コード例 #1
0
ファイル: Processor.cs プロジェクト: zdimension/tpepeip1
        public double CalcShift(Rect face)
        {
            var centre = new Point(face.X + face.Width / 2f, face.Y + face.Height / 2f);
            var decal  = LastCentre.DistanceTo(centre);

            LastCentre = centre;
            return(decal);
        }
コード例 #2
0
        /// <summary>
        /// Returns points in the order
        /// top left
        /// top right
        /// bottom right
        /// bottom left
        /// Updated to fixed version of the order points method
        /// http://www.pyimagesearch.com/2016/03/21/ordering-coordinates-clockwise-with-python-and-opencv/
        /// </summary>
        /// <param name="pts"></param>
        /// <returns></returns>
        private static Tuple <Point2f, Point2f, Point2f, Point2f> OrderPoints(Mat pts)
        {
            //TODO: This is begging for C#7 tuples
            //TODO: Error handling

            //Extract points
            Point p1 = pts.Get <Point>(0);
            Point p2 = pts.Get <Point>(1);
            Point p3 = pts.Get <Point>(2);
            Point p4 = pts.Get <Point>(3);

            Point2f[] points =
            {
                new Point2f(p1.X, p1.Y),
                new Point2f(p2.X, p2.Y),
                new Point2f(p3.X, p3.Y),
                new Point2f(p4.X, p4.Y)
            };

            //sort the points based on their x-coordinates
            Point2f[] xSorted = points.OrderBy(pt => pt.X).ToArray();

            //grab the left-most and right-most points from the sorted
            //x-roodinate points
            Point2f[] leftMost  = xSorted.Take(2).ToArray();
            Point2f[] rightMost = xSorted.Skip(2).ToArray();

            //now, sort the left-most coordinates according to their
            //y-coordinates so we can grab the top-left and bottom-left
            //points, respectively
            Point2f tl = leftMost.OrderBy(pt => pt.Y).First();
            Point2f bl = xSorted.OrderBy(pt => pt.Y).Last();

            //now that we have the top-left coordinate, use it as an
            //anchor to calculate the Euclidean distance between the
            //top-left and right-most points; by the Pythagorean
            //theorem, the point with the largest distance will be
            //our bottom-right point
            Point2f[] d  = rightMost.OrderBy(pt => tl.DistanceTo(pt)).ToArray();
            Point2f   tr = d.First();
            Point2f   br = d.Last();

            //return the coordinates in top-left, top-right,
            //bottom-right, and bottom-left order
            return(Tuple.Create(tl, tr, br, bl));
        }
コード例 #3
0
        /// <summary>
        /// rendering pass for a node
        /// </summary>
        /// <param name="FOV"></param>
        /// <param name="near"></param>
        /// <param name="far"></param>
        /// <param name="eyeVector"></param>
        /// <param name="position"></param>
        /// <param name="renderOverride">flag that prevents node to be rendered even if in view field, if its too far down the hierarchy</param>
        internal void RenderingPass(float FOV, float near, float far, Vector3f eyeVector, Point2f position, bool renderOverride)
        {
            //new algo: test if three points forming a view triangle lie within the box or only a part if current node
            pointsInsideFOV.Reset();
            pointsInsideFOV.Start();
            int pointsInside = NumberOfPointsInsideFOV(false, far, eyeVector, position);

            pointsInsideFOV.Stop();
            LasMetrics.GetInstance().pointsInsideViewMilis += pointsInsideFOV.Elapsed;
            LasMetrics.GetInstance().pointsInsideViewCounted++;

            //if render override flag was not set to false, check if it can be set here
            //renderOverride set to false prevents node or leaf to be rendered if too far away,
            //although it can still be loaded into memory. This prevents far away regions to be
            //drawn in too much detail that isn't even visible
            if (QTreeNode.PerNodeLOD && renderOverride && !boundingBox.contains(position))
            {
                float closestCorner = position.DistanceTo(boundingBox.Center);

                //check if nearest corner is close enough to warant rendering this level
                for (int i = 0; i < 4; i++)
                {
                    float distToPosition = position.DistanceTo(boundingBox.Corners[i]);

                    if (closestCorner > distToPosition)
                    {
                        closestCorner = distToPosition;
                    }
                }

                //calculate distance relative to the far point. determines which nodes will be drawn and which not
                float relativeDistance = 1.0f - closestCorner / far;

                if (relativeDistance < nodeHierarchyLevel)
                {
                    renderOverride = false;
                }
            }

            if (pointsInside == 3)
            {
                //all points are seen - contents of the node should immediately be drawn without further checks
                if (renderOverride)
                {
                    RenderVisible();
                }
            }
            else if (pointsInside > 0)
            {
                //if only some of the points are inside, checks should be performed in children
                if (renderOverride)
                {
                    Render();
                }

                if (leaf != null)
                {
                    //if only a part is inside, render it anyway.
                    leaf.Render(renderOverride);
                }
                else
                {
                    //render also this node. parts of this node that are visible will be already loaded and therefore visible
                    nodes[NE].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                    nodes[NW].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                    nodes[SE].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                    nodes[SW].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                }
            }
            else
            {
                //no points are inside
                //count number of buffered corners. if:
                //- all buffered - place leaf in buffer
                // -some buffered - delve further
                //- none buffered - cascadeInvisibility

                //new values for buffered checks + values are modified with Buffered values

                int bufferedPointsInside = NumberOfPointsInsideFOV(
                    true,
                    far + LasDataManager.BufferedDistance,
                    eyeVector,
                    position - new Point2f(eyeVector.x, eyeVector.z) * LasDataManager.BufferedPositionRadius);

                if (bufferedPointsInside == 3)
                {
                    //all points are within buffer range- buffer all lower nodes and leafs
                    if (leaf != null)
                    {
                        leaf.BufferLeaf();
                    }
                    else
                    {
                        CascadeBuffering();
                    }
                }
                else if (bufferedPointsInside > 0)
                {
                    //if only some of the points are inside, checks should be performed in children
                    if (leaf != null)
                    {
                        //if 2 or more points are inside buffered area buffer it anyways
                        if (bufferedPointsInside > 1)
                        {
                            leaf.BufferLeaf();
                        }
                    }
                    else
                    {
                        nodes[NE].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                        nodes[NW].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                        nodes[SE].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                        nodes[SW].RenderingPass(FOV, near, far, eyeVector, position, renderOverride);
                    }
                }
                else
                {
                    //none are buffered - remove if in buffer
                    CascadeInvisibility();
                }
            }
        }