/// <summary> /// Updates Feature values /// </summary> /// <returns></returns> public object UpdateFeature() { if (m_PositionExtracted == null) { m_PositionExtracted = new IMLVector3(); } var gameObjRef = GetInputValue <GameObject>("gameObjectIntoNode", this.gameObjectIntoNode); if (gameObjRef == null) { // If the gameobject is null, we throw an error on the editor console Debug.LogWarning("GameObject missing in Extract Position Node!"); } else { // Set values of our feature extracted if (LocalSpace) { m_PositionExtracted.SetValues(gameObjRef.transform.localPosition); } else { m_PositionExtracted.SetValues(gameObjRef.transform.position); } } return(this); }
// Use this for initialization protected override void Init() { base.Init(); if (m_v3Extracted == null) { m_v3Extracted = new IMLVector3(); } }
// Use this for initialization protected override void Init() { base.Init(); tooltips = IMLTooltipsSerialization.LoadTooltip("Rotation"); if (m_RotationExtracted == null) { m_RotationExtracted = new IMLVector3(); } }
// Use this for initialization protected override void Init() { counter = 0; count = 5; base.Init(); tooltips = IMLTooltipsSerialization.LoadTooltip("Position"); if (m_PositionExtracted == null) { m_PositionExtracted = new IMLVector3(); } }
/// <summary> /// Updates Feature values /// </summary> /// <returns></returns> public object UpdateFeature() { Vector3 valueToOutput = GetInputValue <Vector3>("inputVector3", this.inputVector3); if (m_v3Extracted == null) { m_v3Extracted = new IMLVector3(); } m_v3Extracted.SetValues(valueToOutput); return(this); }
/// <summary> /// Updates Feature values /// </summary> /// <returns></returns> public object UpdateFeature() { //check if receiving data if (counter == count) { counter = 0; if (x == FeatureValues.Values[0] && y == FeatureValues.Values[1] && z == FeatureValues.Values[2]) { ReceivingData = false; } else { ReceivingData = true; } x = FeatureValues.Values[0]; y = FeatureValues.Values[1]; z = FeatureValues.Values[2]; } counter++; if (m_RotationExtracted == null) { m_RotationExtracted = new IMLVector3(); } var gameObjRef = GetInputValue <GameObject>("GameObjectDataIn", this.GameObjectDataIn); if (gameObjRef == null) { if ((graph as IMLController).IsGraphRunning) { // If the gameobject is null, we throw an error on the editor console //Debug.LogWarning("GameObject missing in Extract Rotation Node!"); } GameObjInputMissing = true; } else { // Set values of our feature extracted if (LocalSpace) { m_RotationExtracted.SetValues(gameObjRef.transform.localEulerAngles); } else { m_RotationExtracted.SetValues(gameObjRef.transform.eulerAngles); } GameObjInputMissing = false; } if (!x_switch) { FeatureValues.Values[0] = 0; } if (!y_switch) { FeatureValues.Values[1] = 0; } if (!z_switch) { FeatureValues.Values[2] = 0; } return(this); }