + angTop + "--" + diffTop.magnitude +"--"+ diffBot.magnitude);
        return(mLeft.IsTracked && mRight.IsTracked &&
               angBottom < angleThreshold * looseness &&
               angTop < angleThreshold * looseness &&
               diffBot.magnitude < dispThreshold * looseness &&
               diffTop.magnitude < dispThreshold * looseness);
    }
    bool IsTargetsTopBottom(NCEH mTop, NCEH mBottom, float looseness = 1.0f)
    {
        Vector3 vLeft1  = mTop.wBottomLeft - mTop.wTopLeft;
        Vector3 vLeft2  = mBottom.wBottomLeft - mBottom.wTopLeft;
        float   angLeft = Vector3.Angle(vLeft1, vLeft2);

        Vector3 vRight1  = mTop.wBottomRight - mTop.wTopRight;
        Vector3 vRight2  = mBottom.wBottomRight - mBottom.wTopRight;
        float   angRight = Vector3.Angle(vRight1, vRight2);

        Vector3 diffLeft  = mTop.wBottomLeft - mBottom.wTopLeft;
        Vector3 diffRight = mTop.wBottomRight - mBottom.wTopRight;

        //Debug.Log("--" + angBottom + "--" + angTop + "--" + diffTop.magnitude + "--" + diffBot.magnitude);
        return(mTop.IsTracked && mBottom.IsTracked &&
               angLeft < angleThreshold * looseness &&
               angRight < angleThreshold * looseness &&
               diffLeft.magnitude < dispThreshold * looseness &&
               diffRight.magnitude < dispThreshold * looseness);
    }
Exemple #5
0
    public static bool IsPerpTo(NCARTrackableEventHandler wall, NCARTrackableEventHandler floor, float angleThreshold = 0, float distThreshold = 0)
    {
        Vector3 vFloorBotEdge = floor.wBottomRight - floor.wBottomLeft;
        Vector3 vWallBotEdge  = wall.wBottomLeft - wall.wBottomRight;
        float   angBottom     = Vector3.Angle(vFloorBotEdge, vWallBotEdge);

        Vector3 vFloorTopEdge = floor.wTopRight - floor.wTopLeft;
        Vector3 vWallTopEdge  = wall.wTopLeft - wall.wTopRight;
        float   angTop        = Vector3.Angle(vFloorTopEdge, vWallTopEdge);


        Vector3 diffBotLeft = floor.wBottomLeft - wall.wBottomRight;
        Vector3 diffTopLeft = floor.wTopLeft - wall.wTopRight;

        return(
            floor.IsBeingTracked && wall.IsBeingTracked &&
            angBottom < (90 + (angleThreshold)) &&
            angBottom > (90 - (angleThreshold)) &&
            angTop < (90 + (angleThreshold)) &&
            angTop > (90 - (angleThreshold)) &&
            diffBotLeft.magnitude < distThreshold &&
            diffTopLeft.magnitude < distThreshold
            );
    }
    bool IsTargetPerpendicular(NCEH floor, NCEH wall, float looseness = 1.0f)
    {
        Vector3 vFloorBotEdge = floor.wBottomRight - floor.wBottomLeft;
        Vector3 vWallBotEdge  = wall.wBottomLeft - wall.wBottomRight;
        float   angBottom     = Vector3.Angle(vFloorBotEdge, vWallBotEdge);

        Vector3 vFloorTopEdge = floor.wTopRight - floor.wTopLeft;
        Vector3 vWallTopEdge  = wall.wTopLeft - wall.wTopRight;
        float   angTop        = Vector3.Angle(vFloorTopEdge, vWallTopEdge);


        Vector3 diffBotLeft = floor.wBottomLeft - wall.wBottomRight;
        Vector3 diffTopLeft = floor.wTopLeft - wall.wTopRight;

        //Debug.Log("--angle: [" + angBottom + "]--[" + angTop + "]--dist:[" + diffBotLeft.magnitude + "]--[" + diffTopLeft.magnitude);
        //Debug.Log(angleThreshold * looseness);
        return(floor.IsTracked && wall.IsTracked &&
               angBottom < (90 + (angleThreshold * looseness)) &&
               angBottom > (90 - (angleThreshold * looseness)) &&
               angTop < (90 + (angleThreshold * looseness)) &&
               angTop > (90 - (angleThreshold * looseness)) &&
               diffBotLeft.magnitude < dispThreshold * looseness &&
               diffTopLeft.magnitude < dispThreshold * looseness);
    }