Пример #1
0
        public static Vector Tangent(this Vector v, Vector v1, Vector v2)
        {
            double a1 = v1.Angle();
            double a2 = v2.Angle();
            v = new Vector(v.Length, 0).Rotate(a1 + (a2 - a1) / 2);

            //            double a = v.Angle();

            Vector v1b = v1 - v;
            Vector v2b = v2 - v;
            double a1b = Vector.AngleBetween(v1b, v);
            double a2b = Vector.AngleBetween(v, v2b);
            int i = 0;
            while (Math.Round(a1b, 10) != Math.Round(a2b, 10))
            {
                if (a2b > a1b)
                {
                    a1 = v.Angle();
                }
                else if (a1b > a2b)
                {
                    a2 = v.Angle();
                }
                v = new Vector(v.Length, 0).Rotate(a1 + (a2 - a1) / 2);
                a1b = Vector.AngleBetween(v1b, v);
                a2b = Vector.AngleBetween(v, v2b);
              //              a = v.Angle();
              //              Console.WriteLine("{0} {1} {2}", a1b, a2b, a);

                i++;
            }
            return v;
        }
Пример #2
0
 public void TestThreeLine()
 {
     Vector v = new Vector(3, 0).Tangent(new Vector(10, 0), new Vector(0, 10));
     Dictionary<int, double> d = new Dictionary<int, double>();
     for (int i = 5; i < 100; i++)
     {
         v = new Vector(5, 0).Tangent(new Vector(10, 0), new Vector(0, i));
         double a = v.Angle();
         d.Add(i, a);
     }
 }
Пример #3
0
        private double getFishAngle(Microsoft.Kinect.JointCollection joints)
        {
            Point a = getDisplayPosition(joints[JointType.Head]);
            a = getDisplayPosition(joints[JointType.ShoulderCenter]);

            Point b = getDisplayPosition(joints[JointType.Spine]);

            //Point c = new Point(a.X, b.Y + (b.Y-a.Y));
            //Point c = Average(
            //getDisplayPosition(joints[Joint.AnkleLeft]),
            //getDisplayPosition(joints[Joint.AnkleRight]));

            //System.Windows.Vector v1 = new System.Windows.Vector(c.X-b.X,c.Y - b.Y);
            System.Windows.Vector v2 = new System.Windows.Vector(b.X - a.X, b.Y - a.Y);
            double ang = AngleConstrain(2*(v2.Angle() - 90.0), -30, 30);//AngleConstrain(-NormalizeAngle(180.0 - v2.Angle()), -30, 30);
            //Console.WriteLine(ang);
            return ang;
        }