public float getWarpPathCost() { // normalize cost based on subsequance length (not cost path length) mIndex lastIdx = _warpPath[_warpPath.Count - 1]; return(_accumCostMatrix[lastIdx.y][lastIdx.x] / (float)_costMatrix.Length);; }
public static Texture2D drawPoints(Texture2D tex, mIndex[] points, Color c) { foreach(mIndex p in points) { tex.SetPixel(p.x, p.y, c); } tex.Apply(); return tex; }
public DTW(mIndex[] stepConstraints) { _stepConstraints = stepConstraints; }
public RecognitionThread(ActionInstance seq, ActionData subseq, mIndex[] stepConstraints) { _seq = seq; _subseq = subseq; dtw = new DTW(stepConstraints); _isDone = false; }