Esempio n. 1
0
 public cMovement(cMovement original)
 {
     this.m_size = original.m_size;
     if (m_size > 0)
     {
         this.m_buffer = new iVector[m_size];
         for (int i = 0; i < m_size; i++)
         {
             m_buffer[i] = original.m_buffer[i];
         }
     }
     else
     {
         m_buffer = new iVector[0];
     }
 }
Esempio n. 2
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 public bool copy(cMovement original)
 {
     this.m_size = original.m_size;
     if (m_size > 0)
     {
         this.m_buffer = new iVector[m_size];
         for (int i = 0; i < m_size; i++)
         {
             m_buffer[i] = original.m_buffer[i];
         }
     }
     else
     {
         m_buffer = new iVector[0];
     }
     return(true);
 }
Esempio n. 3
0
		/*! Change the size of a movement
		 * \note OutputVector buffer will be created automatically if needed
		 * \note The function have better results if input movements are positive (see note in the code)
		 * \return Success
		 */	
		bool changeVectorSize( cMovement inputMovement,	/**< Input movement used as model */
					  int newSize,		/**< Size of the new vector */
					  cMovement ptOutputMovement )		/**< Output vector resized */
		{
			// input checks
			if( null == ptOutputMovement ||
				inputMovement == ptOutputMovement) 
			{
				return false;
			}
		
			if( ptOutputMovement.m_size != newSize )
			{
				// output buffer creation
				if( ptOutputMovement.m_buffer.Length==0 ) {
					ptOutputMovement.m_buffer=new iVector[0];
				}
				ptOutputMovement.m_size = newSize;
				ptOutputMovement.m_buffer = new iVector[ newSize ];
			}
		
		
			// Compute normalised vector
			for( int i=0; i<newSize; i++ )
			{
				// Start                  End
				// S-------X-------X------E		Movement
				//       A         B
				// S----------X-----------E		Normalised
				//         C = value to find
				// A B, closed value to C
				//
				// X = value(A)*(distanceBC/distanceAB) + value(B)*(distanceAC/distanceAB)
				// distanceAB = 1/ (movement vector size -1)
				// distanceSA = distanceAB* A index (same for SB)
				// distanceSC = ( 1/ (normalised vector size -1) ) * C index
				// distanceAC = distanceSC - distanceSA
				// distanceBC = distanceSB - distanceSC
		
				int indexC = i;
				float distanceAB = ( 1.0f/((float)inputMovement.m_buffer.Length -1.0f) );
				float distanceSC = ( 1.0f/((float)ptOutputMovement.m_buffer.Length-1.0f) ) * indexC;
				
				int indexA=0, indexB=0;
				for( int j=0; j<inputMovement.m_buffer.Length; j++)
				{
					if(  j*distanceAB == distanceSC )
					{
						indexA = j; 
						indexB = j;
						break;
					}
					if( j*distanceAB > distanceSC )
					{
						indexA = j-1; 
						indexB = j;
						break;
					}
				}
		
				float distanceSA = distanceAB * indexA;
				float distanceSB = distanceAB * indexB;
				float distanceAC = distanceSC - distanceSA;
				float distanceBC = distanceSB - distanceSC;
		
				if( indexA == indexB )
				{
					ptOutputMovement.m_buffer[i] = inputMovement.m_buffer[indexA];
				}
				else
				{
					// 0.5f added to have a better float to int cast
					// NOTE : this works ONLY when the float value is greater than 0
					// In the case of the accelerometers values as used in AGR, this is not an issue. 
					ptOutputMovement.m_buffer[i].x = (int)( 0.5f + inputMovement.m_buffer[indexA].x*(distanceBC/distanceAB) + 
												  inputMovement.m_buffer[indexB].x*(distanceAC/distanceAB) );
					ptOutputMovement.m_buffer[i].y = (int)( 0.5f + inputMovement.m_buffer[indexA].y*(distanceBC/distanceAB) + 
												  inputMovement.m_buffer[indexB].y*(distanceAC/distanceAB) );
					ptOutputMovement.m_buffer[i].z = (int)( 0.5f + inputMovement.m_buffer[indexA].z*(distanceBC/distanceAB) + 
												  inputMovement.m_buffer[indexB].z*(distanceAC/distanceAB) );
				}
			}
		
			return true;
		}
Esempio n. 4
0
		public bool copy(cMovement original){
			this.m_size=original.m_size;
			if(m_size>0){
				this.m_buffer=new iVector[m_size];
				for(int i=0;i<m_size;i++){
					m_buffer[i]=original.m_buffer[i];
				}
			}
			else
				m_buffer=new iVector[0];
			return true;
		
