public static void Draw <C>(PolygonMsg message, Drawing3d drawing, Color color, float thickness = 0.01f) where C : ICoordinateSpace, new()
        {
            Vector3 prevPos = message.points[message.points.Length - 1].From <C>();

            foreach (Point32Msg p in message.points)
            {
                Vector3 curPos = p.From <C>();
                drawing.DrawLine(prevPos, curPos, color, thickness);
                prevPos = curPos;
            }
        }
Exemple #2
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 public void DrawJointPaths(Drawing3d drawing, JointPlacement[][] jointPlacements, Color color, float pathThickness)
 {
     for (int pathIdx = 1; pathIdx < jointPlacements.Length; ++pathIdx)
     {
         JointPlacement[] pose1 = jointPlacements[pathIdx - 1];
         JointPlacement[] pose2 = jointPlacements[pathIdx];
         for (int jointIdx = 0; jointIdx < pose1.Length; ++jointIdx)
         {
             drawing.DrawLine(pose1[jointIdx].Position, pose2[jointIdx].Position, color, pathThickness);
         }
     }
 }
Exemple #3
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        public static void DrawAxisVectors <C>(Drawing3d drawing, Vector3Msg position, QuaternionMsg rotation, float size, bool drawUnityAxes) where C : ICoordinateSpace, new()
        {
            Vector3    unityPosition = position.From <C>();
            Quaternion unityRotation = rotation.From <C>();
            Vector3    x, y, z;

            if (drawUnityAxes)
            {
                x = unityRotation * new Vector3(1, 0, 0) * size;
                y = unityRotation * new Vector3(0, 1, 0) * size;
                z = unityRotation * new Vector3(0, 0, 1) * size;
            }
            else
            {
                x = unityRotation * new Vector3 <C>(1, 0, 0).toUnity *size;
                y = unityRotation * new Vector3 <C>(0, 1, 0).toUnity *size;
                z = unityRotation * new Vector3 <C>(0, 0, 1).toUnity *size;
            }
            drawing.DrawLine(unityPosition, unityPosition + x, Color.red, size * 0.1f);
            drawing.DrawLine(unityPosition, unityPosition + y, Color.green, size * 0.1f);
            drawing.DrawLine(unityPosition, unityPosition + z, Color.blue, size * 0.1f);
        }