private bool sufficientChange(Waypoint newNode, RecordingThresholds thresholds) { if (waypoints.Count == 0) { return(true); //always add first waypoint } //SourceVessel.GetSrfVelocity().sqrMagnitude < 0.5f if (Quaternion.Angle(waypoints.Last().orientation, newNode.orientation) > thresholds.minOrientationAngleChange) { //Debug.Log("orientation fulfilled"); return(true); } if (Vector3.Angle(waypoints.Last().velocity.normalized, newNode.velocity.normalized) > thresholds.minVelocityAngleChange) { //accept velocity direction changes only if we are actually moving if (newNode.velocity.sqrMagnitude > 0.5f) { //Debug.Log("velocity fulfilled"); return(true); } } float relativeSpeedChange = waypoints.Last().velocity.magnitude / newNode.velocity.magnitude; if (Mathf.Abs(1 - relativeSpeedChange) > thresholds.minSpeedChangeFactor) { //Debug.Log("speed fulfilled"); return(true); } return(false); }
public void tryAddWaypoint(RecordingThresholds thresholds) //check thresholds and maybe add new node if sufficient change happened { //Debug.Log("Track.addWaypoint"); //Debug.Log("TrackDump: + " + serialized()); Waypoint newNode = new Waypoint(SourceVessel); //only record if vessel is moving if (!sufficientChange(newNode, thresholds)) { return; } //Vector3 velocity = SourceVessel.rigidbody.velocity; //Quaternion orientation = SourceVessel.rigidbody.rotation; //Debug.Log("adding waypoint to list"); waypoints.Add(newNode); Modified = true; //add new point to renderer if (Visible && waypoints.Count % SamplingFactor == 0) { int index = waypoints.Count / SamplingFactor - 1; lineRenderer.SetVertexCount(index + 1); Vector3 currentPos = this.referenceBody.GetWorldSurfacePosition(SourceVessel.latitude, SourceVessel.longitude, SourceVessel.altitude); lineRenderer.SetPosition(index, currentPos); //mapLineRenderer.SetVertexCount(index + 1); //mapLineRenderer.SetPosition(index, ScaledSpace.LocalToScaledSpace(currentPos)); //this.renderCoords.Add(currentPos); } //Debug.Log("done"); }
private bool sufficientChange(Waypoint newNode, RecordingThresholds thresholds) { if (waypoints.Count == 0) return true; //always add first waypoint //SourceVessel.GetSrfVelocity().sqrMagnitude < 0.5f if (Quaternion.Angle(waypoints.Last().orientation, newNode.orientation) > thresholds.minOrientationAngleChange ) { //Debug.Log("orientation fulfilled"); return true; } if (Vector3.Angle(waypoints.Last().velocity.normalized, newNode.velocity.normalized) > thresholds.minVelocityAngleChange) { //accept velocity direction changes only if we are actually moving if (newNode.velocity.sqrMagnitude > 0.5f) { //Debug.Log("velocity fulfilled"); return true; } } float relativeSpeedChange = waypoints.Last().velocity.magnitude / newNode.velocity.magnitude; if (Mathf.Abs(1 - relativeSpeedChange) > thresholds.minSpeedChangeFactor) { //Debug.Log("speed fulfilled"); return true; } return false; }
//check thresholds and maybe add new node if sufficient change happened public void tryAddWaypoint(RecordingThresholds thresholds) { //Debug.Log("Track.addWaypoint"); //Debug.Log("TrackDump: + " + serialized()); Waypoint newNode = new Waypoint(SourceVessel); //only record if vessel is moving if (!sufficientChange(newNode, thresholds)) return; //Vector3 velocity = SourceVessel.rigidbody.velocity; //Quaternion orientation = SourceVessel.rigidbody.rotation; //Debug.Log("adding waypoint to list"); waypoints.Add(newNode); Modified = true; //add new point to renderer if (Visible && waypoints.Count % SamplingFactor == 0){ int index = waypoints.Count / SamplingFactor - 1; lineRenderer.SetVertexCount(index + 1); Vector3 currentPos = this.referenceBody.GetWorldSurfacePosition(SourceVessel.latitude, SourceVessel.longitude, SourceVessel.altitude); lineRenderer.SetPosition(index, currentPos); //mapLineRenderer.SetVertexCount(index + 1); //mapLineRenderer.SetPosition(index, ScaledSpace.LocalToScaledSpace(currentPos)); //this.renderCoords.Add(currentPos); } //Debug.Log("done"); }