		}
Esempio n. 5
0
        /*! Change the size of a movement
         * \note OutputVector buffer will be created automatically if needed
         * \note The function have better results if input movements are positive (see note in the code)
         * \return Success
         */
        bool changeVectorSize(cMovement inputMovement,          /**< Input movement used as model */
                              int newSize,                      /**< Size of the new vector */
                              cMovement ptOutputMovement)       /**< Output vector resized */
        {
            // input checks
            if (null == ptOutputMovement ||
                inputMovement == ptOutputMovement)
            {
                return(false);
            }

            if (ptOutputMovement.m_size != newSize)
            {
                // output buffer creation
                if (ptOutputMovement.m_buffer.Length == 0)
                {
                    ptOutputMovement.m_buffer = new iVector[0];
                }
                ptOutputMovement.m_size   = newSize;
                ptOutputMovement.m_buffer = new iVector[newSize];
            }


            // Compute normalised vector
            for (int i = 0; i < newSize; i++)
            {
                // Start                  End
                // S-------X-------X------E		Movement
                //       A         B
                // S----------X-----------E		Normalised
                //         C = value to find
                // A B, closed value to C
                //
                // X = value(A)*(distanceBC/distanceAB) + value(B)*(distanceAC/distanceAB)
                // distanceAB = 1/ (movement vector size -1)
                // distanceSA = distanceAB* A index (same for SB)
                // distanceSC = ( 1/ (normalised vector size -1) ) * C index
                // distanceAC = distanceSC - distanceSA
                // distanceBC = distanceSB - distanceSC

                int   indexC     = i;
                float distanceAB = (1.0f / ((float)inputMovement.m_buffer.Length - 1.0f));
                float distanceSC = (1.0f / ((float)ptOutputMovement.m_buffer.Length - 1.0f)) * indexC;

                int indexA = 0, indexB = 0;
                for (int j = 0; j < inputMovement.m_buffer.Length; j++)
                {
                    if (j * distanceAB == distanceSC)
                    {
                        indexA = j;
                        indexB = j;
                        break;
                    }
                    if (j * distanceAB > distanceSC)
                    {
                        indexA = j - 1;
                        indexB = j;
                        break;
                    }
                }

                float distanceSA = distanceAB * indexA;
                float distanceSB = distanceAB * indexB;
                float distanceAC = distanceSC - distanceSA;
                float distanceBC = distanceSB - distanceSC;

                if (indexA == indexB)
                {
                    ptOutputMovement.m_buffer[i] = inputMovement.m_buffer[indexA];
                }
                else
                {
                    // 0.5f added to have a better float to int cast
                    // NOTE : this works ONLY when the float value is greater than 0
                    // In the case of the accelerometers values as used in AGR, this is not an issue.
                    ptOutputMovement.m_buffer[i].x = (int)(0.5f + inputMovement.m_buffer[indexA].x * (distanceBC / distanceAB) +
                                                           inputMovement.m_buffer[indexB].x * (distanceAC / distanceAB));
                    ptOutputMovement.m_buffer[i].y = (int)(0.5f + inputMovement.m_buffer[indexA].y * (distanceBC / distanceAB) +
                                                           inputMovement.m_buffer[indexB].y * (distanceAC / distanceAB));
                    ptOutputMovement.m_buffer[i].z = (int)(0.5f + inputMovement.m_buffer[indexA].z * (distanceBC / distanceAB) +
                                                           inputMovement.m_buffer[indexB].z * (distanceAC / distanceAB));
                }
            }

            return(true);
        }